我试图在画布中拖放图像。但是当在chrome中拖动时,图像会消失,但在Mozilla中,它可以正常工作。任何有关这方面的帮助将非常感激。
HTML文件
<head>
<script>
var canvasImages = [];
function imageProp() {
this.imgName = ' ';
this.imgX = 0;
this.imgY = 0;
this.ImgWidth = 1;
this.ImgHeight = 1;
}
function GetFilename(url) {
if (url) {
var m = url.toString().match(/.*\/(.+?)\./);
if (m && m.length > 1) {
return m[1];
}
}
return "";
}
function load(source) {
var canvas = document.getElementById("mycanvas");
var ctx = canvas.getContext('2d');
var imageObj = new Image();
//Loading image to Canvas
imageObj.onload = function () {
ctx.drawImage(imageObj, 0, 0);
};
imageObj.src = source;
//Inserting properties of image loaded in canvas to an array
var Property = new imageProp;
//Property.imgName = GetFilename(source);
Property.imgName = source;
Property.imgX = 0;
Property.imgY = 0;
Property.ImgWidth = imageObj.width;
Property.ImgHeight = imageObj.height;
canvasImages.push(Property);
}
</script>
</head>
<body>
<img id = "imgID" onclick=" load(this.src)" src = 'download.png'/>
<canvas id="mycanvas" width="1000" height="1000">HTML5 Not Supported</canvas>
<script src="Canvas_js.js"></script>
</body>
Javascript文件
(function(){
"use strict";
/*global document*/
/*global clear*/
/*global canvasImages*/
/*jslint devel: true */
/*jslint browser: true */
var canvas, ctx, ghostcanvas, gctx, RedrawInterval = 20, canvasValid = false, clickLoc = {}, isDragging = false, index = 0, selectedIndex = 0;
clickLoc.x = 0;
clickLoc.y = 0;
function drawCanv() {
var i = 0, imageObj;
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (i = 0; i < canvasImages.length; i += 1) {
imageObj = new Image();
imageObj = document.createElement('img');
imageObj.src = canvasImages[i].imgName;
imageObj.onload = function () {
ctx.drawImage(imageObj, canvasImages[i].imgX, canvasImages[i].imgY);
};
}
}
function resizeHandler(index) {
ctx.beginPath();
ctx.strokeRect(canvasImages[index].imgX, canvasImages[index].imgY, canvasImages[index].ImgWidth + 5, canvasImages[index].ImgHeight + 5);
}
function canvasOnClick(e) {
var rect, i = 0;
isDragging = true;
//Get X and Y coordinates of the click
rect = canvas.getBoundingClientRect();
clickLoc.x = e.clientX - rect.left;
clickLoc.y = e.clientY - rect.top;
//Check whether any image is clicked
for (i = 0; i < canvasImages.length; i += 1) {
if (clickLoc.x >= canvasImages[i].imgX && clickLoc.x <= canvasImages[i].imgX + canvasImages[i].ImgWidth && clickLoc.y >= canvasImages[i].imgY && clickLoc.y <= canvasImages[i].imgY + canvasImages[i].ImgHeight) {
selectedIndex = i;
resizeHandler(i);
}
}
}
function canvasMouseUp(e) {
isDragging = false;
}
function canvasMouseMove(e) {
if (isDragging === true) {
canvasImages[selectedIndex].imgX += 5;
drawCanv();
}
}
function init() {
// Defining Canvas and fake canvas
canvas = document.getElementById('mycanvas');
ctx = canvas.getContext('2d');
ghostcanvas = document.createElement('canvas');
ghostcanvas.height = canvas.height;
ghostcanvas.width = canvas.width;
gctx = ghostcanvas.getContext('2d');
// Redrawing canvas for the interval
//setInterval(draw, RedrawInterval);
// Adding Eventlisteners
canvas.addEventListener("mousedown", canvasOnClick, false);
canvas.addEventListener("mouseup", canvasMouseUp, false);
canvas.addEventListener("mousemove", canvasMouseMove, false);
}
init();
}());
答案 0 :(得分:0)
开始乱搞
user-select: none;
-webkit-user-select: none;
在你的CSS中。