Sometimes, we want to run code when drawing is finished drawing on an HTML5 Canvas with JavaScript.
In this article, we’ll look at how to run code when drawing is finished drawing on an HTML5 Canvas with JavaScript.
How to run code when drawing is finished drawing on an HTML5 Canvas with JavaScript?
To run code when drawing is finished drawing on an HTML5 Canvas with JavaScript, we can call drawImage
in the image’s onload
method and run the code we want after drawImage
is called.
For instance, we write:
<canvas style='width: 400px; height: 400px'></canvas>
to add a canvas element.
Then we write:
const img = new Image();
img.src = "https://i.picsum.photos/id/496/200/300.jpg?hmac=demLRv0UMwDhQHH6AEmbkJqlYuX27lnRH5N9FYcHBgw";
img.onload = () => {
const canvas = document.querySelector('canvas');
const context = canvas.getContext('2d');
context.drawImage(img, 0, 0);
console.log('finished drawing')
};
to draw the image in the canvas by selecting the canvas element.
Then we create an Image
instance and set its onload
property to a function that calls drawImage
.
We select the canvas with document.querySelector
and its context with getContext
.
Then we call drawImage
to draw the image.
Finally, we log 'finished drawing'
after the image is drawn in the canvas.
Conclusion
To run code when drawing is finished drawing on an HTML5 Canvas with JavaScript, we can call drawImage
in the image’s onload
method and run the code we want after drawImage
is called.