调整大小时html5画布重绘

时间:2015-05-13 14:09:12

标签: javascript jquery html5 canvas redraw

我有两个画布元素,需要在单击按钮时调整它们的大小。

<div class="sDetails"><div>
                        <div id="canvasDiv" style="width: 310px;"><canvas id="canvasGraph"></canvas></div></div>
<div class="kDetails"><div><div>
<div id="canvasDiv" style="width: 310px; height: 240px;"><canvas id="canvasGraph"></canvas></div></div>

和脚本:

   var sketch;var sketch_sl;var onPaint;var canvas=null;var ctx=null;var tmp_ctx=null;
    function drawCanvas(div) {
        canvas = document.querySelector(div + " #canvasGraph");
        ctx = canvas.getContext('2d');
        sketch = document.querySelector(div + " #canvasDiv");
        sketch_sl = getComputedStyle(sketch);
        canvas.width = parseInt(sketch_style.getPropertyValue('width'));
        canvas.height = parseInt(sketch_style.getPropertyValue('height'));
        tmp_canvas = document.createElement('canvas');
        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);

重绘功能:

// here I must redraw my lines resized 2 times ( *cScale ) where cScale=2 or =1
function drawScales(ctx, canvas) 
        ctx.strokeStyle = 'green';
        ctx.fillStyle = 'green';
        ctx.beginPath();
        ctx.moveTo(5, 0);
        ctx.lineTo(0, canvas.height);
        scaleStep = 24*cScale;

由于某种原因,它的工作非常糟糕,旧职位留下来。 有没有办法完全删除整个画布并将其附加或完全重绘?

我尝试了canvas.width=canvas.width,尝试了ctx.clearRect(0, 0, canvas.width, canvas.height);tmp_ctx.clearRect(0, 0, canvas.width, canvas.height);,尝试了$(".sDetails #canvasGraph")[0].reset();

逻辑上,drawCanvas(".sDetails");drawLines(ctx, canvas);应该从头开始重绘,但不会。

3 个答案:

答案 0 :(得分:8)

调整画布元素的width&amp; height并使用context.scale以新缩放的尺寸重绘原始图纸。

  • 调整画布元素的大小将自动清除画布上的所有绘图。

  • 调整大小也会自动将所有上下文属性重置为默认值。

  • 使用context.scale很有用,因为画布会自动重新缩放原始图形以适合新尺寸的画布。

  • 重要说明:画布不会自动重绘原始图纸......您必须重新发出原始图纸命令。

插图与2幅画布相同尺寸(其尺寸由范围控制控制)

enter image description here

插图左侧画布调整大小

enter image description here

插图右侧画布调整大小

enter image description here

这是示例代码和演示。此演示使用范围元素来控制调整大小,但您也可以在window.onresize

内进行调整大小+重绘

var canvas1=document.getElementById("canvas1");
var ctx1=canvas1.getContext("2d");
var canvas2=document.getElementById("canvas2");
var ctx2=canvas2.getContext("2d");
var originalWidth=canvas1.width;
var originalHeight=canvas1.height;

var scale1=1;
var scale2=1;

$myslider1=$('#myslider1');
$myslider1.attr({min:50,max:200}).val(100);
$myslider1.on('input change',function(){
  var scale=parseInt($(this).val())/100;
  scale1=scale;
  redraw(ctx1,scale);
});
$myslider2=$('#myslider2');
$myslider2.attr({min:50,max:200}).val(100);
$myslider2.on('input change',function(){
  var scale=parseInt($(this).val())/100;
  scale2=scale;
  redraw(ctx2,scale);
});

draw(ctx1);
draw(ctx2);

function redraw(ctx,scale){

  // Resizing the canvas will clear all drawings off the canvas
  // Resizing will also automatically clear the context
  // of all its current values and set default context values
  ctx.canvas.width=originalWidth*scale;
  ctx.canvas.height=originalHeight*scale;

  // context.scale will scale the original drawings to fit on
  // the newly resized canvas
  ctx.scale(scale,scale);

  draw(ctx);

  // always clean up! Reverse the scale
  ctx.scale(-scale,-scale);

}

function draw(ctx){
  // note: context.scale causes canvas to do all the rescaling
  //       math for us, so we can always just draw using the 
  //       original sizes and x,y coordinates
  ctx.beginPath();
  ctx.moveTo(150,50);
  ctx.lineTo(250,150);
  ctx.lineTo(50,150);
  ctx.closePath();
  ctx.stroke();
  ctx.fillStyle='skyblue';
  ctx.beginPath();
  ctx.arc(150,50,20,0,Math.PI*2);
  ctx.closePath();
  ctx.fill();
  ctx.stroke();
  ctx.beginPath();
  ctx.arc(250,150,20,0,Math.PI*2);
  ctx.closePath();
  ctx.fill();
  ctx.stroke();
  ctx.beginPath();;
  ctx.arc(50,150,20,0,Math.PI*2);
  ctx.fill();
  ctx.stroke();
}

$("#canvas1, #canvas2").mousemove(function(e){handleMouseMove(e);});
var $mouse=$('#mouse');

function handleMouseMove(e){

  // tell the browser we're handling this event
  e.preventDefault();
  e.stopPropagation();


  var bb=e.target.getBoundingClientRect();
  mouseX=parseInt(e.clientX-bb.left);
  mouseY=parseInt(e.clientY-bb.top);

  if(e.target.id=='canvas1'){
    $mouse.text('Mouse1: '+mouseX/scale1+' / '+mouseY/scale1+' (scale:'+scale1+')');
  }else{
    $mouse.text('Mouse2: '+mouseX/scale2+' / '+mouseY/scale2+' (scale:'+scale2+')');
  }

}
body{ background-color: ivory; }
canvas{border:1px solid red;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<div>Resize left canvas</div>
<input id=myslider1 type=range><br>
<div>Resize right canvas</div>
<input id=myslider2 type=range><br>
<h4 id=mouse>Mouse coordinates:</h4>
<canvas id="canvas1" width=300 height=300></canvas>
<canvas id="canvas2" width=300 height=300></canvas>

答案 1 :(得分:2)

如果您需要与比例无关的位置,则可以使用标准化值([0,1]),并使用画布的大小作为比例因子。这样,您可以扩展和存储值,而无需过多关注实际目标大小。

您也可以按原样使用鼠标位置,并通过将它们划分为画布大小进行标准化。

例如:

渲染时,(1,1)的点将始终像右下角一样绘制(1 * canvas.width, 1 * canvas.height)

当您存储一个点时,您将使用鼠标位置并将其划分在画布尺寸上,例如,如果我单击尺寸为400x200的画布的右下角,则点数将为是400/400 = 1,200 / 200 = 1.

请注意,宽度和高度将是独占的(即宽度为1等),但为了简单起见......

实施例

在此示例中,您可以从任何尺寸的画布开始,绘制标准化的点,更改画布的大小,并使点相对于原始位置按比例重新绘制。

&#13;
&#13;
var rng = document.querySelector("input"),
    c = document.querySelector("canvas"),
    ctx = c.getContext("2d"),
    points = [];

// change canvas size and redraw all points
rng.onchange = function() {
  c.width = +this.value;
  render();
};

// add a new normalized point to array
c.onclick = function(e) {
  var r = this.getBoundingClientRect(),   // to adjust mouse position
      x = e.clientX - r.left,
      y = e.clientY - r.top;
  points.push({
    x: x / c.width,                       // normalize value to range [0, 1]
    y: y / c.height
  });                                     // store point
  render();                               // redraw (for demo)
};

function render() {
  ctx.clearRect(0, 0, c.width, c.height); // clear canvas
  ctx.beginPath();                        // clear path
  for(var i = 0, p; p = points[i]; i++) { // draw points as fixed-size circles
    var x = p.x * c.width,                // normalized to absolute values
        y = p.y * c.height;
    
    ctx.moveTo(x + 5, y);
    ctx.arc(x, y, 5, 0, 6.28);
    ctx.closePath();
  }
  ctx.stroke();
}
&#13;
canvas {background:#ddd}
&#13;
<h3>Click on canvas to add points, then resize</h3>
<label>Width: <input type="range" min=50 max=600 value=300></label><br>
<canvas></canvas>
&#13;
&#13;
&#13;

答案 2 :(得分:1)

我决定使用比例变量来调整我的比例。我调整画布canvas.width *= 2;的大小,然后重绘我的音阶。

var scaleStep;

并使用将其添加到代码中:ctx.lineTo(12*24*cScale+12, canvas.height-24);,其中需要进行缩放。 最大化画布时scaleStep为2,返回原始大小时为1。