我在这样的div中有一个画布
<div class="col-md-6">
<img src="{{ image }}" class="img-class img-thumbnail img-responsive">
<canvas id="can" class="hidden" style="position: absolute; width: 100%; height: 100%; top: 0px; left: 0px;"></canvas>
<div class="hidden hover-div" style="position: absolute; width: 100%; height: 100%; background-color: rgba(128, 128, 128, 0.07); top: 0;">
</div>
</div>
以及用它画线的代码
var canvas, ctx, flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0,
dot_flag = false;
var x = "black",
y = 2;
function initialize() {
canvas = document.getElementById('can');
ctx = canvas.getContext("2d");
w = canvas.width;
h = canvas.height;
canvas.addEventListener("mousemove", function (e) {
findxy('move', e)
}, false);
canvas.addEventListener("mousedown", function (e) {
findxy('down', e)
}, false);
canvas.addEventListener("mouseup", function (e) {
findxy('up', e)
}, false);
canvas.addEventListener("mouseout", function (e) {
findxy('out', e)
}, false);
}
function draw() {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = x;
ctx.lineWidth = y;
ctx.stroke();
ctx.closePath();
}
function findxy(res, e) {
if (res == 'down') {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
flag = true;
dot_flag = true;
if (dot_flag) {
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
dot_flag = false;
}
}
if (res == 'up' || res == "out") {
flag = false;
}
if (res == 'move') {
if (flag) {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
draw();
}
}
}
它有效,但x,y坐标关闭,需要帮助解决这个问题。
以下是该行为https://youtu.be/e8SUUZF81rk
的屏幕记录演示与鼠标相比,y pos远远落在画布上,而x略微偏向右边。
我从这里的一个例子中得到了这个代码并编辑了一下。
答案 0 :(得分:0)
您需要设置画布分辨率以匹配画布显示大小,或将鼠标坐标缩放到画布分辨率。
设置分辨率以匹配画布显示大小
const bounds = canvasElement.getBoundingClientRect();
canvasElement.width = bounds.width;
canvasElement.height = bounds.height;
或者如果您愿意,可以缩放鼠标位置以匹配画布分辨率
const bounds = canvasElement.getBoundingClientRect();
const scaleX = canvasElement.width / bounds.width;
const scaleY = canvasElement.height / bounds.height;
// then scale the mouse with the above scales
// in mouse event
mouseX = mouseEvent.clientX * scaleX;
mouseY = mouseEvent.clientY * scaleY;