HTML5 Canvas - 使用鼠标

时间:2016-02-20 18:03:42

标签: javascript html5 canvas html5-canvas

我正在开发html5的canvas元素。我有以下代码,它是可拖动和可调整大小的图像。如何通过锚将其旋转?如何通过锚提供实时旋转。我看到了其他代码示例,但不知道如何实现它。 采样器工作: http://jsfiddle.net/LAS8L/588/

<canvas id="canvas" width=350 height=350></canvas>

的Javascript

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");

var canvasOffset = $("#canvas").offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;

var startX;
var startY;
var isDown = false;


var pi2 = Math.PI * 2;
var resizerRadius = 8;
var rr = resizerRadius * resizerRadius;
var draggingResizer = {
    x: 0,
    y: 0
};
var imageX = 50;
var imageY = 50;
var imageWidth, imageHeight, imageRight, imageBottom;
var draggingImage = false;
var startX;
var startY;

var cx = canvas.width / 2;
var cy = canvas.height / 2;

var w;
var h;
var r = 0;



var img = new Image();
img.onload = function () {
    imageWidth = img.width;
    imageHeight = img.height;
    imageRight = imageX + imageWidth;
    imageBottom = imageY + imageHeight
    draw(true, false);
}
img.src = "https://dl.dropboxusercontent.com/u/139992952/stackoverflow/facesSmall.png";


function draw(withAnchors, withBorders) {

    // clear the canvas
    ctx.clearRect(0, 0, canvas.width, canvas.height);

    // draw the image
    ctx.drawImage(img, 0, 0, img.width, img.height, imageX, imageY, imageWidth, imageHeight);

    // optionally draw the draggable anchors
    if (withAnchors) {
        drawDragAnchor(imageX, imageY);
        drawDragAnchor(imageRight, imageY);
        drawDragAnchor(imageRight, imageBottom);
        drawDragAnchor(imageX, imageBottom);
    }

    // optionally draw the connecting anchor lines
    if (withBorders) {
        ctx.beginPath();
        ctx.moveTo(imageX, imageY);
        ctx.lineTo(imageRight, imageY);
        ctx.lineTo(imageRight, imageBottom);
        ctx.lineTo(imageX, imageBottom);
        ctx.closePath();
        ctx.stroke();
    }

}

function drawDragAnchor(x, y) {
    ctx.beginPath();
    ctx.arc(x, y, resizerRadius, 0, pi2, false);
    ctx.closePath();
    ctx.fill();
}

function anchorHitTest(x, y) {

    var dx, dy;

    // top-left
    dx = x - imageX;
    dy = y - imageY;
    if (dx * dx + dy * dy <= rr) {
        return (0);
    }
    // top-right
    dx = x - imageRight;
    dy = y - imageY;
    if (dx * dx + dy * dy <= rr) {
        return (1);
    }
    // bottom-right
    dx = x - imageRight;
    dy = y - imageBottom;
    if (dx * dx + dy * dy <= rr) {
        return (2);
    }
    // bottom-left
    dx = x - imageX;
    dy = y - imageBottom;
    if (dx * dx + dy * dy <= rr) {
        return (3);
    }
    return (-1);

}





function desenhe() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    drawRotationHandle(true);
    drawRect();
}


function drawRect() {
    ctx.save();
    ctx.translate(cx, cy);
    ctx.rotate(r);
    ctx.drawImage(img, 0, 0, img.width, img.height, -imageWidth, -imageheight, w, h);
    //    ctx.fillStyle="yellow";
    //    ctx.fillRect(-w/2,-h/2,w,h);
    ctx.restore();
}


function drawRotationHandle(withFill) {
    ctx.save();
    ctx.translate(cx, cy);
    ctx.rotate(r);
    ctx.beginPath();
    ctx.moveTo(0, -1);
    ctx.lineTo(imageWidth + 20, -1);
    ctx.lineTo(imageWidth + 20, -7);
    ctx.lineTo(imageWidth + 30, -7);
    ctx.lineTo(imageWidth + 30, 7);
    ctx.lineTo(imageWidth + 20, 7);
    ctx.lineTo(imageWidth + 20, 1);
    ctx.lineTo(0, 1);
    ctx.closePath();
    if (withFill) {
        ctx.fillStyle = "blue";
        ctx.fill();
    }
    ctx.restore();
}




function hitImage(x, y) {
    return (x > imageX && x < imageX + imageWidth && y > imageY && y < imageY + imageHeight);
}


function handleMouseDown(e) {
    startX = parseInt(e.clientX - offsetX);
    startY = parseInt(e.clientY - offsetY);
    draggingResizer = anchorHitTest(startX, startY);
    draggingImage = draggingResizer < 0 && hitImage(startX, startY);
}

function handleMouseUp(e) {
    draggingResizer = -1;
    draggingImage = false;
    draw(true, false);
}

function handleMouseOut(e) {
    handleMouseUp(e);
}

function handleMouseMove(e) {

    if (draggingResizer > -1) {

        mouseX = parseInt(e.clientX - offsetX);
        mouseY = parseInt(e.clientY - offsetY);

        // resize the image
        switch (draggingResizer) {
            case 0:
                //top-left
                imageX = mouseX;
                imageWidth = imageRight - mouseX;
                imageY = mouseY;
                imageHeight = imageBottom - mouseY;
                break;
            case 1:
                //top-right
                imageY = mouseY;
                imageWidth = mouseX - imageX;
                imageHeight = imageBottom - mouseY;
                break;
            case 2:
                //bottom-right
                imageWidth = mouseX - imageX;
                imageHeight = mouseY - imageY;
                break;
            case 3:
                //bottom-left
                imageX = mouseX;
                imageWidth = imageRight - mouseX;
                imageHeight = mouseY - imageY;
                break;
        }

        if(imageWidth<25){imageWidth=25;}
        if(imageHeight<25){imageHeight=25;}

        // set the image right and bottom
        imageRight = imageX + imageWidth;
        imageBottom = imageY + imageHeight;

        // redraw the image with resizing anchors
        draw(true, true);

    } else if (draggingImage) {

        imageClick = false;

        mouseX = parseInt(e.clientX - offsetX);
        mouseY = parseInt(e.clientY - offsetY);

        // move the image by the amount of the latest drag
        var dx = mouseX - startX;
        var dy = mouseY - startY;
        imageX += dx;
        imageY += dy;
        imageRight += dx;
        imageBottom += dy;
        // reset the startXY for next time
        startX = mouseX;
        startY = mouseY;

        // redraw the image with border
        draw(false, true);

    }


}


$("#canvas").mousedown(function (e) {
    handleMouseDown(e);
});
$("#canvas").mousemove(function (e) {
    handleMouseMove(e);
});
$("#canvas").mouseup(function (e) {
    handleMouseUp(e);
});
$("#canvas").mouseout(function (e) {
    handleMouseOut(e);
});

我想以这种方式工作:http://jsfiddle.net/m1erickson/QqwKR/但我不知道如何合并代码。有人可以帮帮我吗?

1 个答案:

答案 0 :(得分:1)

这是一个函数,它将设置变换以缩放旋转并平移矩形或任何东西。

function setTransform(ctx,x,y,scale,rotate){
    var xdx = Math.cos(rotate) * scale;  // create the x axis
    var xdy = Math.sin(rotate) * scale;
    ctx.setTransform(xdx, xdy, - xdy, xdx, x, y);
}

之后设置画布变换。现在只需在本地空间坐标中绘制对象。

例如在画布双重刻度和45度旋转中心绘制

setTransform(ctx,canvas.width/2,canvas.height/2,2,Math.PI /4);
ctx.strokeRect(-100,-100,200,200);  

您会注意到坐标为负数。这是因为我希望盒子的中心位于画布的中心。如果我希望盒子的左上角位于中心

ctx.strokeRect(0,0,200,200);  

或右下角

ctx.strokeRect(-200,-200,200,200);  

回到居中的框我可以移动到任何地方

setTransform(
    ctx,
    Math.random() * canvas.width, // random x pos
    Math.random() * canvas.height, // random y pos
    Math.random() * 10 + 0.1,   // random scale
    Math.random() * Math.PI * 2 // random rotation
);

变换是随机的,但我不需要关心我仍然可以在局部坐标中绘制框。

ctx.strokeRect(-100,-100,200,200);  

它将在变换设置的地方绘制。

使用ctx.setTransform可以省去使用保存和恢复的麻烦。

如果在任何阶段你需要返回默认转换

ctx.setTransform(1,0,0,1,0,0);

接下来将面临的问题是,当对象位于其本地空间时,鼠标坐标位于画布坐标中。您需要将鼠标坐标转换为本地对象坐标。

这是通过将鼠标坐标乘以矩阵的倒数来完成的。这里有点数学。

function getMouseLocal(mousex,mouseY,x,y,scale,rot){
    var xdx = Math.cos(rotate) * scale; // create the x axis
    var xdy = Math.sin(rotate) * scale;

    // get the cross product of the two axies     
    var cross = xdx * xdx - xdy * -xdy;
    // or
    var cross = Math.pow(xdx,2) + Math.pow(xdy,2);

    // then create the inverted axies 
    var ixdx = xdx / cross;   // create inverted x axis
    var ixdy = -xdy / cross;
    var iydx = xdy / cross;   // create inverted y axis
    var iydy = xdx / cross;

    // now remove the origin from the mouse coords
    mouseX -= x;
    mouseY -= y;

    // multiply by the invers matrix    
    var localMouseX = mouseX * ixdx + mouseY * iydx;
    var localMouseY = mouseX * ixdy + mouseY * iydy;

    // and return the result
    return {x : localMouseX, y : localMouseY};
}

现在您在本地空间中拥有鼠标坐标。如果你需要找出鼠标是否在你的框内

setTransform(ctx,100,100,2,Math.PI/4);
ctx.strokeRect(-100,-100,200,200);
var localMouse= getMouseLocal(mouseX,mouseY,100,100,2,Math.PI/4);
if(localMouse.x > -100 && localMouse.x < -100 + 200 && localMouse.y > -100 && localMouse.y < -100 + 200){
    // mouse is inside the box
}

这应该可以满足您的需求。

<强>更新

我忘了你想要缩放x和y ..所以下面是用于缩放X和Y轴的修改函数

// sx and sy are scale x and y
function setTransform(ctx,x,y,sx,sy,rotate){
    var xdx = Math.cos(rotate);  // create the x axis
    var xdy = Math.sin(rotate);
    ctx.setTransform(xdx * sx, xdy * sx, - xdy * sy, xdx * sy, x, y);
}

将鼠标移至本地

function getMouseLocal(mousex,mouseY,x,y,sx,sy,rot){
    var xdx = Math.cos(rotate); // create the x axis
    var xdy = Math.sin(rotate);

    // get the cross product of the two axies     
    var cross = xdx * sx * xdx * sy - xdy *sx * -xdy * sy;
    // or
    // this shortcut does not work now.
    // var cross = Math.pow(xdx,2) + Math.pow(xdy,2);

    // then create the inverted axies 
    var ixdx = (xdx * sy) / cross;   // create inverted x axis
    var ixdy = (-xdy * sx) / cross;
    var iydx = (xdy * sy) / cross;   // create inverted y axis
    var iydy = (xdx * sx) / cross;

    // now remove the origin from the mouse coords
    mouseX -= x;
    mouseY -= y;

    // multiply by the invers matrix    
    var localMouseX = mouseX * ixdx + mouseY * iydx;
    var localMouseY = mouseX * ixdy + mouseY * iydy;

    // and return the result
    return {x : localMouseX, y : localMouseY};
}
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