我在尝试创建易于使用的图像编辑器时遇到了一个小问题,您可以在图像上添加多个可拖动文本,然后按原始分辨率将编辑后的图像保存为文本。
其他一切正常,但我希望能够在非全高清分辨率画布(如800x600px)上编辑全高清图像和更大图像
我不能在画布上使用像1920x1080或更大的分辨率,因为它将是大规模的并且超出浏览器(滚动条)的边界,并且也不会非常容易管理。
我尝试在画布上使用百分比值,看起来没问题,但文字点击框在拖动时不会跟随光标。
处理此问题的任何提示或技巧?
以下是使用1920x1080 canvas& amp;全高清图像。 我想将图像和功能拟合到一个..让我们说800x600画布,但保存输出为原始的全高清。
<canvas id="canvas" width=1920 height=1080></canvas>
function draw() {
//ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(imageObj, 0, 0, 1920, 1080);
for (var i = 0; i < texts.length; i++) {
var text = texts[i];
ctx.fillText(text.text, text.x, text.y);
}
}
https://jsfiddle.net/n0mn7bcg/
// canvas related variables
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// variables used to get mouse position on the canvas
var $canvas = $("#canvas");
var canvasOffset = $canvas.offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var scrollX = $canvas.scrollLeft();
var scrollY = $canvas.scrollTop();
var imageObj = new Image();
imageObj.src = 'https://4.bp.blogspot.com/-lQwIDyafEbI/UxNch2499rI/AAAAAAAAogo/FfZxYSCIXxc/s0/Ships+in+from+the+bottle_2_HD.jpg';
// variables to save last mouse position
// used to see how far the user dragged the mouse
// and then move the text by that distance
var startX;
var startY;
// an array to hold text objects
var texts = [];
// this var will hold the index of the hit-selected text
var selectedText = -1;
// clear the canvas & redraw all texts
function draw() {
//ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(imageObj, 0, 0, 1920, 1080);
for (var i = 0; i < texts.length; i++) {
var text = texts[i];
ctx.fillText(text.text, text.x, text.y);
}
}
// test if x,y is inside the bounding box of texts[textIndex]
function textHittest(x, y, textIndex) {
var text = texts[textIndex];
return (x >= text.x && x <= text.x + text.width && y >= text.y - text.height && y <= text.y);
}
// handle mousedown events
// iterate through texts[] and see if the user
// mousedown'ed on one of them
// If yes, set the selectedText to the index of that text
function handleMouseDown(e) {
e.preventDefault();
startX = parseInt(e.clientX - offsetX);
startY = parseInt(e.clientY - offsetY);
// Put your mousedown stuff here
for (var i = 0; i < texts.length; i++) {
if (textHittest(startX, startY, i)) {
selectedText = i;
}
}
}
// done dragging
function handleMouseUp(e) {
e.preventDefault();
selectedText = -1;
}
// also done dragging
function handleMouseOut(e) {
e.preventDefault();
selectedText = -1;
}
// handle mousemove events
// calc how far the mouse has been dragged since
// the last mousemove event and move the selected text
// by that distance
function handleMouseMove(e) {
if (selectedText < 0) {
return;
}
e.preventDefault();
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
// Put your mousemove stuff here
var dx = mouseX - startX;
var dy = mouseY - startY;
startX = mouseX;
startY = mouseY;
var text = texts[selectedText];
text.x += dx;
text.y += dy;
draw();
}
// listen for mouse events
$("#canvas").mousedown(function(e) {
handleMouseDown(e);
});
$("#canvas").mousemove(function(e) {
handleMouseMove(e);
});
$("#canvas").mouseup(function(e) {
handleMouseUp(e);
});
$("#canvas").mouseout(function(e) {
handleMouseOut(e);
});
$("#submit").click(function() {
// calc the y coordinate for this text on the canvas
var y = texts.length * 20 + 20;
// get the text from the input element
var text = {
text: $("#theText").val(),
x: 20,
y: y
};
// calc the size of this text for hit-testing purposes
ctx.font = "80px consolas";
text.width = ctx.measureText(text.text).width;
text.height = 80;
// put this new text in the texts array
texts.push(text);
// redraw everything
draw();
});
body {
background: #f3f3f3;
}
#canvas {
border: 1px solid red;
}
#theText {
width: 10em;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<h4>Add text to canvas and drag it</h4>
<input id="theText" type="text">
<button id="submit">Draw text on canvas</button>
<br>
<canvas id="canvas" width=1920 height=1080></canvas>
答案 0 :(得分:1)
如果你在mousedown和mousemove事件处理程序中使用e.pageX
,它会起作用:
https://jsfiddle.net/n0mn7bcg/2/
function handleMouseDown(e) {
e.preventDefault();
startX = parseInt(e.pageX - offsetX);
startY = parseInt(e.pageY - offsetY);
// Put your mousedown stuff here
for (var i = 0; i < texts.length; i++) {
if (textHittest(startX, startY, i)) {
selectedText = i;
}
}
}
function handleMouseMove(e) {
if (selectedText < 0) {
return;
}
e.preventDefault();
mouseX = parseInt(e.pageX - offsetX);
mouseY = parseInt(e.pageY - offsetY);
// Put your mousemove stuff here
var dx = mouseX - startX;
var dy = mouseY - startY;
startX = mouseX;
startY = mouseY;
var text = texts[selectedText];
text.x += dx;
text.y += dy;
draw();
}
更多信息:What is the difference between screenX/Y, clientX/Y and pageX/Y?