为何Safari中createPattern与ImageBitmap配合无法正常工作?
ImageBitmap在Safari中使用createPattern抛出TypeError的问题
根据MDN文档说明,ImageBitmap是CanvasRenderingContext2D.createPattern()的支持参数,且Safari被标注为完全支持。但在以下示例代码中用ImageBitmap替代canvas元素时,Safari会抛出未知TypeError,其他浏览器则可正常运行。目前未找到相关问题记录,请问这是浏览器Bug还是文档存在遗漏?
问题复现代码
// Create a pattern, offscreen const patternCanvas = document.createElement("canvas"); const patternContext = patternCanvas.getContext("2d"); // Give the pattern a width and height of 50 patternCanvas.width = 50; patternCanvas.height = 50; // Give the pattern a background color and draw an arc patternContext.fillStyle = "#fec"; patternContext.fillRect(0, 0, patternCanvas.width, patternCanvas.height); patternContext.arc(0, 0, 50, 0, 0.5 * Math.PI); patternContext.stroke(); const bmp = createImageBitmap(patternCanvas); bmp.then(bmp => { // Create our primary canvas and fill it with the pattern const canvas = document.createElement("canvas"); const ctx = canvas.getContext("2d"); const pattern = ctx.createPattern(bmp, "repeat"); ctx.fillStyle = pattern; ctx.fillRect(0, 0, canvas.width, canvas.height); // Add our primary canvas to the webpage document.body.appendChild(canvas); });
结论与解决方案
这是Safari的浏览器实现Bug,MDN文档的兼容性标注存在不准确的地方。Safari虽然在文档中被标注为支持ImageBitmap作为createPattern()的参数,但实际运行时无法正确解析该类型的输入,从而抛出TypeError。
规避方案
将ImageBitmap绘制到一个临时canvas元素,再使用这个canvas作为createPattern()的参数,即可在Safari中正常运行:
// Create a pattern, offscreen const patternCanvas = document.createElement("canvas"); const patternContext = patternCanvas.getContext("2d"); // Give the pattern a width and height of 50 patternCanvas.width = 50; patternCanvas.height = 50; // Give the pattern a background color and draw an arc patternContext.fillStyle = "#fec"; patternContext.fillRect(0, 0, patternCanvas.width, patternCanvas.height); patternContext.arc(0, 0, 50, 0, 0.5 * Math.PI); patternContext.stroke(); const bmp = createImageBitmap(patternCanvas); bmp.then(bmp => { // 创建临时canvas规避Safari的Bug const tempCanvas = document.createElement("canvas"); tempCanvas.width = bmp.width; tempCanvas.height = bmp.height; const tempCtx = tempCanvas.getContext("2d"); tempCtx.drawImage(bmp, 0, 0); // 创建主画布并填充图案 const canvas = document.createElement("canvas"); const ctx = canvas.getContext("2d"); // 使用临时canvas作为图案源 const pattern = ctx.createPattern(tempCanvas, "repeat"); ctx.fillStyle = pattern; ctx.fillRect(0, 0, canvas.width, canvas.height); // 将主画布添加到页面 document.body.appendChild(canvas); });
内容的提问来源于stack exchange,提问作者riv
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