To load an image and place it on the canvas
var image = new Image(); // see note on creating an image
image.src = "imageURL";
image.onload = function(){
ctx.drawImage(this,0,0);
}
Creating an image
There are several ways to create an image
new Image()
document.createElement("img")
<img src = 'imageUrl' id='myImage'>
As part of the HTML body and retrieved with document.getElementById('myImage')
The image is a HTMLImageElement
Image.src property
The image src
can be any valid image URL or encoded dataURL. See this topic's Remarks for more information on image formats and support.
image.src = "http://my.domain.com/images/myImage.jpg"
image.src = "data:image/gif;base64,R0lGODlhAQABAIAAAAUEBAAAACwAAAAAAQABAAACAkQBADs="
**The dataURL is a 1 by 1 pixel gif image containing black
Remarks on loading and errors
The image will begin loading when its src property is set. The loading is syncriouse but the onload
event will not be called until the function or code has exited/returned.
If you get an image from the page (for example document.getElementById("myImage")
) and its src
is set it may or may not have loaded. You can check on the status of the image with HTMLImageElement.complete
which will be true
if complete. This does not mean the image has loaded, it means that it has either
""
If the image is from an unreliable source and may not be accessible for a variety of reasons it will generate an error event. When this happens the image will be in a broken state. If you then attempt to draw it onto the canvas it will throw the following error
Uncaught DOMException: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The HTMLImageElement provided is in the 'broken' state.
By supplying the image.onerror = myImgErrorHandler
event you can take appropriate action to prevent errors.