我可以将图片上传到画布中,并且可以调整大小并移动它。现在我想在移动它时将图像应用到画布中,例如,当我按下'输入'密钥或其他东西(可以是任何其他解决方案),以便我可以上传另一个图像并将其放在前一个图像旁边。
这就是我所拥有的: Fiddle
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var canvasOffset = $("#canvas").offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var startX;
var startY;
var isDown = false;
var pi2 = Math.PI * 2;
var resizerRadius = 8;
var rr = resizerRadius * resizerRadius;
var draggingResizer = {
x: 0,
y: 0
};
var imageX = 50;
var imageY = 50;
var imageWidth, imageHeight, imageRight, imageBottom;
var draggingImage = false;
var startX;
var startY;
function el(id){return document.getElementById(id);}
var img = new Image();
function readImage() {
if ( this.files && this.files[0] ) {
var FR= new FileReader();
FR.onload = function(e) {
img = new Image();
img.onload = function() {
imageWidth = img.width;
imageHeight = img.height;
imageRight = imageX + imageWidth;
imageBottom = imageY + imageHeight
draw(true, false);
};
img.src = e.target.result;
};
FR.readAsDataURL( this.files[0] );
}
}
el("fileUpload").addEventListener("change", readImage, false);
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) {
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 = 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);
}
}
$("#canvas").mousedown(function (e) {
handleMouseDown(e);
});
$("#canvas").mousemove(function (e) {
handleMouseMove(e);
});
$("#canvas").mouseup(function (e) {
handleMouseUp(e);
});
$("#canvas").mouseout(function (e) {
handleMouseOut(e);
});
感谢。
答案 0 :(得分:1)
不要过度思考它。 在这里编辑你的小提琴:https://jsfiddle.net/mrqhpgnk/4/
创建一个存储旧图像的数组:
var myOldImagesArray = [];
var atLeastOneImage = false;
readImage函数更新:
var img;
function readImage() {
if ( this.files && this.files[0] ) {
var FR= new FileReader();
FR.onload = function(e) {
if(atLeastOneImage) {
myOldImagesArray.push({
image: img, X: imageX, Y: imageY,
width: imageWidth, height: imageHeight
});
}
var img2 = new Image();
img2.onload = function() {
imageWidth = img2.width;
imageHeight = img2.height;
imageRight = imageX + imageWidth;
imageBottom = imageY + imageHeight
draw(true, false);
};
img2.src = e.target.result;
img = img2;
atLeastOneImage = true;
};
FR.readAsDataURL( this.files[0] );
}
}
不要忘记在绘图功能中绘制旧图像。
for(var i=0; i<myOldImagesArray.length; i++) {
var oldImageDict = myOldImagesArray[i];
var oldImage = oldImageDict.image;
ctx.drawImage(oldImage, 0, 0, oldImage.width, oldImage.height, oldImageDict.X, oldImageDict.Y, oldImageDict.width, oldImageDict.height);
}
我使用字典作为数组类型,因为你似乎有很多与图像本身有关的变量。
另外,请确保img
是新鲜的。不确定是否有效,如果没有创建新变量var img2 = new Image();
但似乎可能导致问题,所以只是在那里继续我的直觉。