创建图像对象时,可以使用"完整"属性或"onload"方法知道何时完全加载,然后,此图像已使用一段时间处理(例如调整大小),在大文件中可能需要几秒钟.
如何知道浏览器何时完成加载后处理图像?
编辑:在示例中可以看到"完整"消息和图像外观之间的滞后,我想避免这种情况.
使用"onload"方法的示例:
var BIGimage;
putBIGimage();
function putBIGimage(){
BIGimage=document.createElement("IMG");
BIGimage.height=200;
BIGimage.src="http://orig09.deviantart.net/5e53/f/2013/347/f/d/i_don_t_want_to_ever_leave_the_lake_district_by_martinkantauskas-d6xrdch.jpg";
BIGimage.onload=function(){waitBIGimage();};
}
function waitBIGimage(){
console.log("Complete.");
document.body.appendChild(BIGimage);
}Run Code Online (Sandbox Code Playgroud)
使用"完整"属性的示例:
var BIGimage;
putBIGimage();
function putBIGimage(){
BIGimage=document.createElement("IMG");
BIGimage.height=200;
BIGimage.src="http://orig09.deviantart.net/5e53/f/2013/347/f/d/i_don_t_want_to_ever_leave_the_lake_district_by_martinkantauskas-d6xrdch.jpg";
waitBIGimage();
}
function waitBIGimage(){
if (!BIGimage.complete){
console.log("Loading...");
setTimeout(function(){
waitBIGimage();
},16);
} else {
console.log("Complete.");
document.body.appendChild(BIGimage);
}
}Run Code Online (Sandbox Code Playgroud)
编辑:谢谢@Kaiido的回应我做了这个sollution等待图像处理.
var imagesList=["https://omastewitkowski.files.wordpress.com/2013/07/howard-prairie-lake-oregon-omaste-witkowski-owfotografik-com-2-2.jpg",
"http://orig03.deviantart.net/7b8d/f/2015/289/0/f/0ffd635880709fb39c2b69f782de9663-d9d9w6l.jpg",
"http://www.livandiz.com/dpr/Crater%20Lake%20Pano%2016799x5507.JPG"];
var BIGimages=loadImages(imagesList);
onLoadImages(BIGimages,showImages);
function loadImages(listImages){
var image;
var list=[];
for (var i=0;i<listImages.length;i++){
image=document.createElement("IMG");
image.height=200;
image.src=listImages[i]+"?"+Math.random();
list.push(image);
}
return list;
}
function showImages(){
loading.style.display="none";
for (var i=0; i<BIGimages.length;i++){
document.body.appendChild(BIGimages[i]);
}
};
function onLoadImages(images,callBack,n) {
if (images==undefined) return null;
if (callBack==undefined) callBack=function(){};
else if (typeof callBack!="function") return null;
var list=[];
if (!Array.isArray(images)){
if (typeof images =="string") images=document.getElementById(images);
if (!images || images.tagName!="IMG") return null;
list.push(images);
} else list=images;
if (n==undefined || n<0 || n>=list.length) n=0;
for (var i=n; i<list.length; i++){
if (!list[i].complete){
setTimeout(function(){onLoadImages(images,callBack,i);},16);
return false;
}
var ctx = document.createElement('canvas').getContext('2d');
ctx.drawImage(list[i], 0, 0);
}
callBack();
return true;
}Run Code Online (Sandbox Code Playgroud)
<DIV id="loading">Loading some big images...</DIV>Run Code Online (Sandbox Code Playgroud)
HTMLImageElement 接口有一个decode()方法,它允许我们等待图像准备好绘制,就像您想要的那样。
var BIGimage;
putBIGimage();
function putBIGimage() {
BIGimage = document.createElement("IMG");
BIGimage.height = 200;
BIGimage.src = "https://upload.wikimedia.org/wikipedia/commons/c/cf/Black_hole_-_Messier_87.jpg?r=" + Math.random();
BIGimage.onload = e => console.log('load event', performance.now());
BIGimage.decode().then(waitBIGimage);
BIGimage.onerror = console.error;
}
function waitBIGimage() {
// uses the synchronous testing method to check it works fine
var start = performance.now();
// only to see if it worked fine
var ctx = document.createElement('canvas').getContext('2d');
ctx.drawImage(BIGimage, 0, 0);
ctx.drawImage(ctx.canvas, 0, 0);
var end = performance.now();
console.log(`it took ${end - start}ms to draw`)
// do your stuff
document.body.appendChild(BIGimage);
}Run Code Online (Sandbox Code Playgroud)
drawImage另一种方法是利用 CanvasContext2D方法可以同步的事实。一些浏览器可能会尝试延迟下一个绘画帧的实际绘画,但是通过将画布绘制到自身上,我们可以强制大多数当前的 UA 同步渲染我们的图像。
所以你可以在你的方法中使用它作为等待方法waitBIGimage。
var BIGimage;
putBIGimage();
function putBIGimage() {
BIGimage = document.createElement("IMG");
BIGimage.height = 200;
BIGimage.src = "https://upload.wikimedia.org/wikipedia/commons/c/cf/Black_hole_-_Messier_87.jpg?r=" + Math.random();
BIGimage.onload = waitBIGimage;
BIGimage.onerror = console.error;
}
function waitBIGimage() {
// only for demo
// we've got to also log the time since even the console.log method will be blocked during processing
var start = performance.now();
console.log('waiting', start);
// this is all needed
var ctx = document.createElement('canvas').getContext('2d');
ctx.drawImage(BIGimage, 0, 0);
// on some system the drawing of the image may be delayed to the next painting frame
// we can try force the synchronous rendering by drawing the canvas over itself
ctx.drawImage(ctx.canvas, 0, 0);
// demo only
var end = performance.now();
console.log("Complete.", end);
console.log(`it took ${end - start}ms`)
// do your stuff
document.body.appendChild(BIGimage);
}Run Code Online (Sandbox Code Playgroud)
在我的 Firefox 上,处理图像大约需要 1 秒,而在我的 Chrome 上,速度要快一些。
但该方法的一个大问题是它是同步的,因此会在处理图像的整个过程中阻塞您的脚本。
另一种方法是使用该createImageBitmap()方法,该方法应在 GPU 中分配图像位图,准备绘制。
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