I'm trying out the Dart Language and HTML5 Canvas element, but I'm stuck with one problem. I don't know how to load an image in Dart. I can get CanvasRenderingContext2D and with this I can call fillText() and fillRect() and everything works, but I am trying to figure out how to load an Image and draw with drawImage.
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问题:
回答1:
Create and load the image
ImageElement image = new ImageElement(src: "my_image.png");
image.onLoad.listen((e) {
// Draw once the image is loaded
});
Draw the above image on the canvas after it is loaded
context.drawImage(image, destX, destY);
回答2:
Newer image onload syntax:
readFile() {
ImageElement image = new ImageElement(src: "plant.png");
document.body.nodes.add(image);
image.onLoad.listen(onData, onError: onError, onDone: onDone, cancelOnError: true);
}
onData(Event e) {
print("success: ");
}
onError(Event e) {
print("error: $e");
}
onDone() {
print("done");
}
回答3:
This is another way to do it :
void main() {
ImageElement image = new ImageElement(src: "pic.png");
img.onLoad.listen(onData);
img.onError.listen(onError);
}
void onData(Event e) {
print("Load success");
}
void onError(Event e) {
print("Error: $e");
}