Failed to execute 'drawImage' on 'CanvasRenderingContext2D
Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or SVGImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)'
at drawCanvas (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:56)
at setTimeout (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:59)
I am trying to load images to a canvas based on url input, i've tried adding event listeners and a logger, none seem to work.
setTimeout(() => {
let startpanel = document.getElementById('startpanel')
// image for skin
var img = document.createElement("img");
img.style.width = "220px";
img.style.height = "177px";
// input custom skin
var skinInput = document.createElement("input");
skinInput.placeholder = "skin url";
skinInput.style.width = "150px";
skinInput.style.height = "35px";
skinInput.onblur = function() {
const newImage = new Image();
newImage.src = skinInput.value;
img.src = skinInput.value;
drawCanvas(newImage);
};
startpanel.appendChild(skinInput)
// draw skin
var appearance = document.createElement("canvas");
appearance.id = "appearance";
// appearance.style.position = "absolute";
appearance.style.top = "100px";
appearance.style.width = "200px";
appearance.style.height = "177px";
appearance.style.border = "1px solid #d3d3d3";
startpanel.appendChild(appearance)
const drawCanvas = (newImage) => {
var ctx = appearance.getContext("2d");
ctx.drawImage(newImage, 10, 10);
}
drawCanvas();
}, 3000);
javascript canvas
add a comment |
Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or SVGImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)'
at drawCanvas (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:56)
at setTimeout (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:59)
I am trying to load images to a canvas based on url input, i've tried adding event listeners and a logger, none seem to work.
setTimeout(() => {
let startpanel = document.getElementById('startpanel')
// image for skin
var img = document.createElement("img");
img.style.width = "220px";
img.style.height = "177px";
// input custom skin
var skinInput = document.createElement("input");
skinInput.placeholder = "skin url";
skinInput.style.width = "150px";
skinInput.style.height = "35px";
skinInput.onblur = function() {
const newImage = new Image();
newImage.src = skinInput.value;
img.src = skinInput.value;
drawCanvas(newImage);
};
startpanel.appendChild(skinInput)
// draw skin
var appearance = document.createElement("canvas");
appearance.id = "appearance";
// appearance.style.position = "absolute";
appearance.style.top = "100px";
appearance.style.width = "200px";
appearance.style.height = "177px";
appearance.style.border = "1px solid #d3d3d3";
startpanel.appendChild(appearance)
const drawCanvas = (newImage) => {
var ctx = appearance.getContext("2d");
ctx.drawImage(newImage, 10, 10);
}
drawCanvas();
}, 3000);
javascript canvas
1
You are trying to draw the image before it is loaded. Setting.srcstarts loading the image asynchronously; if you want to draw it you need to set.onloadto a function that does so. SO has multiple search results for the error btw.
– Chris G
Dec 31 '18 at 9:09
add a comment |
Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or SVGImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)'
at drawCanvas (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:56)
at setTimeout (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:59)
I am trying to load images to a canvas based on url input, i've tried adding event listeners and a logger, none seem to work.
setTimeout(() => {
let startpanel = document.getElementById('startpanel')
// image for skin
var img = document.createElement("img");
img.style.width = "220px";
img.style.height = "177px";
// input custom skin
var skinInput = document.createElement("input");
skinInput.placeholder = "skin url";
skinInput.style.width = "150px";
skinInput.style.height = "35px";
skinInput.onblur = function() {
const newImage = new Image();
newImage.src = skinInput.value;
img.src = skinInput.value;
drawCanvas(newImage);
};
startpanel.appendChild(skinInput)
// draw skin
var appearance = document.createElement("canvas");
appearance.id = "appearance";
// appearance.style.position = "absolute";
appearance.style.top = "100px";
appearance.style.width = "200px";
appearance.style.height = "177px";
appearance.style.border = "1px solid #d3d3d3";
startpanel.appendChild(appearance)
const drawCanvas = (newImage) => {
var ctx = appearance.getContext("2d");
ctx.drawImage(newImage, 10, 10);
}
drawCanvas();
}, 3000);
javascript canvas
Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or SVGImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)'
at drawCanvas (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:56)
at setTimeout (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:59)
I am trying to load images to a canvas based on url input, i've tried adding event listeners and a logger, none seem to work.
setTimeout(() => {
let startpanel = document.getElementById('startpanel')
// image for skin
var img = document.createElement("img");
img.style.width = "220px";
img.style.height = "177px";
// input custom skin
var skinInput = document.createElement("input");
skinInput.placeholder = "skin url";
skinInput.style.width = "150px";
skinInput.style.height = "35px";
skinInput.onblur = function() {
const newImage = new Image();
newImage.src = skinInput.value;
img.src = skinInput.value;
drawCanvas(newImage);
};
startpanel.appendChild(skinInput)
// draw skin
var appearance = document.createElement("canvas");
appearance.id = "appearance";
// appearance.style.position = "absolute";
appearance.style.top = "100px";
appearance.style.width = "200px";
appearance.style.height = "177px";
appearance.style.border = "1px solid #d3d3d3";
startpanel.appendChild(appearance)
const drawCanvas = (newImage) => {
var ctx = appearance.getContext("2d");
ctx.drawImage(newImage, 10, 10);
}
drawCanvas();
}, 3000);
javascript canvas
javascript canvas
edited Dec 31 '18 at 9:12
BernardJones
asked Dec 31 '18 at 9:02
BernardJonesBernardJones
32
32
1
You are trying to draw the image before it is loaded. Setting.srcstarts loading the image asynchronously; if you want to draw it you need to set.onloadto a function that does so. SO has multiple search results for the error btw.
– Chris G
Dec 31 '18 at 9:09
add a comment |
1
You are trying to draw the image before it is loaded. Setting.srcstarts loading the image asynchronously; if you want to draw it you need to set.onloadto a function that does so. SO has multiple search results for the error btw.
– Chris G
Dec 31 '18 at 9:09
1
1
You are trying to draw the image before it is loaded. Setting
.src starts loading the image asynchronously; if you want to draw it you need to set .onload to a function that does so. SO has multiple search results for the error btw.– Chris G
Dec 31 '18 at 9:09
You are trying to draw the image before it is loaded. Setting
.src starts loading the image asynchronously; if you want to draw it you need to set .onload to a function that does so. SO has multiple search results for the error btw.– Chris G
Dec 31 '18 at 9:09
add a comment |
1 Answer
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I think this error is thrown because you call your own function "drawCanvas(newImage)" without argument after define it : "drawCanvas()".
So, your function call the context function drawImage with a null first argument : "ctx.drawImage(newImage, 10, 10)"
If you remove the line "drawCanvas()" the error is not thrown.
add a comment |
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I think this error is thrown because you call your own function "drawCanvas(newImage)" without argument after define it : "drawCanvas()".
So, your function call the context function drawImage with a null first argument : "ctx.drawImage(newImage, 10, 10)"
If you remove the line "drawCanvas()" the error is not thrown.
add a comment |
I think this error is thrown because you call your own function "drawCanvas(newImage)" without argument after define it : "drawCanvas()".
So, your function call the context function drawImage with a null first argument : "ctx.drawImage(newImage, 10, 10)"
If you remove the line "drawCanvas()" the error is not thrown.
add a comment |
I think this error is thrown because you call your own function "drawCanvas(newImage)" without argument after define it : "drawCanvas()".
So, your function call the context function drawImage with a null first argument : "ctx.drawImage(newImage, 10, 10)"
If you remove the line "drawCanvas()" the error is not thrown.
I think this error is thrown because you call your own function "drawCanvas(newImage)" without argument after define it : "drawCanvas()".
So, your function call the context function drawImage with a null first argument : "ctx.drawImage(newImage, 10, 10)"
If you remove the line "drawCanvas()" the error is not thrown.
answered Dec 31 '18 at 9:32
Florian CallewaertFlorian Callewaert
814
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You are trying to draw the image before it is loaded. Setting
.srcstarts loading the image asynchronously; if you want to draw it you need to set.onloadto a function that does so. SO has multiple search results for the error btw.– Chris G
Dec 31 '18 at 9:09