I want to know when an image has finished loading. Is there a way to do it with a callback?
If not, is there a way to do it at all?
This question is related to
javascript
image
callback
loading
Life is too short for jquery.
function waitForImageToLoad(imageElement){_x000D_
return new Promise(resolve=>{imageElement.onload = resolve})_x000D_
}_x000D_
_x000D_
var myImage = document.getElementById('myImage');_x000D_
var newImageSrc = "https://pmchollywoodlife.files.wordpress.com/2011/12/justin-bieber-bio-photo1.jpg?w=620"_x000D_
_x000D_
myImage.src = newImageSrc;_x000D_
waitForImageToLoad(myImage).then(()=>{_x000D_
// Image have loaded._x000D_
console.log('Loaded lol')_x000D_
});
_x000D_
<img id="myImage" src="">
_x000D_
these functions will solve the problem, you need to implement the DrawThumbnails
function and have a global variable to store the images. I love to get this to work with a class object that has the ThumbnailImageArray
as a member variable, but am struggling!
called as in addThumbnailImages(10);
var ThumbnailImageArray = [];
function addThumbnailImages(MaxNumberOfImages)
{
var imgs = [];
for (var i=1; i<MaxNumberOfImages; i++)
{
imgs.push(i+".jpeg");
}
preloadimages(imgs).done(function (images){
var c=0;
for(var i=0; i<images.length; i++)
{
if(images[i].width >0)
{
if(c != i)
images[c] = images[i];
c++;
}
}
images.length = c;
DrawThumbnails();
});
}
function preloadimages(arr)
{
var loadedimages=0
var postaction=function(){}
var arr=(typeof arr!="object")? [arr] : arr
function imageloadpost()
{
loadedimages++;
if (loadedimages==arr.length)
{
postaction(ThumbnailImageArray); //call postaction and pass in newimages array as parameter
}
};
for (var i=0; i<arr.length; i++)
{
ThumbnailImageArray[i]=new Image();
ThumbnailImageArray[i].src=arr[i];
ThumbnailImageArray[i].onload=function(){ imageloadpost();};
ThumbnailImageArray[i].onerror=function(){ imageloadpost();};
}
//return blank object with done() method
//remember user defined callback functions to be called when images load
return { done:function(f){ postaction=f || postaction } };
}
Image.onload() will often work.
To use it, you'll need to be sure to bind the event handler before you set the src attribute.
Related Links:
Example Usage:
window.onload = function () {_x000D_
_x000D_
var logo = document.getElementById('sologo');_x000D_
_x000D_
logo.onload = function () {_x000D_
alert ("The image has loaded!"); _x000D_
};_x000D_
_x000D_
setTimeout(function(){_x000D_
logo.src = 'https://edmullen.net/test/rc.jpg'; _x000D_
}, 5000);_x000D_
};
_x000D_
<html>_x000D_
<head>_x000D_
<title>Image onload()</title>_x000D_
</head>_x000D_
<body>_x000D_
_x000D_
<img src="#" alt="This image is going to load" id="sologo"/>_x000D_
_x000D_
<script type="text/javascript">_x000D_
_x000D_
</script>_x000D_
</body>_x000D_
</html>
_x000D_
Not suitable for 2008 when the question was asked, but these days this works well for me:
async function newImageSrc(src) {
// Get a reference to the image in whatever way suits.
let image = document.getElementById('image-id');
// Update the source.
img.src = src;
// Wait for it to load.
await new Promise((resolve) => { image.onload = resolve; });
// Done!
console.log('image loaded! do something...');
}
If you are using React.js, you could do this:
render() {
// ...
<img
onLoad={() => this.onImgLoad({ item })}
onError={() => this.onImgLoad({ item })}
src={item.src} key={item.key}
ref={item.key} />
// ... }
Where:
You could use the load()-event in jQuery but it won't always fire if the image is loaded from the browser cache. This plugin https://github.com/peol/jquery.imgloaded/raw/master/ahpi.imgload.js can be used to remedy that problem.
Here is jQuery equivalent:
var $img = $('img');
if ($img.length > 0 && !$img.get(0).complete) {
$img.on('load', triggerAction);
}
function triggerAction() {
alert('img has been loaded');
}
Not suitable for 2008 when the question was asked, but these days this works well for me:
async function newImageSrc(src) {
// Get a reference to the image in whatever way suits.
let image = document.getElementById('image-id');
// Update the source.
img.src = src;
// Wait for it to load.
await new Promise((resolve) => { image.onload = resolve; });
// Done!
console.log('image loaded! do something...');
}
Image.onload() will often work.
To use it, you'll need to be sure to bind the event handler before you set the src attribute.
Related Links:
Example Usage:
window.onload = function () {_x000D_
_x000D_
var logo = document.getElementById('sologo');_x000D_
_x000D_
logo.onload = function () {_x000D_
alert ("The image has loaded!"); _x000D_
};_x000D_
_x000D_
setTimeout(function(){_x000D_
logo.src = 'https://edmullen.net/test/rc.jpg'; _x000D_
}, 5000);_x000D_
};
_x000D_
<html>_x000D_
<head>_x000D_
<title>Image onload()</title>_x000D_
</head>_x000D_
<body>_x000D_
_x000D_
<img src="#" alt="This image is going to load" id="sologo"/>_x000D_
_x000D_
<script type="text/javascript">_x000D_
_x000D_
</script>_x000D_
</body>_x000D_
</html>
_x000D_
You can use the .complete property of the Javascript image class.
I have an application where I store a number of Image objects in an array, that will be dynamically added to the screen, and as they're loading I write updates to another div on the page. Here's a code snippet:
var gAllImages = [];
function makeThumbDivs(thumbnailsBegin, thumbnailsEnd)
{
gAllImages = [];
for (var i = thumbnailsBegin; i < thumbnailsEnd; i++)
{
var theImage = new Image();
theImage.src = "thumbs/" + getFilename(globals.gAllPageGUIDs[i]);
gAllImages.push(theImage);
setTimeout('checkForAllImagesLoaded()', 5);
window.status="Creating thumbnail "+(i+1)+" of " + thumbnailsEnd;
// make a new div containing that image
makeASingleThumbDiv(globals.gAllPageGUIDs[i]);
}
}
function checkForAllImagesLoaded()
{
for (var i = 0; i < gAllImages.length; i++) {
if (!gAllImages[i].complete) {
var percentage = i * 100.0 / (gAllImages.length);
percentage = percentage.toFixed(0).toString() + ' %';
userMessagesController.setMessage("loading... " + percentage);
setTimeout('checkForAllImagesLoaded()', 20);
return;
}
}
userMessagesController.setMessage(globals.defaultTitle);
}
Here is jQuery equivalent:
var $img = $('img');
if ($img.length > 0 && !$img.get(0).complete) {
$img.on('load', triggerAction);
}
function triggerAction() {
alert('img has been loaded');
}
If the goal is to style the img after browser has rendered image, you should:
const img = new Image();
img.src = 'path/to/img.jpg';
img.decode().then(() => {
/* set styles */
/* add img to DOM */
});
because the browser first loads the compressed version of image
, then decodes it
, finally paints
it. since there is no event for paint
you should run your logic after browser has decoded
the img tag.
Image.onload() will often work.
To use it, you'll need to be sure to bind the event handler before you set the src attribute.
Related Links:
Example Usage:
window.onload = function () {_x000D_
_x000D_
var logo = document.getElementById('sologo');_x000D_
_x000D_
logo.onload = function () {_x000D_
alert ("The image has loaded!"); _x000D_
};_x000D_
_x000D_
setTimeout(function(){_x000D_
logo.src = 'https://edmullen.net/test/rc.jpg'; _x000D_
}, 5000);_x000D_
};
_x000D_
<html>_x000D_
<head>_x000D_
<title>Image onload()</title>_x000D_
</head>_x000D_
<body>_x000D_
_x000D_
<img src="#" alt="This image is going to load" id="sologo"/>_x000D_
_x000D_
<script type="text/javascript">_x000D_
_x000D_
</script>_x000D_
</body>_x000D_
</html>
_x000D_
If the goal is to style the img after browser has rendered image, you should:
const img = new Image();
img.src = 'path/to/img.jpg';
img.decode().then(() => {
/* set styles */
/* add img to DOM */
});
because the browser first loads the compressed version of image
, then decodes it
, finally paints
it. since there is no event for paint
you should run your logic after browser has decoded
the img tag.
If you are using React.js, you could do this:
render() {
// ...
<img
onLoad={() => this.onImgLoad({ item })}
onError={() => this.onImgLoad({ item })}
src={item.src} key={item.key}
ref={item.key} />
// ... }
Where:
You could use the load()-event in jQuery but it won't always fire if the image is loaded from the browser cache. This plugin https://github.com/peol/jquery.imgloaded/raw/master/ahpi.imgload.js can be used to remedy that problem.
these functions will solve the problem, you need to implement the DrawThumbnails
function and have a global variable to store the images. I love to get this to work with a class object that has the ThumbnailImageArray
as a member variable, but am struggling!
called as in addThumbnailImages(10);
var ThumbnailImageArray = [];
function addThumbnailImages(MaxNumberOfImages)
{
var imgs = [];
for (var i=1; i<MaxNumberOfImages; i++)
{
imgs.push(i+".jpeg");
}
preloadimages(imgs).done(function (images){
var c=0;
for(var i=0; i<images.length; i++)
{
if(images[i].width >0)
{
if(c != i)
images[c] = images[i];
c++;
}
}
images.length = c;
DrawThumbnails();
});
}
function preloadimages(arr)
{
var loadedimages=0
var postaction=function(){}
var arr=(typeof arr!="object")? [arr] : arr
function imageloadpost()
{
loadedimages++;
if (loadedimages==arr.length)
{
postaction(ThumbnailImageArray); //call postaction and pass in newimages array as parameter
}
};
for (var i=0; i<arr.length; i++)
{
ThumbnailImageArray[i]=new Image();
ThumbnailImageArray[i].src=arr[i];
ThumbnailImageArray[i].onload=function(){ imageloadpost();};
ThumbnailImageArray[i].onerror=function(){ imageloadpost();};
}
//return blank object with done() method
//remember user defined callback functions to be called when images load
return { done:function(f){ postaction=f || postaction } };
}
You can use the .complete property of the Javascript image class.
I have an application where I store a number of Image objects in an array, that will be dynamically added to the screen, and as they're loading I write updates to another div on the page. Here's a code snippet:
var gAllImages = [];
function makeThumbDivs(thumbnailsBegin, thumbnailsEnd)
{
gAllImages = [];
for (var i = thumbnailsBegin; i < thumbnailsEnd; i++)
{
var theImage = new Image();
theImage.src = "thumbs/" + getFilename(globals.gAllPageGUIDs[i]);
gAllImages.push(theImage);
setTimeout('checkForAllImagesLoaded()', 5);
window.status="Creating thumbnail "+(i+1)+" of " + thumbnailsEnd;
// make a new div containing that image
makeASingleThumbDiv(globals.gAllPageGUIDs[i]);
}
}
function checkForAllImagesLoaded()
{
for (var i = 0; i < gAllImages.length; i++) {
if (!gAllImages[i].complete) {
var percentage = i * 100.0 / (gAllImages.length);
percentage = percentage.toFixed(0).toString() + ' %';
userMessagesController.setMessage("loading... " + percentage);
setTimeout('checkForAllImagesLoaded()', 20);
return;
}
}
userMessagesController.setMessage(globals.defaultTitle);
}
.complete
+ callback
This is a standards compliant method without extra dependencies, and waits no longer than necessary:
var img = document.querySelector('img')
function loaded() {
alert('loaded')
}
if (img.complete) {
loaded()
} else {
img.addEventListener('load', loaded)
img.addEventListener('error', function() {
alert('error')
})
}
Source: http://www.html5rocks.com/en/tutorials/es6/promises/
Life is too short for jquery.
function waitForImageToLoad(imageElement){_x000D_
return new Promise(resolve=>{imageElement.onload = resolve})_x000D_
}_x000D_
_x000D_
var myImage = document.getElementById('myImage');_x000D_
var newImageSrc = "https://pmchollywoodlife.files.wordpress.com/2011/12/justin-bieber-bio-photo1.jpg?w=620"_x000D_
_x000D_
myImage.src = newImageSrc;_x000D_
waitForImageToLoad(myImage).then(()=>{_x000D_
// Image have loaded._x000D_
console.log('Loaded lol')_x000D_
});
_x000D_
<img id="myImage" src="">
_x000D_
You can use the .complete property of the Javascript image class.
I have an application where I store a number of Image objects in an array, that will be dynamically added to the screen, and as they're loading I write updates to another div on the page. Here's a code snippet:
var gAllImages = [];
function makeThumbDivs(thumbnailsBegin, thumbnailsEnd)
{
gAllImages = [];
for (var i = thumbnailsBegin; i < thumbnailsEnd; i++)
{
var theImage = new Image();
theImage.src = "thumbs/" + getFilename(globals.gAllPageGUIDs[i]);
gAllImages.push(theImage);
setTimeout('checkForAllImagesLoaded()', 5);
window.status="Creating thumbnail "+(i+1)+" of " + thumbnailsEnd;
// make a new div containing that image
makeASingleThumbDiv(globals.gAllPageGUIDs[i]);
}
}
function checkForAllImagesLoaded()
{
for (var i = 0; i < gAllImages.length; i++) {
if (!gAllImages[i].complete) {
var percentage = i * 100.0 / (gAllImages.length);
percentage = percentage.toFixed(0).toString() + ' %';
userMessagesController.setMessage("loading... " + percentage);
setTimeout('checkForAllImagesLoaded()', 20);
return;
}
}
userMessagesController.setMessage(globals.defaultTitle);
}
.complete
+ callback
This is a standards compliant method without extra dependencies, and waits no longer than necessary:
var img = document.querySelector('img')
function loaded() {
alert('loaded')
}
if (img.complete) {
loaded()
} else {
img.addEventListener('load', loaded)
img.addEventListener('error', function() {
alert('error')
})
}
Source: http://www.html5rocks.com/en/tutorials/es6/promises/
You can use the .complete property of the Javascript image class.
I have an application where I store a number of Image objects in an array, that will be dynamically added to the screen, and as they're loading I write updates to another div on the page. Here's a code snippet:
var gAllImages = [];
function makeThumbDivs(thumbnailsBegin, thumbnailsEnd)
{
gAllImages = [];
for (var i = thumbnailsBegin; i < thumbnailsEnd; i++)
{
var theImage = new Image();
theImage.src = "thumbs/" + getFilename(globals.gAllPageGUIDs[i]);
gAllImages.push(theImage);
setTimeout('checkForAllImagesLoaded()', 5);
window.status="Creating thumbnail "+(i+1)+" of " + thumbnailsEnd;
// make a new div containing that image
makeASingleThumbDiv(globals.gAllPageGUIDs[i]);
}
}
function checkForAllImagesLoaded()
{
for (var i = 0; i < gAllImages.length; i++) {
if (!gAllImages[i].complete) {
var percentage = i * 100.0 / (gAllImages.length);
percentage = percentage.toFixed(0).toString() + ' %';
userMessagesController.setMessage("loading... " + percentage);
setTimeout('checkForAllImagesLoaded()', 20);
return;
}
}
userMessagesController.setMessage(globals.defaultTitle);
}
Source: Stackoverflow.com