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我正在使用 EaselJS 并希望向后兼容 ExplorerCanvas。
这应该可以使用以下代码(参见 here):
createjs.createCanvas = function () { ... return canvas implementation here ... }
但是,如果我在此函数中发出警报并运行代码,则该函数永远不会运行。
我该如何让它发挥作用?
编辑:
这是我使用的代码的简化示例:
<!DOCTYPE html>
<html lang='en'>
<head>
<meta charset='utf-8' />
<script src='/Scripts/jquery-1.7.1.js'></script>
<script src="/Scripts/excanvas/excanvas.compiled.js"></script>
<script src="/Scripts/easeljs/lib/easeljs-0.5.0.min.js"></script>
<script src='/Scripts/core/jquery.mousewheel.js'></script>
<style>
canvas
{
border: 1px solid #ccc;
}
</style>
<script type='text/javascript'>
$(document).ready(function () {
// Variables
var img;
var stage;
var bmp;
// Bindings
$('#load').click(function () { initialize() }); // DELETE
// Functions
function initialize() {
img = new Image();
img.onload = imageLoadedEvent;
img.src = '/Scripts/viewer/June.jpg';
}
function imageLoadedEvent() {
var canvasElement = generateContext('testCanvas', 400, 400);
stage = new createjs.Stage('testCanvas');
bmp = new createjs.Bitmap(img);
stage.autoClear = true;
stage.addChild(bmp);
stage.update();
}
function generateContext(canvasID, width, height) {
var canvasElement = document.createElement('canvas');
if (typeof (G_vmlCanvasManager) != 'undefined')
canvasElement = G_vmlCanvasManager.initElement(canvasElement);
canvasElement.setAttribute("width", width);
canvasElement.setAttribute("height", height);
canvasElement.setAttribute("id", canvasID);
document.getElementById('viewer').appendChild(canvasElement);
}
});
</script>
</head>
<body>
<div id='viewer'>
<button id='load'>load</button>
</div>
</body>
</html>
此示例将在 Chrome 和 IE9 中运行,因为会创建和使用 native Canvas 元素。但是在 IE8 中它失败了。
最佳答案
我也遇到过这个问题,试图让 ExCanvas 与 EaselJS 配合得很好。这是我如何让它工作的。希望这有助于解决您的形象问题。
如果操作正确,您应该会在 IE 中看到一个 700 x 700 的 Canvas ,从左上角到右下角有一条红线(在 8 中测试过)。
头>
<!--
Load ExCanvas first, and jquery
-->
<script type='text/javascript' src='./javascript/excanvas.js'></script>
<script type='text/javascript' src='./javascript/jquery-1.8.2.min.js'></script>
<!--
Have to load Easel js files in a certain order, and override the createCanvas
function in order for it to work in < IE9.
-->
<script type='text/javascript' src='./javascript/easel/UID.js'></script>
<script type='text/javascript' src='./javascript/easel/Ticker.js'></script>
<script type='text/javascript' src='./javascript/easel/EventDispatcher.js'></script>
<script type='text/javascript' src='./javascript/easel/MouseEvent.js'></script>
<script type='text/javascript' src='./javascript/easel/Matrix2D.js'></script>
<script type='text/javascript' src='./javascript/easel/Point.js'></script>
<script type='text/javascript' src='./javascript/easel/Rectangle.js'></script>
<script type='text/javascript' src='./javascript/easel/Shadow.js'></script>
<script type='text/javascript' src='./javascript/easel/SpriteSheet.js'></script>
<script type='text/javascript'>
var canvas, stage;
createjs.createCanvas = function () { return getCanvas(); };
function getCanvas() {
// This is needed, otherwise it will keep adding canvases, but it only use the last one it creates.
canvas = document.getElementById("myCanvas");
if (canvas != null) {
document.getElementById("container").removeChild(canvas);
}
canvas = document.createElement("canvas");
document.getElementById("container").appendChild(canvas);
if (typeof (G_vmlCanvasManager) != 'undefined') {
canvas = G_vmlCanvasManager.initElement(canvas);
canvas.setAttribute("height", "700");
canvas.setAttribute("width", "700");
canvas.setAttribute("style", "height:700px; width:700px;");
canvas.setAttribute("id", "myCanvas");
}
return canvas;
}
</script>
<script type="text/javascript">
$(document).ready(function () {
loadOtherScripts();
stage = new createjs.Stage(canvas);
// Draw a red line from top left to bottom right
var line = new createjs.Shape();
line.graphics.clear();
line.graphics.setStrokeStyle(2);
line.graphics.beginStroke("#FF0000");
line.graphics.moveTo(0, 0);
line.graphics.lineTo(700, 700);
stage.addChild(line);
stage.update();
});
function loadOtherScripts() {
var jsAr = new Array(13);
jsAr[0] = './javascript/easel/Graphics.js';
jsAr[1] = './javascript/easel/DisplayObject.js';
jsAr[2] = './javascript/easel/Container.js';
jsAr[3] = './javascript/easel/Stage.js';
jsAr[4] = './javascript/easel/Bitmap.js';
jsAr[5] = './javascript/easel/BitmapAnimation.js';
jsAr[6] = './javascript/easel/Shape.js';
jsAr[7] = './javascript/easel/Text.js';
jsAr[8] = './javascript/easel/SpriteSheetUtils.js';
jsAr[9] = './javascript/easel/SpriteSheetBuilder.js';
jsAr[10] = './javascript/easel/DOMElement.js';
jsAr[11] = './javascript/easel/Filter.js';
jsAr[12] = './javascript/easel/Touch.js';
for (var i = 0; i < jsAr.length; i++) {
var js = jsAr[i];
$.ajax({
async: false,
type: "GET",
url: js,
data: null,
dataType: 'script'
});
}
}
</head>
<body>
<div id="container"></div>
</body>
</html>
关于javascript - 使 IE8 与 EaselJS 和 ExplorerCanvas 兼容,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/12724404/
我正在使用 EaselJS 并希望向后兼容 ExplorerCanvas。 这应该可以使用以下代码(参见 here): createjs.createCanvas = function () { ..
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