1

我正在使用 EaselJS 并希望允许与 ExplorerCanvas 向后兼容。

这应该可以使用以下代码(请参见此处):

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:

这是我正在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,因为创建和使用了原生画布元素。但是在 IE8 中它失败了。

4

2 回答 2

3

我也遇到了这个问题,试图让 ExCanvas 与 EaselJS 配合得很好。这是我如何让它工作的。希望这对您的图像问题有所帮助。

  • 获取 EaselJS 的源代码:https ://github.com/gskinner/EaselJS.git 。这会将所有 javascript 文件分离成它们自己的部分。
  • 将所有这些文件复制到项目目录中的“画架”文件夹中。
  • 加载文件的顺序很重要,因此请参阅下文了解如何执行此操作。
  • EaselJS 有一个选项来覆盖 createCanvas 方法,这是使用 ExCanvas 所必需的。这发生在加载 SpriteSheet.js 文件之后,以及加载 Graphics.js、DisplayObject.js、Container.js 等之前。在下面的代码中,我使用 jQuery 加载了easelJs 所需的其余 js 文件。这一切都发生在 $(document).ready() 函数中。
  • 如果操作正确,您应该会在 IE 中看到一个 700 x 700 的画布,从左上角到右下角有一条红线(在 8 中测试)。

    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>
    
于 2012-11-20T17:29:39.370 回答
0

您应该通过引用项目页面示例canvas中提供的原始画布源来实例化准元素:

<head>
<!--[if lt IE 9]><script src="excanvas.js"></script><![endif]-->
</head>

var el = document.createElement('canvas');
G_vmlCanvasManager.initElement(el);
var ctx = el.getContext('2d'); 

编辑:

经过进一步调查,我得出以下结论!无法将图像包含到画布中的原因有多种:

  1. 第一个可能是 excanvas 代码中存在一个错误,因为它无法模仿本机画布功能。我更成功地使用了修改后的 sancha 代码,您可以在这里获得:http: //dev.sencha.com/playpen/tm/excanvas-patch/excanvas-modified.js。在此处查看实时示例:http: //jsfiddle.net/aDHKm/在 IE 上尝试)。
  2. 在 Easeljs 初始化核心对象和类之前的第二个首先是搜索画布元素的存在。因为 IE < 9 没有实现画布,很明显easeljs 核心图形API 不能被实例化。我认为这是您的代码无法正常工作的两个主要原因。

我的建议是尝试在没有画架的情况下重新制作代码。我做了一个必要的修改,向您展示如何在没有easeljs的情况下完成:http: //jsfiddle.net/xdXrw/。我不知道您是否绝对必须使用easeljs,但在IE8 hacked canvas 方面肯定有一些限制。

于 2012-10-04T12:26:58.540 回答