I am using EaselJS and want to allow for backwards compatibility with ExplorerCanvas.
This should be possible using the following code (see here):
c
I ran across this issue as well, trying to get ExCanvas to play nice with EaselJS. Here is how I got it working. Hope this helps with your image issue.
If done correctly, you should see a 700 x 700 canvas with a red line from top left to bottom right in IE (tested in 8).
head>
<!--
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>
You should instantiate the quasi canvas
element by making reference to the original canvas source as provided on the project page example:
<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');
EDIT:
After further investigation i came to the following conclusions! There are multiple reasons for not being able to include the image into the canvas:
My suggestion is to try to remake the code without the easeljs. I made a fiddle with the necessary modification to show you how can be done without easeljs: http://jsfiddle.net/xdXrw/. I don't know if it's absolute imperative for you to use easeljs, but certainly it has some limitations in terms of IE8 hacked canvas.