在HTML5画布上绘制鼠标移动时的半透明线条

时间:2013-12-09 15:48:02

标签: javascript html5 canvas drawing html5-canvas

我试图让用户通过在画布上绘制半透明线条的“绘画”工具在其上绘画来指定区域。其目的是为将在画布下方绘制的图像指定“掩码”。

这是我到目前为止所尝试的:

var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var canvasPos = canvas.getBoundingClientRect();

var dragging = false;

drawImage();

$(canvas).mousedown(mouseDown);
$(canvas).mouseup(mouseUp);
$(canvas).mousemove(mouseMove);

function drawImage() {
    var img = new Image();
    img.src = 'http://img2.timeinc.net/health/img/web/2013/03/slides/cat-allergies-400x400.jpg';

    img.onload = function () {
        ctx.drawImage(img, 0, 0);
    };
}

function mouseDown(e) {
    var pos = getCursorPosition(e);

    dragging = true;

    ctx.strokeStyle = 'rgba(0, 100, 0, 0.25)';
    ctx.lineCap = 'round';
    ctx.lineJoin = 'round';
    ctx.lineWidth = 15;
    ctx.beginPath();
    ctx.moveTo(pos.x, pos.y);
}

function mouseUp(e) {
    dragging = false;
}

function mouseMove(e) {
    var pos, i;

    if (!dragging) {
        return;
    }

    pos = getCursorPosition(e);

    ctx.lineTo(pos.x, pos.y);
    ctx.stroke();
}

function getCursorPosition(e) {
    return {
        x: e.clientX - canvasPos.left,
        y: e.clientY - canvasPos.top
    };
}

此示例代码的问题在于,绘制的后续像素会使不透明度变得越来越不可见。我认为这是因为这条线的宽度为15像素(但我希望它宽一点)。

我该如何解决这个问题?

谢谢!

3 个答案:

答案 0 :(得分:9)

问题是你一次又一次地画出整条道路:

function mouseMove(e) {
    ...
    ctx.stroke(); // Draws whole path which begins where mouseDown happened.
}

您必须只绘制路径的新段(http://jsfiddle.net/jF9a6/)。然后......你遇到了15px线宽的问题。

那么如何解决这个问题?我们必须像你一样立刻绘制线条,但避免在现有线条上绘制。以下是代码:http://jsfiddle.net/yfDdC/

最大的变化是paths数组。它包含是的,路径:-)路径是存储在mouseDownmouseMove函数中的点数组。在mouseDown函数中创建了新路径:

paths.push([pos]); // Add new path, the first point is current pos.

在mouseMove中,将当前鼠标位置添加到paths数组中的最后一个路径并刷新图像。

paths[paths.length-1].push(pos); // Append point tu current path.
refresh();

refresh()函数清除整个画布,再次绘制猫并绘制每条路径。

function refresh() {
    // Clear canvas and draw the cat.
    ctx.clearRect(0, 0, ctx.width, ctx.height);
    if (globImg)
        ctx.drawImage(globImg, 0, 0);

    for (var i=0; i<paths.length; ++i) {
        var path = paths[i];

        if (path.length<1)
            continue; // Need at least two points to draw a line.

        ctx.beginPath();
        ctx.moveTo(path[0].x, path[0].y);
        ... 
        for (var j=1; j<path.length; ++j)
            ctx.lineTo(path[j].x, path[j].y);
        ctx.stroke();

    }
}

答案 1 :(得分:2)

替代方法是将路径绘制为实体并使整个画布透明。当然,您必须将图像移出画布并将其堆叠在下面。您可以在此处找到代码:http://jsfiddle.net/fP297/

<div style="position: relative; border: 1px solid black; width: 400px; height: 400px;">
    <img src='cat.jpg' style="position: absolute; z-order: 1;">
    <canvas id="canvas" width="400" height="400" style="position: absolute; z-order: 2; opacity: 0.25;"></canvas>
</div>

通过绘制实线,您不必担心多次绘制区域,因此您不必担心删除图像并重新绘制所有内容。

答案 2 :(得分:0)

我同意 Strix。 在这里你会找到一个基于他的回答的例子。

<input type="text" class="password2" id="password" name="password" minlength="8" oninput="myFunction()"><br><br>
    //    
    let mouseDownStartPosition: number | null = null;
    let mouseDownLastPaintedPosition: number | null = null;
    
    const drawRect = (canvas: HTMLCanvasElement, pixelX0 : number, pixelX1: number) => {
        const context: CanvasRenderingContext2D = canvas.getContext('2d')!;

        context.globalAlpha = 0.3;
        context.fillStyle = "#bada55";
        context.fillRect(pixelX0, 0, pixelX1 - pixelX0, context.canvas.height);
        context.globalAlpha = 1.0;
    }

    const onCanvasMouseDown = (e: { clientX: number; }) => {
        const canvas: HTMLCanvasElement = canvasRef.current!;
        let rect = canvas.getBoundingClientRect();
        mouseDownStartPosition = e.clientX - rect.left;
        mouseDownLastPaintedPosition = mouseDownStartPosition;
    }

    const onCanvasMouseMove = (e: { clientX: number; }) => {
        if (mouseDownLastPaintedPosition == null) return;

        const canvas: HTMLCanvasElement = canvasRef.current!;
        let rect = canvas.getBoundingClientRect();
        const mouseCurrentPosition = e.clientX - rect.left;
        drawRect(canvas, Math.min(mouseDownLastPaintedPosition, mouseCurrentPosition), Math.max(mouseDownLastPaintedPosition, mouseCurrentPosition));
        mouseDownLastPaintedPosition = mouseCurrentPosition;
    }

    const onCanvasMouseUp = () => {
        mouseDownStartPosition = null;
        mouseDownLastPaintedPosition = null;
    }