MJQ*_*MJQ 2 javascript css html5 html5-canvas
我正在尝试在另一个画布上绘制通过javascript创建的画布。但这对我没有用
这是我的代码,
<!DOCTYPE HTML>
<html>
<head>
</script>
<script>
window.onload = function(){
var can1 = document.createElement('canvas');
can1.width = 150;
can1.height = 140;
can1.style.cssText = 'top:2px;left:2px;border:2px solid black;';
var ctx1 = can1.getContext('2d');
var img=new Image();
img.src="images/211.jpg"
ctx1.drawImage(img,0,0);
var can = document.getElementById("c");
var ctx = can.getContext('2d');
ctx.drawImage(can1,0,0);
var canvas = document.getElementById("c");
window.open(canvas.toDataURL());
}
</script>
</head>
<body >
<canvas id="c" style = "position:absolute;top:150px;width:250px;height:350px;left:500px; border:2px solid black;"></canvas>
</body>
</html>
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我认为问题是,当您尝试将图像绘制到画布中时,图像尚未准备就绪。因此,如果您这样做,则效果很好:
<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
#myCanvas {
border: 1px solid #9C9898;
}
</style>
<script>
window.onload = function() {
var imageObj = new Image();
imageObj.src = "http://www.html5canvastutorials.com/demos/assets/darth-vader.jpg";
var dynamicCanvas = document.createElement("canvas");
var dynamicContext = dynamicCanvas.getContext("2d");
dynamicCanvas .height="400";
dynamicCanvas.width="578";
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
imageObj.onload = function() {
dynamicContext.drawImage(imageObj, 69, 50);
context=context.drawImage(dynamicCanvas,69,50);
window.open(canvas.toDataURL());
};
};
</script>
</head>
<body>
<canvas id="myCanvas" width="578" height="400"></canvas>
</body>
</html>
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您可以调整动态画布的高度和宽度。
如果删除该window.open语句,则它是完美的。
但是有一个问题 canvas.toDataURL()
当您尝试对canvas.toDataURL()本地文件执行操作时,会出现安全错误(如果您通过google chrome进行检查),即
Uncaught Error: SECURITY_ERR: DOM Exception 18
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你可以了解更多关于此错误:这里 (看看你收到此错误)。无论如何,根本原因已经解决了,现在总有一个新问题:D ..总而言之,祝你好运!
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