我有这个小的JavaScript画布片段:
(function() {
// Creates a new canvas element and appends it as a child
// to the parent element, and returns the reference to
// the newly created canvas element
function createCanvas(parent, width, height) {
var canvas = {};
canvas.node = document.createElement('canvas');
canvas.context = canvas.node.getContext('2d');
canvas.node.width = width || 100;
canvas.node.height = height || 100;
parent.appendChild(canvas.node);
return canvas;
}
function init(container, width, height, fillColor) {
var canvas = createCanvas(container, width, height);
var ctx = canvas.context;
// define a custom fillCircle method
ctx.fillCircle = function(x, y, radius, fillColor) {
this.fillStyle = fillColor;
this.beginPath();
this.moveTo(x, y);
this.arc(x, y, radius, 0, Math.PI * 2, false);
this.fill();
};
ctx.clearTo = function(fillColor) {
ctx.fillStyle = fillColor;
ctx.fillRect(0, 0, width, height);
};
ctx.clearTo(fillColor || "#ddd");
// bind mouse events
canvas.node.onmousemove = function(e) {
if (!canvas.isDrawing) {
return;
}
var x = e.pageX - this.offsetLeft;
var y = e.pageY - this.offsetTop;
var radius = 10; // or whatever
var fillColor = '#ff0000';
ctx.fillCircle(x, y, radius, fillColor);
};
canvas.node.onmousedown = function(e) {
canvas.isDrawing = true;
};
canvas.node.onmouseup = function(e) {
canvas.isDrawing = false;
};
}
var container = document.getElementById('canvas');
init(container, 200, 200, '#ddd');
})();
现在它使用id
canvas
的div,并在其中创建一个HTML5 canvas
,用户基本上可以用鼠标绘制。现在这很好......但如果我必须用canvas.toDataURL()
在画布中保存什么呢?据我所知,我必须使用画布,然后执行canvas.toDataURL()
将其保存到图像中。但是 - 这需要一个身份证吗? SOOOO当我在createCanvas
函数中创建画布时,我如何制作id
伴随它,所以我可以做document.getElementById("idofcanvas").toDataURL()
之类的事情?
提前感谢您的帮助! :)
答案 0 :(得分:2)
但是 - 这需要一个身份证吗?
它不需要一个ID,但ID不会受到伤害(只要它实际上是唯一的;-)
)。任何选择DOM元素的方法都可以在这里使用。如果页面上只有一个画布,这就足够了,例如:
var canvas = document.getElementsByTagName('canvas')[0];
var imageData = canvas.toDataURL();
当我在createCanvas函数中创建画布时,我如何制作一个伴随它的id?
您只需在返回之前设置canvas元素的ID属性。请记住,您需要确保此值是唯一的!
function createCanvas(parent, width, height) {
var canvas = {};
canvas.node = document.createElement('canvas');
canvas.node.id = /* some unique value here */;
canvas.context = canvas.node.getContext('2d');
canvas.node.width = width || 100;
canvas.node.height = height || 100;
parent.appendChild(canvas.node);
return canvas;
}