我试图让用户使用mousemove事件在画布内的图像上绘制一个矩形。此代码可以正常工作:
HTML:
<canvas id="canvas"></canvas>
JavaScript:
window.onload = drawCanvas('http://www.therebeldandy.com/wp-content/uploads/2016/09/Menswear-Dog-4.jpg');
var context = canvas.getContext('2d');
function drawCanvas(src) {
var rect = {};
var drag = false;
var img = new Image();
var canvas = document.getElementById('canvas');
img.src = src;
img.addEventListener('load', function () {
canvas.width = img.naturalWidth;
canvas.height = img.naturalHeight;
context.drawImage(img, 0, 0);
}, false);
// Draw user selection
canvas.addEventListener('mousedown', mouseDown, false);
canvas.addEventListener('mouseup', mouseUp, false);
canvas.addEventListener('mousemove', mouseMove, false);
function mouseDown(e) {
rect.startX = e.pageX - this.offsetLeft;
rect.startY = e.pageY - this.offsetTop;
drag = true;
}
function mouseUp() {
drag = false;
}
function mouseMove(e) {
if (drag) {
context.clearRect(0, 0, 500, 500);
context.drawImage(img, 0, 0);
rect.w = (e.pageX - this.offsetLeft) - rect.startX;
rect.h = (e.pageY - this.offsetTop) - rect.startY;
context.lineWidth = 3;
context.strokeStyle = '#df4b26';
context.fillStyle = "rgba(255, 255, 255, .25)";
context.strokeRect(rect.startX, rect.startY, rect.w, rect.h);
context.fillRect(rect.startX, rect.startY, rect.w, rect.h);
console.log(rect.startX, rect.startY, rect.w, rect.h);
}
}
}
问题是我需要确保图像具有固定的宽度,所以我改用此HTML:
<canvas id="canvas" style="max-width: 300px; height: auto;"></canvas>
仅添加这种样式会破坏整个内容:我无法再选择想要的图像部分。
这里有个小提琴,可以让您更好地了解我要完成的工作:JSFiddle
有没有办法使这项工作有效?我已经奋斗了几个小时,所以任何帮助将不胜感激。
答案 0 :(得分:0)
不幸的是,正如您所发现的那样,CSS大小调整使画布图纸变形。如果我了解所要获得的结果,则需要可变高度和固定宽度,并缩放源图像以使其适合。改编自another answer的这段代码应该做到这一点:
let song = artists[indexPath.section].songs[indexPath.row]
请注意,我还更改了第二个 var width = 500; // specify your fixed width here
var h;
var w;
var scale;
img.src = src;
img.addEventListener('load', function() {
h = img.naturalHeight;
w = img.naturalWidth;
scale = Math.min(width / w, width / h);
canvas.width = width;
canvas.height = h * scale;
context.drawImage(img, 0, 0, w, h, 0, 0, w * scale, h * scale);
}, false);
调用以匹配您的代码中的上述调用。参见此JSFiddle。
答案 1 :(得分:0)
问题在这里:
canvas.width = img.naturalWidth
将其更改为此:
img.addEventListener('load', function() {
canvas.width = width;
canvas.height = img.naturalHeight;
context.drawImage(img, 0, 0, img.naturalWidth, img.naturalHeight, 0, 0, width, img.naturalHeight);
}, false);`
并将宽度设置为变量
var width = 500;
还可以将mouseMove函数中的drawImage更改为:
context.drawImage(img, 0, 0, img.naturalWidth, img.naturalHeight, 0, 0, width, img.naturalHeight);
并保留画布原样:
<canvas id="canvas" style="max-width: 100%; height: auto;"></canvas>
js fidle here