我使用HTML画布允许用户在瓶子上编辑(移动,调整大小和旋转)图像以创建自己的自定义图像 - 类似于T恤设计师的工作方式。
这一切都有效(虽然旋转有轻微问题)直到你调整屏幕大小。因为画布在我的页面上水平居中,所以当您从页面的初始加载减小(或增加)大小时 - 画布认为图像仍然在其原始位置。这意味着您无法单击图像来移动它,您必须向右或向左单击(取决于屏幕的大小调整方式)。
我认为数学存在问题,可能与调整屏幕大小时窗口或画布偏移未更新有关,但我无法解决问题所在。
示例:https://jsfiddle.net/mpsx1xnj/
代码如下:
<div id="design-canvas">
<canvas id="bottleCanvas" width="400" height="600"></canvas>
<center><canvas id="printableCanvas" width="71" height="245"></canvas></center>
<center><canvas id="editorCanvas" width="400" height="600"></canvas></center>
<p class="tooltip">Guidelines show the printable area on the bottle.</p>
</div>
var canvas = document.getElementById("editorCanvas");
var ctx = canvas.getContext("2d");
var canvasOffset = $("#editorCanvas").offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var startX;
var startY;
var isDown = false;
var pi2 = Math.PI * 2;
var resizerRadius = 4;
var rr = resizerRadius * resizerRadius;
var draggingResizer = {
x: 0,
y: 0
};
var imageX = 0;
var imageY;
var imageWidth, imageHeight, imageRight, imageBottom;
var draggingImage = false;
var startX;
var startY;
var ratio;
var img = new Image();
img.crossOrigin='anonymous';
img.onload = function () {
ratio = img.width / img.height;
imageWidth = 71;
imageHeight = imageWidth / ratio;
imageY = (245-imageHeight)/2;
if (imageHeight > 245) {
imageHeight = 245;
imageWidth = imageHeight * ratio;
imageY = 0;
}
imageX = ((canvas.width-imageWidth)/2);
imageY = ((canvas.height-imageHeight)/2);
imageRight = imageX + imageWidth;
imageBottom = imageY + imageHeight;
draw(true, false);
}
//img.src='https://dl.dropboxusercontent.com/u/139992952/multple/leftarrow.png';
function draw(withAnchors, withBorders) {
// clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// draw the image
ctx.drawImage(img, 0, 0, img.width, img.height, imageX, imageY, imageWidth, imageHeight);
// optionally draw the draggable anchors
if (withAnchors) {
drawDragAnchor(imageX, imageY);
drawDragAnchor(imageRight, imageY);
drawDragAnchor(imageRight, imageBottom);
drawDragAnchor(imageX, imageBottom);
}
// optionally draw the connecting anchor lines
if (withBorders) {
ctx.beginPath();
ctx.moveTo(imageX, imageY);
ctx.lineTo(imageRight, imageY);
ctx.lineTo(imageRight, imageBottom);
ctx.lineTo(imageX, imageBottom);
ctx.closePath();
ctx.stroke();
}
}
function drawDragAnchor(x, y) {
ctx.beginPath();
ctx.arc(x, y, resizerRadius, 0, pi2, false);
ctx.closePath();
ctx.fill();
}
function anchorHitTest(x, y) {
var dx, dy;
// top-left
dx = x - imageX;
dy = y - imageY;
if (dx * dx + dy * dy <= rr) {
return (0);
}
// top-right
dx = x - imageRight;
dy = y - imageY;
if (dx * dx + dy * dy <= rr) {
return (1);
}
// bottom-right
dx = x - imageRight;
dy = y - imageBottom;
if (dx * dx + dy * dy <= rr) {
return (2);
}
// bottom-left
dx = x - imageX;
dy = y - imageBottom;
if (dx * dx + dy * dy <= rr) {
return (3);
}
return (-1);
}
function hitImage(x, y) {
return (x > imageX && x < imageX + imageWidth && y > imageY && y < imageY + imageHeight);
}
function handleMouseDown(e) {
offsetX = offsetX + window.pageXOffset;
offsetY = offsetY + window.pageYOffset;
startX = parseInt(e.clientX - offsetX);
startY = parseInt(e.clientY - offsetY);
draggingResizer = anchorHitTest(startX, startY);
draggingImage = draggingResizer < 0 && hitImage(startX, startY);
}
function handleMouseUp(e) {
draggingResizer = -1;
draggingImage = false;
draw(true, false);
}
function handleMouseOut(e) {
handleMouseUp(e);
}
function handleMouseMove(e) {
if (draggingResizer > -1) {
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
// resize the image
switch (draggingResizer) {
case 0:
//top-left
imageX = mouseX;
imageWidth = imageRight - mouseX;
imageY = mouseY;
imageHeight = imageBottom - mouseY;
break;
case 1:
//top-right
imageY = mouseY;
imageWidth = mouseX - imageX;
imageHeight = imageWidth/ratio; //imageBottom - mouseY;
break;
case 2:
//bottom-right
imageWidth = mouseX - imageX;
imageHeight = mouseY - imageY;
break;
case 3:
//bottom-left
imageX = mouseX;
imageWidth = imageRight - mouseX;
imageHeight = mouseY - imageY;
break;
}
if(imageWidth<25){imageWidth=25;}
if(imageHeight<25){imageHeight=25;}
// set the image right and bottom
imageRight = imageX + imageWidth;
imageBottom = imageY + imageHeight;
// redraw the image with resizing anchors
draw(true, true);
} else if (draggingImage) {
imageClick = false;
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
// move the image by the amount of the latest drag
var dx = mouseX - startX;
var dy = mouseY - startY;
imageX += dx;
imageY += dy;
imageRight += dx;
imageBottom += dy;
// reset the startXY for next time
startX = mouseX;
startY = mouseY;
// redraw the image with border
draw(false, true);
}
}
$("#editorCanvas").mousedown(function (e) {
handleMouseDown(e);
});
$("#editorCanvas").mousemove(function (e) {
handleMouseMove(e);
});
$("#editorCanvas").mouseup(function (e) {
handleMouseUp(e);
});
$("#editorCanvas").mouseout(function (e) {
handleMouseOut(e);
});
function rotate(rotationPointX,rotationPointY,degreeRotation){
// Create an second in-memory canvas:
var mCanvas=document.createElement('canvas');
mCanvas.width=canvas.width;
mCanvas.height=canvas.height;
var mctx=mCanvas.getContext('2d');
// Draw your canvas onto the second canvas
mctx.drawImage(canvas,0,0);
// Clear your main canvas
ctx.clearRect(0,0,canvas.width,canvas.height);
// Rotate the main canvas
// set the rotation point as center of the canvas
// (but you can set any rotation point you desire)
ctx.translate(rotationPointX,rotationPointY);
// rotate by 90 degrees (==PI/2)
var radians=degreeRotation/180*Math.PI;
ctx.rotate(radians);
// Draw the second canvas back to the (now rotated) main canvas:
ctx.drawImage(mCanvas,-canvas.width/2,-canvas.height/2);
// clean up -- unrotate and untranslate
ctx.rotate(-radians);
ctx.translate(-canvas.width/2,-canvas.height/2);
}
$(window).on("resize scroll",function(e) {
offsetX = win.left;
offsetY = canvasOffset.top;
imageWidth = 71;
imageHeight = imageWidth / ratio;
imageY = (245-imageHeight)/2;
if (imageHeight > 245) {
imageHeight = 245;
imageWidth = imageHeight * ratio;
imageY = 0;
}
imageX = ((canvas.width-imageWidth)/2);
imageY = ((canvas.height-imageHeight)/2);
imageRight = imageX + imageWidth;
imageBottom = imageY + imageHeight;
draw(true, false);
});
$('#rotate').click(function(){
rotate((imageX + (canvas.width/2)),(imageY + (canvas.height/2,90)));
});
所以我的问题是如何解决这个问题,以便调整窗口大小没有问题?
答案 0 :(得分:0)
如果我理解正确的话......
这是一个解决方案:jsFiddle
画布的宽度和高度属性确定画布坐标系的宽度或高度 - 页面调整大小仅更新css属性(使其响应),这意味着您的固定宽度/高度attrs始终保持不变,即使在调整大小。
所以页面调整大小
$('canvas#editorCanvas').attr('width', $('#design-canvas').width() );
$('canvas#editorCanvas').attr('height', $('#design-canvas').height() );
使用max-height,max-width和设置高度/宽度为100%
使容器响应