Html5画布垂直和水平滚动

时间:2016-03-25 12:07:41

标签: html5 html5-canvas

<!DOCTYPE html>
<html>
<head>
    <style type="text/css">
        #canvasOne
        {
            border: 1px solid black;            
        }
    </style>
    <script src="http://code.jquery.com/jquery-1.10.2.js" type="text/javascript"></script>
</head>
<body>
    <div align="center">
        <canvas id="canvasOne">
        </canvas>
    </div>

    <script type="text/javascript">

        var myCanvas = document.getElementById("canvasOne");
        var myContext = myCanvas.getContext("2d");

        var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;

        init();

        var numShapes;
        var shapes;
        var dragIndex;
        var dragging;
        var mouseX;
        var mouseY;
        var dragHoldX;
        var dragHoldY;
        var timer;
        var targetX;
        var targetY;
        var easeAmount;
        var bgColor;
        var nodes;
        var colorArr;

        function init()
        {
            myCanvas.width = $(window).width() - 200;
            myCanvas.height = $(window).height() - 200;

            shapes = [];
            nodes = ["0;Person;24828760;Alok Kumar;Gorakhpur;#F44336;28",
                     "0;Suspect;04/Dec/2016;4;Suman_Biswas;#3F51B5;20","1;Rule;4;Apparent Means;3 Parameter;#EEFF41;20",
                     "0;Policy;36QA649749;In-Force;Quarterly;#FF9800;20","3;Product;Pension;Saral Pension;SRPEN;#795548;20","3;Payment;Cheque;Realized;Lucknow;#0091EA;20",
                     "0;Policy;162348873;Lapsed;Quarterly;#FF9800;20","6;Product;Pension;Life-Long Pension;LLPP;#795548;20","6;Payment;Cheque;Realized;Gorakhpur;#0091EA;20",
                     "0;Policy;1EQF178639;Lapsed;Monthly;#FF9800;20","9;Product;Life;Shield;SHIELDA;#795548;20","9;Payment;Demand Draft;Realized;Lucknow;#0091EA;20"];                                          

            numShapes = nodes.length;

            makeShapes();

            drawScreen();       

            myCanvas.addEventListener("mousedown", mouseDownListener, false);
        }

        //drawing
        function makeShapes()
        {
            var tempX;
            var tempY;

            for(var i = 0; i < numShapes; i++)
            {                                   
                var centerX = myCanvas.width/2;
                var centerY = myCanvas.height/2;

                var nodeColor = nodes[i].split(";")[5];

                var nodeRadius = nodes[i].split(";")[6];

                var nodeConnect = nodes[i].split(";")[0];

                if(i == 0)//center of circle
                {                   
                    tempX = centerX
                    tempY = centerY;                    
                }
                else
                {
                    //tempX = Math.random() * (myCanvas.width - tempRadius);
                    //tempY = Math.random() * (myCanvas.height - tempRadius);

                    //var x = x0 + r * Math.cos(2 * Math.PI * i / items);
                    //var y = y0 + r * Math.sin(2 * Math.PI * i / items); 


                    //250 is the distance from center node to outside nodes it can be actual radius in degrees
                    tempX = shapes[nodeConnect].x + 300 * Math.cos(2 * Math.PI * i / numShapes);
                    tempY = shapes[nodeConnect].y + 300 * Math.sin(2 * Math.PI * i / numShapes);                                    
                }

                tempShape = {x: tempX, y: tempY, rad: nodeRadius, color: nodeColor, text: nodes[i]};

                shapes.push(tempShape);
            }       
        }

        //drawing both shape (line and circle) and screen

        function drawScreen()
        {
            myContext.fillStyle = "#ffffff";
            myContext.fillRect(0, 0, myCanvas.width, myCanvas.height);
            drawShapes();
        }

        function drawShapes()
        {       
            //line
            for(var i = 1; i < numShapes; i++)
            {
                myContext.beginPath();
                myContext.strokeStyle = "#B2B19D";

                var nodeConnect = nodes[i].split(";")[0];

                myContext.moveTo(shapes[nodeConnect].x, shapes[nodeConnect].y);
                myContext.lineTo(shapes[i].x, shapes[i].y);
                myContext.stroke();
            }

            //circle        
            for(var i = 0; i < numShapes; i++)
            {                           
                myContext.fillStyle = shapes[i].color;
                myContext.beginPath();
                myContext.arc(shapes[i].x, shapes[i].y, shapes[i].rad, 0, 2*Math.PI, false);                
                myContext.closePath();
                myContext.fill();
            }

            //text
            for(var i = 0; i < numShapes; i++)
            {
                myContext.beginPath();          
                myContext.font = '10pt Arial';
                myContext.fillStyle = 'black';
                var textarr = shapes[i].text.split(";");

                myContext.fillText(textarr[1], shapes[i].x + 30, shapes[i].y - 24);
                /*myContext.fillText(textarr[2], shapes[i].x + 30, shapes[i].y + 1);
                myContext.fillText(textarr[3], shapes[i].x + 30, shapes[i].y + 22);
                myContext.fillText(textarr[4], shapes[i].x + 30, shapes[i].y + 44);*/           
                myContext.closePath();
                myContext.fill();
            }


        }

        //animation

        function mouseDownListener(evt)
        {
            var highestIndex = -1;

            var bRect = myCanvas.getBoundingClientRect();
            mouseX = (evt.clientX - bRect.left) * (myCanvas.width/bRect.width);
            mouseY = (evt.clientY - bRect.top) * (myCanvas.height/bRect.height);

            for(var i = 0; i < numShapes; i++)
            {
                if(hitTest(shapes[i], mouseX, mouseY))
                {
                    dragging = true;
                    if(i > highestIndex)
                    {
                        dragHoldX = mouseX - shapes[i].x;
                        dragHoldY = mouseY - shapes[i].y;
                        highestIndex = i;
                        dragIndex = i;
                    }               
                }
            }

            if(dragging)
            {
                window.addEventListener("mousemove", mouseMoveListener, false);
            }

            myCanvas.removeEventListener("mousedown", mouseDownListener, false);
            window.addEventListener("mouseup", mouseUpListener, false);

            if(evt.preventDefault)
            {
                evt.preventDefault;
            }

            return false;
        }

        function mouseMoveListener(evt)
        {
            var shapeRad = shapes[dragIndex].rad;

            var minX = shapeRad;
            var maxX = myCanvas.width - shapeRad;

            var minY = shapeRad;
            var maxY = myCanvas.height - shapeRad;

            //get mouse position correctly
            var bRect = myCanvas.getBoundingClientRect();
            mouseX = (evt.clientX - bRect.left)*(myCanvas.width / bRect.width);
            mouseY = (evt.clientY - bRect.top)*(myCanvas.height / bRect.height);

            //clamp x and y position to prevent object from dragging outside canvas
            posX = mouseX - dragHoldX;
            posX = (posX < minX) ? minX : ((posX > maxX) ? maxX : posX);
            posY = mouseY - dragHoldY;      
            posY = (posY < minY) ? minY : ((posY > maxY) ? maxY : posY);

            shapes[dragIndex].x = posX;
            shapes[dragIndex].y = posY;

            drawScreen();       
        }

        function mouseUpListener(evt)
        {
            myCanvas.addEventListener("mousedown", mouseDownListener, false);
            window.removeEventListener("mouseup", mouseUpListener, false);

            if(dragging)
            {
                dragging = false;                                   
                window.removeEventListener("mousemove", mouseMoveListener, false);          
            }
        }

        function hitTest(shape, mx, my)
        {
            var dx = mx - shape.x;
            var dy = my - shape.y;

            return(dx * dx + dy * dy < shape.rad * shape.rad);
        }   

    </script>
</body>
</html>
  1. 以下画布动画会创建节点和边。但到期了 对于空间约束,由于画布,一些节点不可见 高度和宽度。即使向画布添加溢出css也没有帮助 我无法滚动。

2 个答案:

答案 0 :(得分:17)

<canvas>上下文没有内置的滚动方法。

然后,您有多种方法来规避此限制。

第一个,就像在@ markE的答案中一样,缩放您的上下文矩阵,以便您的绘图适合所需的空间。您还可以重构代码,以便所有坐标都相对于画布大小 这样,您就不会需要滚动条,所有的绘图都可以适当缩放,这是大多数情况下的理想行为。

但如果你真的需要一些滚动功能,可以采用以下方法:

最简单,最推荐的一个:让浏览器处理

您必须将画布的大小设置为图形的最大值,并将其包装在另一个将滚动的元素中。通过在容器上设置overflow:auto css属性,我们会显示滚动条,并且我们具有滚动功能。

在下面的示例中,画布宽度为5000px,容器为200px。

&#13;
&#13;
var ctx = canvas.getContext('2d');
ctx.textAlign = 'center';
for (var w = 0; w < canvas.width; w += 100) {
  for (var h = 0; h < canvas.height; h += 100) {
    ctx.fillText(w + ',' + h, w, h);
  }
}
&#13;
#container {
  width: 200px;
  height: 200px;
  overflow: auto;
  border: 1px solid;
}
canvas{
  display: block;
}
&#13;
<div id="container">
  <canvas id="canvas" height="5000" width="5000"></canvas>
</div>
&#13;
&#13;
&#13;

主要优势:

  • 易于实施。
  • 用户习惯使用这些滚动条。

主要警告:

  • 您受canvas maximum sizes限制。
  • 如果您的画布是动画的,那么您还将为画布的每个框架部分绘制不可见的部分。
  • 您对滚动条外观的控制很小,您仍然需要自己为桌面浏览器实现拖动滚动功能。

第二个解决方案是使用画布转换方法自行实现此功能:特别是translatetransformsetTransform

以下是一个例子:

&#13;
&#13;
var ctx = canvas.getContext('2d');

var app = {};
// the total area of our drawings, can be very large now
app.WIDTH = 5000;
app.HEIGHT = 5000;

app.draw = function() {
  // reset everything (clears the canvas + transform + fillStyle + any other property of the context)
  canvas.width = canvas.width;

  // move our context by the inverse of our scrollbars' left and top property
  ctx.setTransform(1, 0, 0, 1, -app.scrollbars.left, -app.scrollbars.top);

  ctx.textAlign = 'center';
  // draw only the visible area
  var visibleLeft = app.scrollbars.left;
  var visibleWidth = visibleLeft + canvas.width;
  var visibleTop = app.scrollbars.top
  var visibleHeight = visibleTop + canvas.height;

  // you probably will have to make other calculations than these ones to get your drawings
  // to draw only where required
  for (var w = visibleLeft; w < visibleWidth + 50; w += 100) {
    for (var h = visibleTop; h < visibleHeight + 50; h += 100) {
      var x = Math.round((w) / 100) * 100;
      var y = Math.round((h) / 100) * 100;
      ctx.fillText(x + ',' + y, x, y);
    }
  }

  // draw our scrollbars on top if needed
  app.scrollbars.draw();
}

app.scrollbars = function() {
  var scrollbars = {};
  // initial position
  scrollbars.left = 0;
  scrollbars.top = 0;
  // a single constructor for both horizontal and vertical	
  var ScrollBar = function(vertical) {
    var that = {
      vertical: vertical
    };

    that.left = vertical ? canvas.width - 10 : 0;
    that.top = vertical ? 0 : canvas.height - 10;
    that.height = vertical ? canvas.height - 10 : 5;
    that.width = vertical ? 5 : canvas.width - 10;
    that.fill = '#dedede';

    that.cursor = {
      radius: 5,
      fill: '#bababa'
    };
    that.cursor.top = vertical ? that.cursor.radius : that.top + that.cursor.radius / 2;
    that.cursor.left = vertical ? that.left + that.cursor.radius / 2 : that.cursor.radius;

    that.draw = function() {
      if (!that.visible) {
        return;
      }
      // remember to reset the matrix
      ctx.setTransform(1, 0, 0, 1, 0, 0);
      // you can give it any shape you like, all canvas drawings operations are possible
      ctx.fillStyle = that.fill;
      ctx.fillRect(that.left, that.top, that.width, that.height);
      ctx.beginPath();
      ctx.arc(that.cursor.left, that.cursor.top, that.cursor.radius, 0, Math.PI * 2);
      ctx.fillStyle = that.cursor.fill;
      ctx.fill();
    };
    // check if we're hovered
    that.isHover = function(x, y) {
      if (x >= that.left - that.cursor.radius && x <= that.left + that.width + that.cursor.radius &&
        y >= that.top - that.cursor.radius && y <= that.top + that.height + that.cursor.radius) {
        // we are so record the position of the mouse and set ourself as the one hovered
        scrollbars.mousePos = vertical ? y : x;
        scrollbars.hovered = that;
        that.visible = true;
        return true;
      }
      // we were visible last call and no wheel event is happening
      else if (that.visible && !scrollbars.willHide) {
        that.visible = false;
        // the app should be redrawn
        return true;
      }
    }

    return that;
  };

  scrollbars.horizontal = ScrollBar(0);
  scrollbars.vertical = ScrollBar(1);

  scrollbars.hovered = null;
  scrollbars.dragged = null;
  scrollbars.mousePos = null;
  // check both of our scrollbars
  scrollbars.isHover = function(x, y) {
    return this.horizontal.isHover(x, y) || this.vertical.isHover(x, y);
  };
  // draw both of our scrollbars
  scrollbars.draw = function() {
    this.horizontal.draw();
    this.vertical.draw();
  };
  // check if one of our scrollbars is visible
  scrollbars.visible = function() {
    return this.horizontal.visible || this.vertical.visible;
  };
  // hide it...
  scrollbars.hide = function() {
    // only if we're not using the mousewheel or dragging the cursor
    if (this.willHide || this.dragged) {
      return;
    }
    this.horizontal.visible = false;
    this.vertical.visible = false;
  };

  // get the area's coord relative to our scrollbar
  var toAreaCoord = function(pos, scrollBar) {
    var sbBase = scrollBar.vertical ? scrollBar.top : scrollBar.left;
    var sbMax = scrollBar.vertical ? scrollBar.height : scrollBar.width;
    var areaMax = scrollBar.vertical ? app.HEIGHT - canvas.height : app.WIDTH - canvas.width;

    var ratio = (pos - sbBase) / (sbMax - sbBase);

    return areaMax * ratio;
  };

  // get the scrollbar's coord relative to our total area
  var toScrollCoords = function(pos, scrollBar) {
    var sbBase = scrollBar.vertical ? scrollBar.top : scrollBar.left;
    var sbMax = scrollBar.vertical ? scrollBar.height : scrollBar.width;
    var areaMax = scrollBar.vertical ? app.HEIGHT - canvas.height : app.WIDTH - canvas.width;

    var ratio = pos / areaMax;

    return ((sbMax - sbBase) * ratio) + sbBase;
  }

  scrollbars.scroll = function() {
      // check which one of the scrollbars is active
      var vertical = this.hovered.vertical;
      // until where our cursor can go
      var maxCursorPos = this.hovered[vertical ? 'height' : 'width'];
      var pos = vertical ? 'top' : 'left';
      // check that we're not out of the bounds
      this.hovered.cursor[pos] = this.mousePos < 0 ? 0 :
        this.mousePos > maxCursorPos ? maxCursorPos : this.mousePos;

      // seems ok so tell the app we scrolled
      this[pos] = toAreaCoord(this.hovered.cursor[pos], this.hovered);
      // redraw everything
      app.draw();
    }
    // because we will hide it after a small time
  scrollbars.willHide;
  // called by the wheel event
  scrollbars.scrollBy = function(deltaX, deltaY) {
    // it's not coming from our scrollbars
    this.hovered = null;
    // we're moving horizontally
    if (deltaX) {
      var newLeft = this.left + deltaX;
      // make sure we're in the bounds
      this.left = newLeft > app.WIDTH - canvas.width ? app.WIDTH - canvas.width : newLeft < 0 ? 0 : newLeft;
      // update the horizontal cursor
      this.horizontal.cursor.left = toScrollCoords(this.left, this.horizontal);
      // show our scrollbar
      this.horizontal.visible = true;
    }
    if (deltaY) {
      var newTop = this.top + deltaY;
      this.top = newTop > app.HEIGHT - canvas.height ? app.HEIGHT - canvas.height : newTop < 0 ? 0 : newTop;
      this.vertical.cursor.top = toScrollCoords(this.top, this.vertical);
      this.vertical.visible = true;
    }
    // if we were called less than the required timeout
    clearTimeout(this.willHide);
    this.willHide = setTimeout(function() {
      scrollbars.willHide = null;
      scrollbars.hide();
      app.draw();
    }, 500);
    // redraw everything
    app.draw();
  };

  return scrollbars;
}();

var mousedown = function(e) {
  // tell the browser we handle this
  e.preventDefault();
  // we're over one the scrollbars
  if (app.scrollbars.hovered) {
    // new promotion ! it becomes the dragged one
    app.scrollbars.dragged = app.scrollbars.hovered;
    app.scrollbars.scroll();
  }
};

var mousemove = function(e) {
  // check the coordinates of our canvas in the document
  var rect = canvas.getBoundingClientRect();
  var x = e.clientX - rect.left;
  var y = e.clientY - rect.top;
  // we're dragging something
  if (app.scrollbars.dragged) {
    // update the mouse position
    app.scrollbars.mousePos = app.scrollbars.dragged.vertical ? y : x;
    app.scrollbars.scroll();
  } else if (app.scrollbars.isHover(x, y)) {
    // something has changed, redraw to show or hide the scrollbar
    app.draw();
  }
  e.preventDefault();
};
var mouseup = function() {
  // we dropped it
  app.scrollbars.dragged = null;
};

var mouseout = function() {
  // we're out
  if (app.scrollbars.visible()) {
    app.scrollbars.hide();
    app.scrollbars.dragged = false;
    app.draw();
  }
};

var mouseWheel = function(e) {
  e.preventDefault();
  app.scrollbars.scrollBy(e.deltaX, e.deltaY);
};

canvas.addEventListener('mousemove', mousemove);
canvas.addEventListener('mousedown', mousedown);
canvas.addEventListener('mouseup', mouseup);
canvas.addEventListener('mouseout', mouseout);
canvas.addEventListener('wheel', mouseWheel);

range.onchange = function() {
  app.WIDTH = app.HEIGHT = this.value;
  app.scrollbars.left = 0;
  app.scrollbars.top = 0;
  app.draw();
};

// an initial drawing
app.draw();
&#13;
canvas {border: 1px solid;}
span{font-size: .8em;}
&#13;
<canvas id="canvas" width="200" height="150"></canvas>
<span>
  change the total area size
  <input type="range" min="250" max="5000000" steps="250" value="5000" id="range" />
</span>
&#13;
&#13;
&#13;

主要优势:

  • 绘图区域的大小没有限制。
  • 您可以根据需要自定义滚动条。
  • 您可以控制滚动条何时启用。
  • 你可以很容易地获得可见区域。

主要警告:

  • 比CSS解决方案更多的代码......
  • 不是,那是很多代码......

A third way我前段时间写过另一个问题,利用了用ctx.drawImage()绘制其他画布的能力。它有自己的警告和优点,所以我让你选择你需要的那个,但最后一个也有拖拉功能,这可能很有用。

答案 1 :(得分:2)

所以你的节点图纸不适合画布大小?

您可以轻松地缩小&#34;只需1个命令即可使您的内容适合可见的画布!

context.scale(horizontalRescale,verticalRescale)命令将缩小您指定的horizo​​ntalRescale&amp;的每个后续绘图。 verticalRescale百分比。

重要提示:您必须使horizo​​ntalRescale,verticalRescale的值相同,否则您的内容将会失真。

使用context.scale的好处是,您不必更改绘制节点的任何代码... canvas会自动为您缩放所有节点。

例如,此代码会将节点缩小到原始大小的80%:

var downscaleFactor= 0.80;

context.scale( downscaleFactor, downscaleFactor );

不是通过您的200多行代码,而是留给您计算downscaleFactor