greatwar93 / gwt-g2d

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Canvas doesn't work in Safari on iPad and iPhone #6

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
Try displaying a canvas in Safari on one of the devices mentioned, nothing
is shown.

Original issue reported on code.google.com by degstud...@gmail.com on 14 Apr 2010 at 11:09

GoogleCodeExporter commented 8 years ago
umm, I tried it on my iPod Touch and it seems to work (it is not 
features-completed but 
most functionalities are supported). Unfortunately I don't have an iPad or an 
iPhone to 
try it on. Do your iPad and iPhone load correctly when you visit another site 
that uses 
canvas but not via gwt-g2d?

Original comment by hao1...@gmail.com on 14 Apr 2010 at 12:42

GoogleCodeExporter commented 8 years ago
Sorry, forgot my issue for a while.

We tried your demo-page using an iPhone, and it works fine. My issue must 
concern
something else. I have a small control panel that also uses a canvas, and it was
drawn. However, some other canvases and form inputs aren't drawn.

Thanks for checking the issue!

Original comment by degstud...@gmail.com on 10 May 2010 at 9:27

GoogleCodeExporter commented 8 years ago
I can confirm that some real odd things happen with it on the iPad.  Reversed 
text, styles being applied to wrong text... z-order goofy...etc...etc

I'm not a javascript guy -- but am perfectly willing to run tests...etc...

Original comment by eric.hub...@gmail.com on 15 Jul 2010 at 11:01

GoogleCodeExporter commented 8 years ago
I've been using g2d on iPhone (3GS using OS 4.0.1) and it works great.  As a 
side note (not specific to g2d), however - iPhone 4 renders things much slower, 
my animations are very jerky.  I suspect it has something to do with drawing 
the 2x iPhone 4 resolution with < 4x CPU power.  Possible that Apple has some 
work to do on the iPhone 4 JS engine, I'm hearing that Android JS engine is 
much faster but I don't have one of those to test.

The only other problem I'm having is I need to pass in an Image instead of an 
ImageElement (will create another post).

Original comment by joeh...@gmail.com on 27 Jul 2010 at 5:38

GoogleCodeExporter commented 8 years ago
Great! I am glad it works, since there is almost nothing I can do if it 
doesn't... Can I get more information on what is displayed incorrectly on the 
iPad?

Original comment by hao1...@gmail.com on 28 Jul 2010 at 3:18

GoogleCodeExporter commented 8 years ago
Note that in my case, I'm doing an animation loop.  I have noticed that without 
a loop, if I'm just drawing static images one time and the images are not 
loaded in time then they do not show.  Maybe this is the problem you are 
seeing, if so you can use the ExternalImageResource and callback mechanism 
provided in the examples.  However, this mechanism does not provide the image 
combining you get with ImageResource.  A workaround for that is listed 
elsewhere in this forum in the closed issues.  Try an animation loop, keep 
repainting, get something to draw and work from there.

Original comment by joeh...@gmail.com on 1 Aug 2010 at 7:59

GoogleCodeExporter commented 8 years ago

Original comment by hao1...@gmail.com on 16 Oct 2010 at 3:25