我今天开始使用fabric.js
在我的画布上使用不同的模式进行绘制。这意味着当我点击 lines 按钮时,我将能够在画布上绘制直线。当我按矩形按钮时,我将能够使用徒手按钮绘制矩形和相同的颜色。我能够画出所有这些。
问题来了。一旦我绘制任何形状并尝试在旧形状附近绘制其他东西,之前的形状就会变得可移动。
这是我的代码
<%@ taglib uri="/struts-tags" prefix="s" %>
<html>
<head>
<style>
#myCanvas { background:url("images/<s:property value="userImageFileName"/>") ;
background-size: 100% 100%;
background-repeat: no-repeat;}
</style>
<script type="text/javascript" src="fabric.js"></script>
<script type="text/javascript" src="jscolor.js"></script>
</head>
<body>
<img id="result" src="images/<s:property value="userImageFileName"/>" hidden="true" width="565" height="584" class="annotatable"/>
<canvas id="myCanvas" width="565" height="584" style="border:1px solid #d3d3d3;">Please use a modern browser like Firefox, Chrome, Safari</canvas>
<div >Choose Color</div>
<input class="color" id="selectedColor">
<input type="button" value="rectangles" onClick="operate('rectangles')">
<input type="button" value="freehand" onClick="operate('freehand')">
<input type="button" value="lines" onClick="operate('lines')">
<input type="submit" value="save" onClick="save()">
<br>
<canvas id="canvas2" width="565" height="584"></canvas>
<img id="canvasImg" alt="No annotated image found">
<script>
var canvas = new fabric.Canvas('myCanvas', { selection: false });
var drawRectangle = false;
var color;
function operate(mode)
{
var line, mouseClicked = false;
canvas.on('mouse:down', function(o)
{
mouseClicked = true;
var pointer = canvas.getPointer(o.e);
color=document.getElementById("selectedColor").value;
if(mode=="freehand")
{
canvas.isDrawingMode = true;
drawRectangle = false;
canvas.freeDrawingBrush.width = 5;
canvas.freeDrawingBrush.color = '#'+color;
}
else if(mode=="lines")
{
canvas.isDrawingMode = false;
drawRectangle = false;
var points = [ pointer.x, pointer.y, pointer.x, pointer.y ];
line = new fabric.Line(points, {
strokeWidth: 5,
fill: 'red',
stroke: 'red',
originX: 'center',
originY: 'center'
});
canvas.add(line);
}
else if(mode=="rectangles")
{
canvas.isDrawingMode = false;
drawRectangle = true;
origX = pointer.x;
origY = pointer.y;
var pointer = canvas.getPointer(o.e);
rect = new fabric.Rect({
left: origX,
top: origY,
originX: 'left',
originY: 'top',
width: pointer.x-origX,
height: pointer.y-origY,
angle: 0,
transparentCorners: false,
stroke: "red",
fill:"transparent",
strokeWidth: 5
});
canvas.add(rect);
}
});
canvas.on('mouse:move', function(o)
{
if (!mouseClicked) return;
var pointer = canvas.getPointer(o.e);
if(mode=="lines")
{
line.set({ x2: pointer.x, y2: pointer.y });
canvas.renderAll();
}
else if(mode=="rectangles")
{
if(origX>pointer.x){
rect.set({ left: Math.abs(pointer.x) });
}
if(origY>pointer.y){
rect.set({ top: Math.abs(pointer.y) });
}
rect.set({ width: Math.abs(origX - pointer.x) });
rect.set({ height: Math.abs(origY - pointer.y) });
canvas.renderAll();
}
});
canvas.on('mouse:up', function(o){
mouseClicked = false;
});
}
function save(){
var canvas2 = document.getElementById('canvas2');
var context2 = canvas2.getContext('2d');
var img=document.getElementById("result");
context2.drawImage(img, 0, 0, 565, 584);
context2.drawImage(canvas, 0, 0);
var canvasData = canvas2.toDataURL();
//document.write(dataURL);
document.getElementById('canvasImg').src = canvasData;
};
</script>
</body>
</html>
此外,我将画布保存为图像时遇到问题。给定代码中的saving
代码是我的旧代码,在我切换到fabric.js
之前工作正常。
在图像中您可以看到允许我移动该形状的形状轮廓。但我不希望这样。我怎么能摆脱它。
答案 0 :(得分:0)
嗯,这看起来有点贵,但考虑在画布上设置所有其他对象,将selectable
或evented
属性设置为false
。这样做可以确保在您进行绘图时,他们不会对任何鼠标输入做出反应。
selectable
控制是否可以物理选择对象,而evented
则阻止它对任何事件做出反应。
就您的save()
函数而言,它看起来好像是在访问常规HTML5 Canvas API的toDataURL()
方法。这似乎有效,但请记住,结构在幕后使用两个画布元素。你可能无法获得完整的图像。使用您在代码顶部声明的toDataURL
实例的fabric.Canvas
方法,这应该就是您所需要的。你不会需要找到画布的context
或类似的东西。