Sometimes you need to get the size of the image, and you can’t do that until the image is loaded. How?
Load event
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<title>img - load event</title>
</head>
<body>
<img id="img1" src="http://pic1.xxx.com/wall/f/51c3bb99a21ea.jpg">
<p id="p1">loading...</p>
<script type="text/javascript">
img1.onload = function() {
p1.innerHTML = 'loaded'
}
</script>
</body>
</html>
In the test, all browsers display “loaded,” indicating that all browsers support img load events.
Readystatechange event
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<title>img - readystatechange event</title>
</head>
<body>
<img id="img1" src="http://pic1.xxx.com/wall/f/51c3bb99a21ea.jpg">
<p id="p1">loading...</p>
<script type="text/javascript">
img1.onreadystatechange = function() {
if(img1.readyState=="complete"||img1.readyState=="loaded"){
p1.innerHTML = 'readystatechange:loaded'
}
}
</script>
</body>
</html>
ReadyState is complete and loaded to indicate that the image has been loaded. Test ie6-ie10 to support this event, other browsers do not.
The complete attribute of img
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<title>img - complete attribute</title>
</head>
<body>
<img id="img1" src="http://pic1.xxx.com/wall/f/51c3bb99a21ea.jpg">
<p id="p1">loading...</p>
<script type="text/javascript">
function imgLoad(img, callback) {
var timer = setInterval(function() {
if (img.complete) {
callback(img)
clearInterval(timer)
}
}, 50)
}
imgLoad(img1, function() {
p1.innerHTML(' To load ')
})
</script>
</body>
</html>
Polling continuously monitors the complete property of img. If true, the image has been loaded. Stop polling. This property is supported by all browsers.