我有一个画布,我绘制一条曲线。 onmouseup线基于该曲线绘制并连接特定的x点。
问题是,如果鼠标移动快速 ,则并非所有点都捕获。
var canvas;
var ctx;
function drawCanvas(popup) {
var flag = false;
canvas = document.querySelector(popup + " #canvasG");
ctx = canvas.getContext('2d');
var sketch = document.querySelector(popup + " #canvasD");
var sketch_style = getComputedStyle(sketch);
canvas.width = parseInt(sketch_style.getPropertyValue('width'));
canvas.height = parseInt(sketch_style.getPropertyValue('height'));
// Creating a tmp canvas
var tmp_canvas = document.createElement('canvas');
var tmp_ctx = tmp_canvas.getContext('2d');
tmp_canvas.id = 'tmp_canvas';
tmp_canvas.width = canvas.width;
tmp_canvas.height = canvas.height;
sketch.appendChild(tmp_canvas);
var mouse = {x: 0, y: 0};
// Pencil Points
var ppts = [];
var mousXprev = 0;
/* Mouse capturing work -- here is the problem!!! */
tmp_canvas.addEventListener('mousemove', function(e) {
if (!flag) { drawScales(ctx, canvas); flag = true; }
if (mousXprev <= e.offsetX // only allow to draw inside the allowed area
&& e.offsetX > 12 && mouse.x > 12 && e.offsetX <= 12*24+12 && mouse.x < 12*24+12
&& e.offsetY < tmp_canvas.height-28 && mouse.y < tmp_canvas.height-28 && e.offsetY > tmp_canvas.height-224 && mouse.y > tmp_canvas.height-224) {
mouse.x = typeof e.offsetX !== 'undefined' ? e.offsetX : e.layerX;
mousXprev = mouse.x;
mouse.y = typeof e.offsetY !== 'undefined' ? e.offsetY : e.layerY;
} else {
drawLines(tmp_ctx, canvas, ppts);
ppts = []; // clear points
}
}, false);
tmp_ctx.lineWidth = 2;
tmp_ctx.lineJoin = 'round';
tmp_ctx.lineCap = 'round';
tmp_ctx.strokeStyle = 'blue';
tmp_ctx.fillStyle = 'blue';
tmp_canvas.addEventListener('mousedown', function(e) {
tmp_canvas.addEventListener('mousemove', onPaint, false);
mousXprev = 0;
ppts = []; // clear points
ctx.clearRect(0, 0, tmp_canvas.width, tmp_canvas.height); // clear path
drawScales(ctx, canvas);
if (e.offsetX > 12 && e.offsetX <= 12*24+12 && e.offsetY < tmp_canvas.height-28 && e.offsetY > tmp_canvas.height-224) {
mouse.x = typeof e.offsetX !== 'undefined' ? e.offsetX : e.layerX;
mouse.y = typeof e.offsetY !== 'undefined' ? e.offsetY : e.layerY;
ppts.push({x: mouse.x, y: mouse.y});
onPaint();
}
}, false);
tmp_canvas.addEventListener('mouseup', function() {
tmp_canvas.removeEventListener('mousemove', onPaint, false);
if (ppts.length > 1) {
ctx.drawImage(tmp_canvas, 0, 0);
tmp_ctx.clearRect(0, 0, tmp_canvas.width, tmp_canvas.height);
// draw lines...
ppts = [];
}
}, false);
var onPaint = function() {
ppts.push({x: mouse.x, y: mouse.y});
if (ppts.length < 3) {
var b = ppts[0];
tmp_ctx.beginPath();
tmp_ctx.arc(b.x, b.y, tmp_ctx.lineWidth / 2, 0, Math.PI * 2, !0);
tmp_ctx.fill();
tmp_ctx.closePath();
return;
}
tmp_ctx.clearRect(0, 0, tmp_canvas.width, tmp_canvas.height);
tmp_ctx.beginPath();
tmp_ctx.moveTo(ppts[0].x, ppts[0].y);
for (var i = 1; i < ppts.length - 2; i++) {
var c = (ppts[i].x + ppts[i + 1].x) / 2;
var d = (ppts[i].y + ppts[i + 1].y) / 2;
tmp_ctx.quadraticCurveTo(ppts[i].x, ppts[i].y, c, d);
}
// For the last 2 points
tmp_ctx.quadraticCurveTo(
ppts[i].x,
ppts[i].y,
ppts[i + 1].x,
ppts[i + 1].y
);
tmp_ctx.stroke();
};
};
第二个问题是在IE和fireFox中,绘图是不可能的。什么是IE / fireFox的兼容性修补程序?
答案 0 :(得分:1)
你不太可能&#34;失踪&#34;任何mousemove事件。
每个操作系统调节(限制)每秒发送的mousemove事件数。因此,快速移动鼠标将导致mousemove事件之间的距离更长(分辨率更低)。没有解决方法可以获得每秒更多的鼠标移动点数。
看起来您正在捕捉点以创建样条线。如果是这样,Stackoverflow的Ken Fyrstenberg已经创建了一个很好的脚本,它将在输入一组点时创建一个样条曲线。你可以放松Ken样条上的张力,这样可以使样条曲线相对于航点变得更加平滑。松开张力会减少使用少于预期的鼠标移动路点的影响。
how to draw smooth curve through N points using javascript HTML5 canvas?
以跨浏览器的方式捕获鼠标事件......
这是一个用于在不同浏览器中捕获鼠标拖动事件的模板:
window.onload=function(){
// canvas related variables
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var BB,BBoffsetX,BBoffsetY;
setBB();
// a flag indicating the mouse is being dragged
var isDown=false;
// an array of points accumulated during mouse dragging
var ppts=[];
// listen for mouse events
canvas.onmousedown=handleMousedown;
canvas.onmousemove=handleMousemove;
canvas.onmouseup=handleMouseup;
canvas.onmouseout=handleMouseup;
// recalculate the canvas offset if the window is scrolled
window.onscroll=function(e){
var BB=canvas.getBoundingClientRect();
offsetX=BB.left;
offsetY=BB.top;
}
function handleMousedown(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
// get the mouse position relative to the canvas
var mouseX=e.clientX-BBoffsetX;
var mouseY=e.clientY-BBoffsetY;
// start a new ppts array
ppts=[];
// set the mouse-is-down flag
isDown=true;
}
function handleMouseup(e){
// if the mouse isn't being dragged, just return
if(!isDown){return;}
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
// clear the mouse-is-down flag
isDown=false;
// get the mouse position relative to the canvas
var mouseX=e.clientX-BBoffsetX;
var mouseY=e.clientY-BBoffsetY;
// add this point to ppts
ppts.push({x:mouseX,y:mouseY});
alert('You have accumulated '+ppts.length+' points.');
}
function handleMousemove(e){
// if the mouse isn't being dragged, just return
if(!isDown){return;}
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
// get the mouse position relative to the canvas
var mouseX=e.clientX-BBoffsetX;
var mouseY=e.clientY-BBoffsetY;
// add this point to ppts
ppts.push({x:mouseX,y:mouseY});
}
// calculate the canvas offset
function setBB(){
BB=canvas.getBoundingClientRect();
BBoffsetX=BB.left;
BBoffsetY=BB.top;
}
}; // end window.onload;
&#13;
body{ background-color: ivory; }
canvas{border:1px solid red;}
&#13;
<h4>Drag mouse to accumulate ppts</h4>
<canvas id="canvas" width=300 height=300></canvas>
&#13;