HTML5 Canvas调整图像大小点击缩放

时间:2013-04-21 18:34:38

标签: jquery html5 image canvas zooming

我在画布中有一张地图的图像,我希望使用HTML5和jQuery来表现谷歌地图界面。我想执行以下操作:

• Double click on pan in without changing the size of the containing div

• Click on a building to bring up a pop up of information on that building

• Click and drag to pan

我现在的代码是画布中的图像。我发现几个代码显示“缩放”图像,但要么调整容器div的大小,要么不是一个平滑和响应的方式,它只是跳到更大的尺寸,我希望缩放动画。

地图上会有几个“固定”的建筑物,用户可以点击这些建筑物来显示有关该建筑物的信息。

代码如下:

JS:

$( document ).ready( function() {
var canvas = document.getElementById( 'canvas' );
var context = null;
var map = null;

if( canvas.getContext )
{
    context = canvas.getContext( '2d' );

    $( '#map' ).load( function( evt ) {
        context.drawImage( evt.currentTarget, 10, 10 );
    } );

    map = new Image();
    map.onload = function() {
        context.drawImage( this, 20, 20 );
    };
    map.src = 'images/asu_poly_map.png';
} else {
    alert( 'Your browser does not support canvas.' );
}
} );

HTML:

<div id="map">

<canvas id="canvas" width="1055" height="600"></canvas>

</div>

CSS:

#map {
margin:0 auto;
margin-top : 180px;
width : 1200px;
}

已编辑添加: 我假设它会与此类似,但无法弄清楚如何将它应用于从绘制到画布上的服务器中的图像。

Zoom in on a point (using scale and translate)

1 个答案:

答案 0 :(得分:5)

轰!我将一堆StackOverflow引用组合成适合您的内容:http://jsfiddle.net/CMse5/1/

以下是代码:

HTML:

<div id="map">
    <canvas id="canvas" width="300" height="300"></canvas>
</div>

CSS:

canvas {
    border: 1px solid black;
}

JS:

$( document ).ready( function() {
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var scale = 1.5;
var originx = 0;
var originy = 0;
var imageObj = new Image(); 
    imageObj.src = 'http://placehold.it/300x300';

function draw(){
    // From: http://goo.gl/jypct
    // Store the current transformation matrix
    context.save();

    // Use the identity matrix while clearing the canvas
    context.setTransform(1, 0, 0, 1, 0, 0);
    context.clearRect(0, 0, canvas.width, canvas.height);

    // Restore the transform
    context.restore();

    // Draw on transformed context    
    context.drawImage(imageObj, 0, 0, 300, 300);

}
setInterval(draw,100);

canvas.onmousewheel = function (event){
    var mousex = event.clientX - canvas.offsetLeft;
    var mousey = event.clientY - canvas.offsetTop;
    var wheel = event.wheelDelta/120;//n or -n


    //according to Chris comment
    var zoom = Math.pow(1 + Math.abs(wheel)/2 , wheel > 0 ? 1 : -1);

    context.translate(
        originx,
        originy
    );
    context.scale(zoom,zoom);
    context.translate(
        -( mousex / scale + originx - mousex / ( scale * zoom ) ),
        -( mousey / scale + originy - mousey / ( scale * zoom ) )
    );

    originx = ( mousex / scale + originx - mousex / ( scale * zoom ) );
    originy = ( mousey / scale + originy - mousey / ( scale * zoom ) );
    scale *= zoom;
}

} );

另外,你提到以平滑的方式动画缩放。为此,您需要简化每帧的缩放。因此,在您的绘图功能中,您希望在原始比例与新比例之间放松每个帧。您肯定希望更改为requestAnimationFrame,以便获得更好的帧速率。

使用canvas / DOM混合可能更简单,并在图像上使用CSS3转换和动画,它可以为您完成所有缓动。如果需要,您可以覆盖任何必要的画布。

相关问题