使用鼠标移动绘制形状,拖放并使用kineticjs-KineticJS调整大小

时间:2013-03-21 19:01:12

标签: javascript jquery canvas kineticjs

我正在使用KineticJS制作一个简单的绘画程序。我必须实现的是用鼠标移动绘制矩形,直线或圆形,并且可以通过鼠标拖动或调整绘制的形状。我的问题是,我必须使用mousedownmousemove事件来进行绘图,但我无法同时实现拖放或调整大小。

这是我的绘图代码:

stage.on("mousedown", function() {
    if ((drawFlag == 1) && (dragFlag == 0)) {
        if (moving) {
            moving = false;
            layer.draw();
        } else {
            var mousePos = stage.getMousePosition();
            line = new Kinetic.Line({
                points: [0, 0, 50, 50],
                stroke: "red"
            });
            layer.add(line);

            line.getPoints()[0].x = mousePos.x;
            line.getPoints()[0].y = mousePos.y;
            line.getPoints()[1].x = mousePos.x;
            line.getPoints()[1].y = mousePos.y;

            moving = true;
            layer.drawScene();
        }
    }

    if ((drawFlag == 2) && (dragFlag == 0)) {
        if (moving) {
            moving = false;
            layer.draw();
        } else {
            var mousePos = stage.getMousePosition();
            rect = new Kinetic.Rect({
                x: 20,
                y: 20,
                fill: "red",
                stroke: "black",
                strokeWidth: 2,
                draggle: true,
                width: 0,
                height: 0
            });

            rect.setX(mousePos.x);
            rect.setY(mousePos.y);
            rect.setWidth(0);
            rect.setHeight(0);

            moving = true;
            layer.drawScene();



            layer.add(rect);

            Rects.push(rect);
        }
    }
});

stage.on("mousemove", function() {
    if ((drawFlag == 1) && (dragFlag == 0)) {
        if (moving) {
            var mousePos = stage.getMousePosition();
            var x = mousePos.x;
            var y = mousePos.y;
            line.getPoints()[1].x = mousePos.x;
            line.getPoints()[1].y = mousePos.y;
            moving = true;
            layer.drawScene();
        }
    }
    if ((drawFlag == 2) && (dragFlag == 0)) {
        if (moving) {
            var mousePos = stage.getMousePosition();
            var x = mousePos.x;
            var y = mousePos.y;
            rect.setWidth(mousePos.x - rect.getX());
            rect.setHeight(mousePos.y - rect.getY());
            moving = true;
            layer.drawScene();
        }
    }
});

stage.on("mouseup", function() {
    moving = false;
});

绘制一个矩形后,当我点击它时,它应该用鼠标移动拖动。但是,在我的程序中,单击绘制的矩形会导致绘制另一个而不是拖动它。所以我尝试使用dragFlag来指示我是绘图还是拖动。我使用一个函数来检查鼠标光标是否在任何绘制的矩形上方:

for (var n = 0; n < Rects.length; n++) {
    (function() {
        Rects[n].on('mouseover', function() {
            dragFlag = 1;
            document.body.style.cursor = "pointer";
        });

        Rects[n].on('mouseout', function() {
            dragFlag = 0;
            document.body.style.cursor = "default";
        });
        if (dragFlag == 1) {
            Rects[n].on("dragstart", function() {
                Rects[n].moveToTop();
                layer.draw();
            });

            Rects[n].on("dragmove", function() {
                document.body.style.cursor = "pointer";
            });
        }

    });

但它不起作用。无法检查鼠标光标的位置,以便在单击绘制的矩形时仍在绘制新的矩形。任何人都知道如何通过鼠标移动实现绘图,并在绘制的形状上拖放?

感谢您的帮助。

1 个答案:

答案 0 :(得分:2)

好吧,首先尝试使用以下简单的方法进行调试:

Rects[n].on('mouseover', function() {
    dragFlag = 1;
    alert('mouse over rectangle'); //check if event fired
    document.body.style.cursor = "pointer";
});

真正的问题是你的逻辑变得复杂和快速,你需要简化它并重构。

想想Paint,你可以使用选择工具,或者你可以使用线条工具或矩形工具,它不是由舞台上的事件决定的,而是由用户所处的模式决定的。

所以你应该做的就是在点击按钮的任何时候为每个事件创建按钮和分离/重新附加功能。

实施例

drawLineButton.on('click', function() {
    stage.off(); // or whatever function to remove other events from stage
    stage.on('mousedown', function() {
        draw line logic
    });
});

drawRectButton.on('click', function() {
    stage.off(); // or whatever function to remove other events from stage
    stage.on('mousedown', function() {
        draw rectangle logic
    });
});

dragButton.on('click', function() {
    stage.off(); // or whatever function to remove other events from stage
    // now you dont have to worry about stage events firing and can drag shapes
});