在这里,我尝试在 html5 Canvas 上绘图,并上传一些图像并将它们拖动到 Canvas 内。问题是我可以做其中之一,但不能两者都做。 我意识到,在拖动之前必须清除 Canvas ,但通过这样做,我将清除绘图,如果我不清除它绘制的 Canvas ,但拖动图像会留下痕迹。谁能指出我正确的方向吗?
function init() {
canvas = document.getElementById('can');
ctx = canvas.getContext("2d");
w = canvas.width;
h = canvas.height;
img = document.getElementById("drag");
canvas.addEventListener("mousemove", function (e) { findxy('move', e) }, false);
canvas.addEventListener("mousedown", function (e) { findxy('down', e) }, false);
canvas.addEventListener("mouseup", function (e) { findxy('up', e) }, false);
canvas.addEventListener("mouseout", function (e) { findxy('out', e) }, false);
imageLoader = document.getElementById('imageLoader');
imageLoader.addEventListener('change', handleImage, false);
var contexts = [];
contexts.push(canvas.getContext('2d'));
function clearAll() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
canvas.onclick = function (e) { handleClick(e, 1); };
function handleClick(e, contextIndex) {
e.stopPropagation();
var mouseX = parseInt(e.clientX - e.target.offsetLeft);
var mouseY = parseInt(e.clientY - e.target.offsetTop);
// clearAll();
for (var i = 0; i < states.length; i++) {
var state = states[i];
if (state.dragging) {
state.dragging = false;
state.draw();
continue;
}
if (state.contextIndex === contextIndex
&& mouseX > state.x && mouseX < state.x + state.width
&& mouseY > state.y && mouseY < state.y + state.height)
{
state.dragging = true;
state.offsetX = mouseX - state.x;
state.offsetY = mouseY - state.y;
state.contextIndex = contextIndex;
}
state.draw();
}
}
canvas.onmousemove = function (e) { handleMousemove(e, 1); }
function handleMousemove(e, contextIndex) {
e.stopPropagation();
var mouseX = parseInt(e.clientX - e.target.offsetLeft);
var mouseY = parseInt(e.clientY - e.target.offsetTop);
// clearAll();
for (var i = 0; i < states.length; i++) {
var state = states[i];
if (state.dragging) {
state.x = mouseX - state.offsetX;
state.y = mouseY - state.offsetY;
state.contextIndex = contextIndex;
}
state.draw();
}
}
var states = [];
states.push(addState(0, 0, img));
function addState(x, y, image) {
state = {}
state.dragging = false;
state.contextIndex = 1;
state.image = image;
state.x = x;
state.y = y;
state.width = image.width;
state.height = image.height;
state.offsetX = 0;
state.offsetY = 0;
state.draw = function () {
var context = contexts[this.contextIndex - 1];
if (this.dragging) {
context.strokeStyle = 'red';
context.strokeRect(this.x, this.y, this.width + 5, this.height + 5);
}
context.drawImage(this.image, this.x, this.y);
};
state.draw();
return(state);
}
}//end of init()
var imgArray = [];
function handleImage(e) {
var reader = new FileReader();
reader.onload = function (event) {
imgArray.push(img);
for(i = 0; i < imgArray.length; i++){
img.src = imgArray[i];
img.setAtX = i * 50;
img.setAtY = i * 0;
img.onload = function() {
ctx.drawImage(this, this.setAtX, this.setAtY);
};
img.src = event.target.result;
}
};
reader.readAsDataURL(e.target.files[0]);
}
function findxy(res, e) {
if (res === 'down') {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
flag = true;
dot_flag = true;
if (dot_flag) {
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
dot_flag = false;
}
}
if (res === 'up' || res === "out") {
flag = false;
}
if (res === 'move') {
if (flag) {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
draw();
}
}
}
//Draw lines or text
function draw() {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = x;
ctx.lineWidth = y;
ctx.stroke();
ctx.closePath();
ctx.fillStyle = x;
ctx.font = "Italic Bold 14pt Times, serif";
ctx.fillText(message, prevX, prevY);
}
最佳答案
这是我链接到的代码和您自己的代码的混搭。
涵盖了与绘制图像并将其在 Canvas 上平移相关的所有参数。
var canvas = document.getElementById("canvas");
var ctx;
var x = 75;
var y = 50;
var WIDTH = 400;
var HEIGHT = 300;
var dragok = false;
var img = document.getElementById("img");
var lines = [{
x: x,
y: y
}];
function rect(x, y, w, h) {
ctx.beginPath();
ctx.rect(x, y, w, h);
ctx.closePath();
ctx.fill();
}
function clear() {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
}
function init() {
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
return setInterval(draw, 1000/24);
}
function draw() {
clear();
ctx.drawImage(img, x - img.width / 2, y - img.height / 2);
ctx.beginPath();
ctx.moveTo(lines[0].x,lines[0].y);
for(var i = 1; i < lines.length; i++) {
var line = lines[i];
ctx.lineTo(lines[i].x,lines[i].y);
}
ctx.stroke();
ctx.closePath();
//rect(x - 15, y - 15, 30, 30);
}
function myMove(e) {
if (dragok) {
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
lines = lines.slice(lines.length - 100)
lines.push({
x: x,
y: y
});
}
}
function myDown(e) {
if (e.pageX < x + img.width / 2 + canvas.offsetLeft && e.pageX > x - img.width / 2 +
canvas.offsetLeft && e.pageY < y + img.height / 2 + canvas.offsetTop &&
e.pageY > y - img.height / 2 + canvas.offsetTop) {
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
dragok = true;
canvas.onmousemove = myMove;
}
}
function myUp() {
dragok = false;
canvas.onmousemove = null;
}
init();
canvas.onmousedown = myDown;
canvas.onmouseup = myUp;
//Change image for the heck of it ^^
setInterval(function() {
img.src = 'https://placeholdit.imgix.net/~text?txtsize=60&txt=' +
Math.floor(Math.random() * 10) +
'&w=100&h=100';
}, 3000)
<canvas id="canvas" width="400" height="300">
This text is displayed if your browser does not support HTML5 Canvas.
</canvas>
<img id="img" src="https://placeholdit.imgix.net/~text?txtsize=60&txt=1&w=100&h=100">
更新了我对画线的回答
关于javascript - 是否可以在 Canvas 内拖动图像并在同一 Canvas 上绘图?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/42021018/