Reputation: 794
I'm trying to execute function after anotherfunction but I'm getting this error in chrome:
TypeError: Cannot read property 'done' of undefined
The functions look like this but I guess it's not so important because they works fine:
function loadImages(){
var img_split = new Image();
img_split.onload = function(){
var this_canvas = img_canvas_split;
this_canvas.width = w;
this_canvas.height = h;
this_canvas.getContext('2d').drawImage(this, 0,0, w, h);
console.log("img 2");
};
img_split.src = path;
var bg = new Image();
bg.onload = function(){
var this_canvas = bg_canvas;
this_canvas.width = panorama_w;
this_canvas.height = panorama_h;
this_canvas.getContext('2d').drawImage(this, panoramaX,panoramaY, panorama_w, panorama_h);
console.log("img 3");
};
bg.src = path_panorama;
}
var drawToMain = function(){
...
main_ctx.drawImage( bg_b, 0, 0, bg_b.width * 0.5, bg_b.height * 0.5, panoramaX, panoramaY, bg_canvas.width, bg_canvas.height );
main_ctx.translate(imageX+img_canvas.width/2, imageY+img_canvas.height/2);
main_ctx.rotate(angle);
main_ctx.translate(-(imageX+img_canvas.width/2),-(imageY+img_canvas.height/2));
main_ctx.drawImage(img_canvas, imageX, imageY);
main_ctx.setTransform(1,0,0,1,0,0);
};
But when I call them like this:
loadImages().done( drawToMain );
It makes error as above. Don't you have any idea how to solve this issue? I need to load my images first a then execute function.
Upvotes: 1
Views: 76
Reputation: 171
I think you can use multi callback in your function. drawToMain function can be the call back of bg.onload; and bg.onload can be the callback of img_split.onload.
function loadImages(){
var img_split = new Image();
var bg = new Image();
img_split.onload = function(){
var this_canvas = img_canvas_split;
this_canvas.width = w;
this_canvas.height = h;
this_canvas.getContext('2d').drawImage(this, 0,0, w, h);
console.log("img 2");
img_split.src = path;
// First callcack
bg.onload = function(){
var this_canvas = bg_canvas;
this_canvas.width = panorama_w;
this_canvas.height = panorama_h;
this_canvas.getContext('2d').drawImage(this, panoramaX,panoramaY, panorama_w, panorama_h);
console.log("img 3");
bg.src = path_panorama;
drawToMain(); // callback when all is done
};
};
}
Upvotes: 2
Reputation: 775
The .done()
function is used in context of xHR (ajax) callbacks. it will not work on a regular function without a deferred object. I don't see any specific asynchronous requests on this function. I would suggest a callback, as mentioned above, but you could also 'fake' a deferred using $.when()
, ie. $.when(loadImages()).done(drawToMain);
although this will execute immediately, so not sure what you would gain there.
The best solution would be to add the following to your loadImages()
function:
function loadImages(callback){
// rest of code
// right before close tag:
if (!!callback && typeof callback == 'function') {
callback();
}
}
and then when you call the function:
loadImages(drawToMain());
Note, this makes a lot of assumptions about how/where youre loading these scripts and how functions are organized. If you need to access variables in the first function, you could change callback()
to callback(this)
or callback(bg)
Upvotes: 1
Reputation: 5651
The easiest approach would be to pass in a callback function:
function abc(callback) {
//do some stuff...
callback();
}
abc(function() { console.log('foo'); });
Upvotes: 0