我正在尝试直接居中通过KonvasJS动态添加到画布的图像。
这是小提琴:
http://jsfiddle.net/71Lw0bk8/7/
我已经弄清楚了代码,但是它没有使用Konva,这是在没有库的情况下进行的尝试,并且效果很好。
function addImage(imgUrl) {
const img = new Image();
img.onload = function () {
var padding = 20;
while (img.width + padding > canvas.width || img.height + padding > canvas.height) {
if (img.width + padding > canvas.width) {
let newWidth = canvas.width - (padding * 2);
img.height = Math.round((img.height / img.width) * newWidth);
img.width = newWidth;
}
else if (img.height + padding > canvas.height) {
let newHeight = canvas.height - (padding * 2);
img.width = Math.round((img.width / img.height) * newHeight);
img.height = newHeight;
}
}
ctx.drawImage(img, canvas.width / 2 - img.width / 2, canvas.height / 2 - img.height / 2, img.width, img.height);
};
img.src = imgUrl;
}
我只是不确定如何将其转换为此处:
var uploadedImage = new Konva.Image({
x: stage.getWidth() / 2,
y: stage.getHeight() / 2,
width: 200,
height: 200,
...
我该怎么做?
答案 0 :(得分:1)
该技术与普通JS相同。使用JS图像的onload事件来决定要显示的内容和大小等。一旦完成所有操作,对中工作就是非常标准的矩形逻辑。请参见下面的centerRectShape()函数。
编辑:添加了更多动态图像尺寸调整,以丰富代码段。
// the x,y position of a rect shape is in fact the top left corner, so to
// correcty centre we should consider width and height in the mix.
// Konva.Rect and Konva.Image shapes both have x, y being topleft.
function centreRectShape(shape){
shape.x( ( stage.getWidth() - shape.getWidth() ) / 2);
shape.y( ( stage.getHeight() - shape.getHeight() ) / 2);
}
// Set up the stage
var stage = new Konva.Stage({
container: 'canvas-container',
width: 650,
height: 300
});
// We draw on layers so create one
var layer = new Konva.Layer();
stage.add(layer);
var bgRect = new Konva.Rect({width: stage.getWidth(), height: stage.getHeight(), fill: 'gold', opacity: 0.1});
layer.add(bgRect);
// we will be uploading an image so make somewhere for it to be displayed later
var uploadedImage = new Konva.Image({
x: stage.getWidth() / 2,
y: stage.getHeight() / 2,
width: 200,
height: 200,
stroke: 'red',
strokeWidth: 10,
draggable: false
});
// Always have to add shapes to a layer.
layer.add(uploadedImage);
// use a standard plain old JS image to do the pull of the image from src
imgObj = new Image();
// we harness the onload event to know when to update the canvas image
imgObj.onload = function() {
uploadedImage.image(imgObj); // give the image to the cannvas image object.
// since this is a dynamic image upload we want to resize the canvas image object to get
// a pleasing effect.
var padding = 20;
var w = imgObj.width;
var h = imgObj.height;
// get the aperture we need to fit by taking padding of the stage size.
var targetW = stage.getWidth() - (2 * padding);
var targetH = stage.getHeight() - (2 * padding);
// compute the ratios of image dimensions to aperture dimensions
var widthFit = targetW / w;
var heightFit = targetH / h;
// compute a scale for best fit and apply it
var scale = (widthFit > heightFit) ? heightFit : widthFit ;
w = parseInt(w * scale, 10);
h = parseInt(h * scale, 10);
uploadedImage.size({
width: w,
height: h
});
// Finally position the canvas image object centered.
centreRectShape(uploadedImage);
layer.draw(); // My favourite thing to forget.
}
// to start the image load give the object a new src.
imgObj.src = 'https://craftblock.me/koa/fb-upload-clone/images/avatar.png';
html, * {
margin: 0;
padding: 0;
}
body {
background: #eee;
}
#canvas-container {
background: #fff;
border-radius: 3px;
border: 1px solid #d8d8d8;
width: 650px;
margin: 0 auto;
margin-top: 20px;
box-shadow: 0 3px 5px rgba(0, 0, 0, .2);
}
.stickers {
padding: 10px 5px;
}
.stickers > img {
margin-right: 10px;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/konva/2.4.1/konva.min.js"></script>
<div id="canvas-container"></div>