Restructure event handling on Raster item.

- Trigger #onLoad() events from Raster#setImage() also
- Add support for Raster#onError() handler
Closes #849 and #924
This commit is contained in:
Jürg Lehni 2016-01-26 21:06:36 +01:00
parent 4dd0099094
commit 5e69de3bd1
4 changed files with 59 additions and 40 deletions

View file

@ -19,7 +19,10 @@
var scale = (Math.sin(event.time * 2) + 1) / 2;
raster.scale(scale / lastScale);
lastScale = scale;
raster.position = center + [Math.sin(event.time * 3) * 256, Math.sin(event.time * 2.5) * 256];
raster.position = center + [
Math.sin(event.time * 3) * 256,
Math.sin(event.time * 2.5) * 256
];
raster.rotate(event.delta * 120);
}
</script>

View file

@ -22,6 +22,7 @@ var Event = Base.extend(/** @lends Event# */{
initialize: function Event(event) {
this.event = event;
this.type = event.type;
},
prevented: false,

View file

@ -145,7 +145,8 @@ var Item = Base.extend(Emitter, /** @lends Item# */{
},
// Only for external sources, e.g. Raster
onLoad: {}
onLoad: {},
onError: {}
}
),

View file

@ -221,6 +221,33 @@ var Raster = Item.extend(/** @lends Raster# */{
},
setImage: function(image) {
var that = this,
loaded = false;
function emit(event) {
var view = that.getView(),
type = event && event.type || 'load';
if (view && that.responds(type)) {
paper = view._scope;
that.emit(type, new Event(event));
// TODO: Request a redraw in the next animation frame from
// update() instead!
view.update();
}
}
function update() {
// Both canvas and image have width / height attributes. Due to IE,
// naturalWidth / Height needs to be checked for a swell, because it
// apparently can have width / height set to 0 when the image is
// invisible in the document.
that._size = new Size(
image ? image.naturalWidth || image.width : 0,
image ? image.naturalHeight || image.height : 0);
that._context = null;
that._changed(/*#=*/(Change.GEOMETRY | Change.PIXELS));
}
if (this._canvas)
CanvasProvider.release(this._canvas);
// Due to similarities, we can handle both canvas and image types here.
@ -228,22 +255,30 @@ var Raster = Item.extend(/** @lends Raster# */{
// A canvas object
this._image = null;
this._canvas = image;
this._loaded = true;
loaded = true;
} else {
// A image object
this._image = image;
this._canvas = null;
this._loaded = image && image.complete;
loaded = image && image.complete;
}
this._loaded = loaded;
if (loaded) {
// Emit load event with a delay, so behavior is the same as when
// it's actually loaded and we give the code time to install event.
update();
setTimeout(emit, 0);
} else if (image) {
// Trigger the load event on the image once it's loaded
DomEvent.add(image, {
load: function(event) {
that._loaded = true;
update();
emit(event);
},
error: emit
});
}
// Both canvas and image have width / height attributes. Due to IE,
// naturalWidth / Height needs to be checked for a swell, because it
// apparently can have width / height set to 0 when the image is
// invisible in the document.
this._size = new Size(
image ? image.naturalWidth || image.width : 0,
image ? image.naturalHeight || image.height : 0);
this._context = null;
this._changed(/*#=*/(Change.GEOMETRY | Change.PIXELS));
},
/**
@ -328,35 +363,14 @@ var Raster = Item.extend(/** @lends Raster# */{
},
setSource: function(src) {
var that = this,
crossOrigin = this._crossOrigin,
image;
function loaded() {
var view = that.getView();
if (view) {
paper = view._scope;
that.setImage(image);
that.emit('load');
view.update();
}
}
// src can be an URL or a DOM ID to load the image from
image = document.getElementById(src) || new window.Image();
var crossOrigin = this._crossOrigin,
// src can be an URL or a DOM ID to load the image from:
image = document.getElementById(src) || new window.Image();
if (crossOrigin)
image.crossOrigin = crossOrigin;
if (image.complete) {
// Emit load event with a delay, so behavior is the same as when
// it's actually loaded and we give the code time to install event.
setTimeout(loaded, 0);
} else {
// Trigger the load event on the image once it's loaded
DomEvent.add(image, { load: loaded });
// A new image created above? Set the source now.
if (!image.src)
image.src = src;
}
// A new image created above? Set the source now.
if (!image.src)
image.src = src;
this.setImage(image);
},