我一直在研究并尝试编写一个应用程序,它可以获取HTML5 canvas元素上的任何图像并将其发送给客户端。当尝试使用canvas.toDataURL()获取图像,压缩并将其发送回服务器时,客户端有时会显示图像,有时不显示发送的内容。首先我认为可能是数据已损坏,但是在本地服务器上工作并且有29/30个损坏的数据对我来说没有意义,所以我试图看看发生了什么并注册了base64图像并注意到它的长度在变化,尽管画布的内容没有变化。为什么会这样?
我写了一个简单的页面,你可以通过绘制画布内容来编辑画布内容:
<!DOCTYPE html>
<html>
<head>
<title>Draw</title>
<style>
body{margin:0;}
</style>
<script>
addEventListener("load", Load, false);
var board = undefined;
var ctx = undefined;
var loaded = false;
var mousehold = false;
var mousex = 0;
var mousey = 0;
var lastx = 0;
var lasty = 0;
var firstclick = false;
function Load(e)
{
loaded = true;
board = document.getElementById("board");
ctx = board.getContext("2d");
board.width = window.innerWidth;
board.height = window.innerHeight;
addEventListener("mousedown", function(e)
{
mousehold = true;
}, false);
addEventListener("mouseup", function(e)
{
mousehold = false;
firstclick = false;
}, false);
addEventListener("mousemove", function(e)
{
mousex = e.clientX;
mousey = e.clientY;
// if(mousehold == true) console.log(mousex + " " + mousey);
}, false);
ctx.beginPath();
ctx.lineWidth = 5;
UpdateBoard();
}
function UpdateBoard()
{
if(mousehold == true)
{
if(firstclick == false)
{
lastx = mousex;
lasty = mousey;
firstclick = true;
}
ctx.moveTo(lastx, lasty);
ctx.lineTo(mousex, mousey);
ctx.stroke();
lastx = mousex, lasty = mousey;
}
window.requestAnimationFrame(UpdateBoard);
}
function send()
{
var img = board.toDataURL();
console.log(img.length);
}
</script>
</head>
<body>
<canvas id="board"></canvas>
<button style="right:10px;bottom:10px;position:fixed;z-index:999999;" onclick="send();">Send</button>
</body>
</html>
单击“发送”按钮将在控制台上记录base64图像长度。如果你在屏幕上绘制内容,画布的内容会明显改变,但如果你停止绘图并单击“发送”按钮几次(不触及画布内容),你会发现它似乎生成了不同的base64图像。为什么会这样?有可能防止这种情况发生吗?我的应用程序需要不断更新内容(压缩,但我已经尝试过没有压缩,问题也一样)。
为了证明这个问题,我已经上传了一张图片来表达:{{3} } (忽略图片中的拼写错误)。
感谢您的关注。
答案 0 :(得分:0)
发生这种情况的原因是您已将所有事件侦听器附加到window
对象而不是画布(mousedown
,其他人可以在窗口上)mousedown
将当你点击发送按钮时也要注册。
这意味着每个帧重绘最后一个路径,因为mousehold
将为真,累积影响alpha通道的抗锯齿像素,因此会改变位图。
示例修复(只需将mousedown处理程序附加到画布):
addEventListener("load", Load, false);
var board = undefined;
var ctx = undefined;
var loaded = false;
var mousehold = false;
var mousex = 0;
var mousey = 0;
var lastx = 0;
var lasty = 0;
var firstclick = false;
function Load(e) {
loaded = true;
board = document.getElementById("board");
ctx = board.getContext("2d");
board.width = window.innerWidth;
board.height = window.innerHeight;
// this must be at canvas element
board.addEventListener("mousedown", function(e) {
mousehold = true;
}, false);
addEventListener("mouseup", function(e) {
mousehold = false;
firstclick = false;
}, false);
addEventListener("mousemove", function(e) {
mousex = e.clientX;
mousey = e.clientY;
// if(mousehold == true) console.log(mousex + " " + mousey);
}, false);
ctx.beginPath();
ctx.lineWidth = 5;
UpdateBoard();
}
function UpdateBoard() {
if (mousehold == true) {
if (firstclick == false) {
lastx = mousex;
lasty = mousey;
firstclick = true;
}
ctx.moveTo(lastx, lasty);
ctx.lineTo(mousex, mousey);
ctx.stroke();
lastx = mousex, lasty = mousey;
}
window.requestAnimationFrame(UpdateBoard);
}
function send() {
var img = board.toDataURL();
console.log(img.length);
}
body {margin:0}
<canvas id="board"></canvas>
<button style="right:10px;bottom:10px;position:fixed;z-index:999999;" onclick="send();">Send</button>