当图像被拖动到canvas元素(或另一个div)时,将调用此函数。如果元素是canvas元素,则它使用pattern来创建填充,否则它会附加图像。当它附加图像时,我可以调用jquery的可拖动函数。我想用canvas元素实现相同的功能。我该怎么做呢?
以下是相关代码:
function photos_create_preview_image(element)
{
console.log(element.id);
if(element.id.indexOf("canvas") != -1)
{
console.log("canvas element");
var canvas = document.getElementById(element.id);
ctx = canvas.getContext("2d");
new_img = new Image();
new_img.onload = function() {
this.width /= 3; //TODO: Figure out what this should be, right now it is just a "magic number"
this.height /= 3;
var pattern = ctx.createPattern(new_img, "no-repeat");
ctx.fillStyle = pattern;
ctx.fill();
//TODO: Make image draggable
};
new_img.src = SITE_URL + "/system/photo/cf_preview/" + selected_fid;
}
else
{
new_img = new Image();
new_img.onload = function() {
this.width /= 3; //TODO: Figure out what this should be, right now it is just a "magic number"
this.height /= 3;
element.appendChild(new_img);
$(new_img).draggable({ containment: "parent" });
};
new_img.src = SITE_URL + "/system/photo/cf_preview/" + selected_fid;
}
console.log("new image: " + new_img.src);
}
以下是MarkE解决方案的新代码:
function photos_create_preview_image(element)
{
console.log(element.id);
if(element.id.indexOf("canvas") != -1)
{
console.log("canvas element");
var canvas = document.getElementById(element.id);
var ctx = canvas.getContext("2d");
var canvasOffset = $("#" + element.id).offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var isDown = false;
var startX;
var startY;
var imgX = 0;
var imgY = 0;
var imgWidth, imgHeight;
var mouseX, mouseY;
var new_img = new Image();
new_img.onload = function() {
//this.width /= 3; //TODO: Figure out what this should be, right now it is just a "magic number"
// this.height /= 3;
/*var pattern = ctx.createPattern(new_img, "no-repeat");
ctx.fillStyle = pattern;
ctx.fill();*/
imgWidth = new_img.width;
imgHeight = new_img.height;
ctx.drawImage(new_img, imgX, imgY);
//TODO: Make image draggable
};
new_img.src = SITE_URL + "/system/photo/cf_preview/" + selected_fid;
function handleMouseDown(e) {
e.preventDefault();
//startX = parseInt(e.clientX - offsetX);
//startY = parseInt(e.clientY - offsetY);
startX = parseInt(e.pageX - window.scrollX);
startY = parseInt(e.pageY - window.scrollY);
// Put your mousedown stuff here
if (startX >= imgX && startX <= imgX + imgWidth && startY >= imgY && startY <= imgY + imgHeight) {
isDown = true;
}
}
function handleMouseUp(e) {
e.preventDefault();
isDown = false;
}
function handleMouseOut(e) {
e.preventDefault();
isDown = false;
}
function handleMouseMove(e) {
if (!isDown) {
return;
}
e.preventDefault();
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
// Put your mousemove stuff here
if (!isDown) {
return;
}
imgX += mouseX - startX;
imgY += mouseY - startY;
startX = mouseX;
startY = mouseY;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(new_img, imgX, imgY);
}
$("#" + element.id).mousedown(function (e) {
handleMouseDown(e);
});
$("#" + element.id).mousemove(function (e) {
handleMouseMove(e);
});
$("#" + element.id).mouseup(function (e) {
handleMouseUp(e);
});
$("#" + element.id).mouseout(function (e) {
handleMouseOut(e);
});
}
else
{
new_img = new Image();
new_img.onload = function() {
this.width /= 3; //TODO: Figure out what this should be, right now it is just a "magic number"
this.height /= 3;
element.appendChild(new_img);
$(new_img).draggable({ containment: "parent" });
};
new_img.src = SITE_URL + "/system/photo/cf_preview/" + selected_fid;
}
console.log("new image: " + new_img.src);
}
我需要将图像作为图案,因为它包含在路径中。现在,使用drawImage调用代码时可以正常工作。
基本上我需要它看起来像这样(当我使用模式代码时它会这样做):
答案 0 :(得分:0)
您可以通过聆听鼠标事件来拖动图像(或填充图案)。
演示:http://jsfiddle.net/m1erickson/66ywJ/
在mousedown:
在mousemove中:
在mouseup或mouseout中:
以下是示例代码:
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
#canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var canvasOffset=$("#canvas").offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var isDown=false;
var startX;
var startY;
var imgX=50;
var imgY=50;
var imgWidth,imgHeight;
var img=new Image();img.onload=start;img.src="house32x32.png";
function start(){
imgWidth=img.width;
imgHeight=img.height;
ctx.drawImage(img,imgX,imgY);
}
function handleMouseDown(e){
e.preventDefault();
startX=parseInt(e.clientX-offsetX);
startY=parseInt(e.clientY-offsetY);
// Put your mousedown stuff here
if(startX>=imgX && startX<=imgX+imgWidth && startY>=imgY && startY<=imgY+imgHeight){
isDown=true;
}
}
function handleMouseUp(e){
e.preventDefault();
isDown=false;
}
function handleMouseOut(e){
e.preventDefault();
isDown=false;
}
function handleMouseMove(e){
if(!isDown){return;}
e.preventDefault();
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mousemove stuff here
if(!isDown){return;}
imgX+=mouseX-startX;
imgY+=mouseY-startY;
startX=mouseX;
startY=mouseY;
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.drawImage(img,imgX,imgY);
}
$("#canvas").mousedown(function(e){handleMouseDown(e);});
$("#canvas").mousemove(function(e){handleMouseMove(e);});
$("#canvas").mouseup(function(e){handleMouseUp(e);});
$("#canvas").mouseout(function(e){handleMouseOut(e);});
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>