I am trying to preload a set of SVG objects and display them using CreateJS/PreloadJS. So far I was able to display a SVG object without preloading, but as soon as I use the LoadQueue from PreloadJS, I can't get my sample to work.
Does somebody know what I am doing wrong here? Thanks!
http://jsfiddle.net/trudeo/05eqqp49/
Javascript
var imageManifest = [
{ id: "MySvgImage", src: "http://dev.w3.org/SVG/tools/svgweb/samples/svg-files/check.svg" }
];
var stage = new createjs.Stage(document.getElementById('gameCanvas'));
var assetQueue = new createjs.LoadQueue(true);
assetQueue.loadManifest(imageManifest);
assetQueue.on('complete', complete);
function complete(e) {
// DOESN'T WORK
var svgImage = new createjs.Bitmap(assetQueue.getResult('MySvgImage'));
stage.addChild(svgImage);
// WORKS
var svgImage2 = new createjs.Bitmap("http://dev.w3.org/SVG/tools/svgweb/samples/svg-files/circles1.svg");
stage.addChild(svgImage2);
stage.update();
createjs.Ticker.setFPS(40);
createjs.Ticker.addListener(tick);
}
function tick() {
stage.update();
}
HTML
<!DOCTYPE html>
<html lang="en">
<head>
<script src="http://code.createjs.com/createjs-2013.12.12.min.js"></script>
<script src="http://code.createjs.com/preloadjs-0.4.1.min.js"></script>
<script src="app.js"></script>
</head>
<body>
<canvas id="gameCanvas" width="800" height="800"></canvas>
</body>
</html>
There are a few issues with your sample, which prevent the preloading of the asset, but unfortunately if those are addressed, it still will not draw into the Canvas.
Getting Preloading to work: The asset will need to be hosted on a server with CORS enabled to do cross-domain loading. PreloadJS will use XHR to load SVG, which can not load cross-domain without some extra work. The updated sample below shows that in action.
http://jsfiddle.net/lannymcnie/hhd4fwks/
Once preloaded, the asset can be appended to the DOM, but not used as a source for an EaselJS Bitmap. It appears that Canvas can not use
drawImage
with a local SVG source. It CAN be appended to the DOM thought.The reason your second approach did work was that it was automatically treating the source of the Bitmap as an image path, so it loaded it as an image (Bitmap creates an image behind the scenes when it is passed a string path)
It is probably a good idea to add image-based preloading to PreloadJS - I will add an issue to the GitHub.
I found simple solution. Just force PreloadJS to use image loader, not SVGLoader.
Then you can convert it