Is the webglcontextcreationerror event triggered synchronously or asynchronously? For example does
canvas.addEventListener("webglcontextcreationerror", function() {
console.log("Error");
});
var context = canvas.getContext("webgl");
console.log("After creation");
in the case of error output
"After creation"
"Error"
or
"Error"
"After creation"
?
I am unsure how to force this event to find out the answer myself.
So one question is why do you care the order? getContext returns null on failure so if you want to know if it failed then you're done. webglcontextcreationerror's only point is for you to get the reason why it failed since getContext has no way to do that. So, you could structure your code such that it doesn't matter whether it's sync or async
var canvas = document.createElement('canvas')
function doSomethingWithStatusMessage(e) {
log("context creation error: "+ e.statusMessage);
}
canvas.addEventListener("webglcontextcreationerror", doSomethingWithStatusMessage);
log("2d: " + canvas.getContext('2d'));
log("webgl: " + canvas.getContext("webgl"));
log("after creation");
function log(msg, color) {
var div = document.createElement("pre");
div.appendChild(document.createTextNode(msg));
document.body.appendChild(div);
}
doSomethingWithStatus message could do anything you want. Assume based on getContext you display a dialog.
if (!canvas.getContext("webgl")) {
g_dialog = new Dialog("can't create context", g_reason);
}
Then you might have code like
var g_reason = "unknown";
var g_dialog;
function doSomethingWithStatusMessage(e) {
if (g_dialog) {
g_dialog.updateReason(e.statusMessage);
} else {
g_reason = g.statusMessage;
}
}
function Dialog(msg, reason) {
var div = document.createElement("div");
div.appendChild(document.createTextNode(msg));
var reasonNode = document.createTextNode("");
div.appendChild(reasonNode);
updateReason(reason);
function updateReason(reason) {
reasonNode.nodeValue = reason;
}
this.updateReason = updateReason;
}
var g_reason = "unknown";
var g_dialog;
function doSomethingWithStatusMessage(e) {
if (g_dialog) {
g_dialog.updateReason(e.statusMessage);
} else {
g_reason = e.statusMessage;
}
}
var canvas = document.createElement('canvas')
canvas.addEventListener("webglcontextcreationerror", doSomethingWithStatusMessage);
log("2d: " + canvas.getContext('2d'));
var gl = canvas.getContext("webgl");
log("webgl: " + gl);
log("after creation");
if (!gl) {
new Dialog("could not create WebGL context: ", g_reason);
}
function log(msg, color) {
var div = document.createElement("pre");
div.appendChild(document.createTextNode(msg));
document.body.appendChild(div);
}
function Dialog(msg, reason) {
var outer = document.createElement("div");
outer.className = "dialog";
var div = document.createElement("div");
div.appendChild(document.createTextNode(msg));
var reasonNode = document.createTextNode("");
div.appendChild(reasonNode);
outer.appendChild(div);
updateReason(reason);
document.body.appendChild(outer);
outer.addEventListener('click', close);
function updateReason(reason) {
reasonNode.nodeValue = reason;
}
function close() {
document.body.removeChild(outer);
outer.removeEventListener('click', close);
}
this.close = close;
this.updateReason = updateReason;
}
.dialog {
position: absolute;
z-index: 2;
background: rgba(0,0,0,0.8);
color: red;
left: 0;
top: 0;
width: 100%;
height: 100%;
display: flex;
justify-content: center;
align-content: center;
align-items: center;
}
If instead you wanted to report the error to a server for example then just trigger it a few moments later to give the async message a chance to arrive.
if (!canvas.getContext("webgl")) {
// give a moment for the async message to arrive
setTimeout(uploadReason, 1000);
}
The rest would just be
var g_reason = "unknown";
function doSomethingWithStatusMessage(e) {
g_reason = e.statusMessage;
}
function uploadReason() {
.. XHR g_reason to server ..
}
Note: I file a bug on this part of the spec so you can follow up if you'd like.
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