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Html5 Canvas 垂直和水平滚动

转载 作者:太空狗 更新时间:2023-10-29 15:22:21 26 4
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<!DOCTYPE html>
<html>
<head>
<style type="text/css">
#canvasOne
{
border: 1px solid black;
}
</style>
<script src="http://code.jquery.com/jquery-1.10.2.js" type="text/javascript"></script>
</head>
<body>
<div align="center">
<canvas id="canvasOne">
</canvas>
</div>

<script type="text/javascript">

var myCanvas = document.getElementById("canvasOne");
var myContext = myCanvas.getContext("2d");

var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;

init();

var numShapes;
var shapes;
var dragIndex;
var dragging;
var mouseX;
var mouseY;
var dragHoldX;
var dragHoldY;
var timer;
var targetX;
var targetY;
var easeAmount;
var bgColor;
var nodes;
var colorArr;

function init()
{
myCanvas.width = $(window).width() - 200;
myCanvas.height = $(window).height() - 200;

shapes = [];
nodes = ["0;Person;24828760;Alok Kumar;Gorakhpur;#F44336;28",
"0;Suspect;04/Dec/2016;4;Suman_Biswas;#3F51B5;20","1;Rule;4;Apparent Means;3 Parameter;#EEFF41;20",
"0;Policy;36QA649749;In-Force;Quarterly;#FF9800;20","3;Product;Pension;Saral Pension;SRPEN;#795548;20","3;Payment;Cheque;Realized;Lucknow;#0091EA;20",
"0;Policy;162348873;Lapsed;Quarterly;#FF9800;20","6;Product;Pension;Life-Long Pension;LLPP;#795548;20","6;Payment;Cheque;Realized;Gorakhpur;#0091EA;20",
"0;Policy;1EQF178639;Lapsed;Monthly;#FF9800;20","9;Product;Life;Shield;SHIELDA;#795548;20","9;Payment;Demand Draft;Realized;Lucknow;#0091EA;20"];

numShapes = nodes.length;

makeShapes();

drawScreen();

myCanvas.addEventListener("mousedown", mouseDownListener, false);
}

//drawing
function makeShapes()
{
var tempX;
var tempY;

for(var i = 0; i < numShapes; i++)
{
var centerX = myCanvas.width/2;
var centerY = myCanvas.height/2;

var nodeColor = nodes[i].split(";")[5];

var nodeRadius = nodes[i].split(";")[6];

var nodeConnect = nodes[i].split(";")[0];

if(i == 0)//center of circle
{
tempX = centerX
tempY = centerY;
}
else
{
//tempX = Math.random() * (myCanvas.width - tempRadius);
//tempY = Math.random() * (myCanvas.height - tempRadius);

//var x = x0 + r * Math.cos(2 * Math.PI * i / items);
//var y = y0 + r * Math.sin(2 * Math.PI * i / items);


//250 is the distance from center node to outside nodes it can be actual radius in degrees
tempX = shapes[nodeConnect].x + 300 * Math.cos(2 * Math.PI * i / numShapes);
tempY = shapes[nodeConnect].y + 300 * Math.sin(2 * Math.PI * i / numShapes);
}

tempShape = {x: tempX, y: tempY, rad: nodeRadius, color: nodeColor, text: nodes[i]};

shapes.push(tempShape);
}
}

//drawing both shape (line and circle) and screen

function drawScreen()
{
myContext.fillStyle = "#ffffff";
myContext.fillRect(0, 0, myCanvas.width, myCanvas.height);
drawShapes();
}

function drawShapes()
{
//line
for(var i = 1; i < numShapes; i++)
{
myContext.beginPath();
myContext.strokeStyle = "#B2B19D";

var nodeConnect = nodes[i].split(";")[0];

myContext.moveTo(shapes[nodeConnect].x, shapes[nodeConnect].y);
myContext.lineTo(shapes[i].x, shapes[i].y);
myContext.stroke();
}

//circle
for(var i = 0; i < numShapes; i++)
{
myContext.fillStyle = shapes[i].color;
myContext.beginPath();
myContext.arc(shapes[i].x, shapes[i].y, shapes[i].rad, 0, 2*Math.PI, false);
myContext.closePath();
myContext.fill();
}

//text
for(var i = 0; i < numShapes; i++)
{
myContext.beginPath();
myContext.font = '10pt Arial';
myContext.fillStyle = 'black';
var textarr = shapes[i].text.split(";");

myContext.fillText(textarr[1], shapes[i].x + 30, shapes[i].y - 24);
/*myContext.fillText(textarr[2], shapes[i].x + 30, shapes[i].y + 1);
myContext.fillText(textarr[3], shapes[i].x + 30, shapes[i].y + 22);
myContext.fillText(textarr[4], shapes[i].x + 30, shapes[i].y + 44);*/
myContext.closePath();
myContext.fill();
}


}

//animation

function mouseDownListener(evt)
{
var highestIndex = -1;

var bRect = myCanvas.getBoundingClientRect();
mouseX = (evt.clientX - bRect.left) * (myCanvas.width/bRect.width);
mouseY = (evt.clientY - bRect.top) * (myCanvas.height/bRect.height);

for(var i = 0; i < numShapes; i++)
{
if(hitTest(shapes[i], mouseX, mouseY))
{
dragging = true;
if(i > highestIndex)
{
dragHoldX = mouseX - shapes[i].x;
dragHoldY = mouseY - shapes[i].y;
highestIndex = i;
dragIndex = i;
}
}
}

if(dragging)
{
window.addEventListener("mousemove", mouseMoveListener, false);
}

myCanvas.removeEventListener("mousedown", mouseDownListener, false);
window.addEventListener("mouseup", mouseUpListener, false);

if(evt.preventDefault)
{
evt.preventDefault;
}

return false;
}

function mouseMoveListener(evt)
{
var shapeRad = shapes[dragIndex].rad;

var minX = shapeRad;
var maxX = myCanvas.width - shapeRad;

var minY = shapeRad;
var maxY = myCanvas.height - shapeRad;

//get mouse position correctly
var bRect = myCanvas.getBoundingClientRect();
mouseX = (evt.clientX - bRect.left)*(myCanvas.width / bRect.width);
mouseY = (evt.clientY - bRect.top)*(myCanvas.height / bRect.height);

//clamp x and y position to prevent object from dragging outside canvas
posX = mouseX - dragHoldX;
posX = (posX < minX) ? minX : ((posX > maxX) ? maxX : posX);
posY = mouseY - dragHoldY;
posY = (posY < minY) ? minY : ((posY > maxY) ? maxY : posY);

shapes[dragIndex].x = posX;
shapes[dragIndex].y = posY;

drawScreen();
}

function mouseUpListener(evt)
{
myCanvas.addEventListener("mousedown", mouseDownListener, false);
window.removeEventListener("mouseup", mouseUpListener, false);

if(dragging)
{
dragging = false;
window.removeEventListener("mousemove", mouseMoveListener, false);
}
}

function hitTest(shape, mx, my)
{
var dx = mx - shape.x;
var dy = my - shape.y;

return(dx * dx + dy * dy < shape.rad * shape.rad);
}

</script>
</body>
</html>
  1. 以下 Canvas 动画创建节点和边。然而由于由于空间限制,一些节点由于 Canvas 不可见高度和宽度。即使将 overflow css 添加到 canvas 也无济于事,因为我无法滚动。

最佳答案

<canvas>上下文没有内置的滚动方法。

然后您可以通过多种方式规避此限制。

第一个,与@markE 的回答一样,缩放上下文的矩阵,以便您的绘图适合所需的空间。您还可以重构代码,使所有坐标都相对于 Canvas 大小。
这样,您就不需要滚动条了,您的所有绘图都会适当缩放,这是大多数常见情况下的理想行为。


但是如果你真的需要一些滚动功能,这里有一些方法:


最简单也是最推荐的一种:让浏览器处理

您必须将 Canvas 的大小设置为绘图的最大值,并将其包裹在另一个将滚动的元素中。通过设置 overflow:auto容器上的 css 属性,我们的滚动条出现并且我们有滚动功能。

在下面的示例中, Canvas 宽度为 5000 像素,容器宽度为 200 像素。

var ctx = canvas.getContext('2d');
ctx.textAlign = 'center';
for (var w = 0; w < canvas.width; w += 100) {
for (var h = 0; h < canvas.height; h += 100) {
ctx.fillText(w + ',' + h, w, h);
}
}
#container {
width: 200px;
height: 200px;
overflow: auto;
border: 1px solid;
}
canvas{
display: block;
}
<div id="container">
<canvas id="canvas" height="5000" width="5000"></canvas>
</div>

主要优势:

  • 易于实现。
  • 用户习惯了这些滚动条。

主要注意事项:

  • 您受限于 canvas maximum sizes .
  • 如果您的 Canvas 是动画的,您还需要为 Canvas 的每个帧绘制不可见的部分。
  • 您对滚动条外观的控制很小,您仍然需要自己为桌面浏览器实现拖动滚动功能。

第二种解决方案是自己实现此功能,使用 Canvas 转换方法:特别是 translate , transform setTransform .

这是一个例子:

var ctx = canvas.getContext('2d');

var app = {};
// the total area of our drawings, can be very large now
app.WIDTH = 5000;
app.HEIGHT = 5000;

app.draw = function() {
// reset everything (clears the canvas + transform + fillStyle + any other property of the context)
canvas.width = canvas.width;

// move our context by the inverse of our scrollbars' left and top property
ctx.setTransform(1, 0, 0, 1, -app.scrollbars.left, -app.scrollbars.top);

ctx.textAlign = 'center';
// draw only the visible area
var visibleLeft = app.scrollbars.left;
var visibleWidth = visibleLeft + canvas.width;
var visibleTop = app.scrollbars.top
var visibleHeight = visibleTop + canvas.height;

// you probably will have to make other calculations than these ones to get your drawings
// to draw only where required
for (var w = visibleLeft; w < visibleWidth + 50; w += 100) {
for (var h = visibleTop; h < visibleHeight + 50; h += 100) {
var x = Math.round((w) / 100) * 100;
var y = Math.round((h) / 100) * 100;
ctx.fillText(x + ',' + y, x, y);
}
}

// draw our scrollbars on top if needed
app.scrollbars.draw();
}

app.scrollbars = function() {
var scrollbars = {};
// initial position
scrollbars.left = 0;
scrollbars.top = 0;
// a single constructor for both horizontal and vertical
var ScrollBar = function(vertical) {
var that = {
vertical: vertical
};

that.left = vertical ? canvas.width - 10 : 0;
that.top = vertical ? 0 : canvas.height - 10;
that.height = vertical ? canvas.height - 10 : 5;
that.width = vertical ? 5 : canvas.width - 10;
that.fill = '#dedede';

that.cursor = {
radius: 5,
fill: '#bababa'
};
that.cursor.top = vertical ? that.cursor.radius : that.top + that.cursor.radius / 2;
that.cursor.left = vertical ? that.left + that.cursor.radius / 2 : that.cursor.radius;

that.draw = function() {
if (!that.visible) {
return;
}
// remember to reset the matrix
ctx.setTransform(1, 0, 0, 1, 0, 0);
// you can give it any shape you like, all canvas drawings operations are possible
ctx.fillStyle = that.fill;
ctx.fillRect(that.left, that.top, that.width, that.height);
ctx.beginPath();
ctx.arc(that.cursor.left, that.cursor.top, that.cursor.radius, 0, Math.PI * 2);
ctx.fillStyle = that.cursor.fill;
ctx.fill();
};
// check if we're hovered
that.isHover = function(x, y) {
if (x >= that.left - that.cursor.radius && x <= that.left + that.width + that.cursor.radius &&
y >= that.top - that.cursor.radius && y <= that.top + that.height + that.cursor.radius) {
// we are so record the position of the mouse and set ourself as the one hovered
scrollbars.mousePos = vertical ? y : x;
scrollbars.hovered = that;
that.visible = true;
return true;
}
// we were visible last call and no wheel event is happening
else if (that.visible && !scrollbars.willHide) {
that.visible = false;
// the app should be redrawn
return true;
}
}

return that;
};

scrollbars.horizontal = ScrollBar(0);
scrollbars.vertical = ScrollBar(1);

scrollbars.hovered = null;
scrollbars.dragged = null;
scrollbars.mousePos = null;
// check both of our scrollbars
scrollbars.isHover = function(x, y) {
return this.horizontal.isHover(x, y) || this.vertical.isHover(x, y);
};
// draw both of our scrollbars
scrollbars.draw = function() {
this.horizontal.draw();
this.vertical.draw();
};
// check if one of our scrollbars is visible
scrollbars.visible = function() {
return this.horizontal.visible || this.vertical.visible;
};
// hide it...
scrollbars.hide = function() {
// only if we're not using the mousewheel or dragging the cursor
if (this.willHide || this.dragged) {
return;
}
this.horizontal.visible = false;
this.vertical.visible = false;
};

// get the area's coord relative to our scrollbar
var toAreaCoord = function(pos, scrollBar) {
var sbBase = scrollBar.vertical ? scrollBar.top : scrollBar.left;
var sbMax = scrollBar.vertical ? scrollBar.height : scrollBar.width;
var areaMax = scrollBar.vertical ? app.HEIGHT - canvas.height : app.WIDTH - canvas.width;

var ratio = (pos - sbBase) / (sbMax - sbBase);

return areaMax * ratio;
};

// get the scrollbar's coord relative to our total area
var toScrollCoords = function(pos, scrollBar) {
var sbBase = scrollBar.vertical ? scrollBar.top : scrollBar.left;
var sbMax = scrollBar.vertical ? scrollBar.height : scrollBar.width;
var areaMax = scrollBar.vertical ? app.HEIGHT - canvas.height : app.WIDTH - canvas.width;

var ratio = pos / areaMax;

return ((sbMax - sbBase) * ratio) + sbBase;
}

scrollbars.scroll = function() {
// check which one of the scrollbars is active
var vertical = this.hovered.vertical;
// until where our cursor can go
var maxCursorPos = this.hovered[vertical ? 'height' : 'width'];
var pos = vertical ? 'top' : 'left';
// check that we're not out of the bounds
this.hovered.cursor[pos] = this.mousePos < 0 ? 0 :
this.mousePos > maxCursorPos ? maxCursorPos : this.mousePos;

// seems ok so tell the app we scrolled
this[pos] = toAreaCoord(this.hovered.cursor[pos], this.hovered);
// redraw everything
app.draw();
}
// because we will hide it after a small time
scrollbars.willHide;
// called by the wheel event
scrollbars.scrollBy = function(deltaX, deltaY) {
// it's not coming from our scrollbars
this.hovered = null;
// we're moving horizontally
if (deltaX) {
var newLeft = this.left + deltaX;
// make sure we're in the bounds
this.left = newLeft > app.WIDTH - canvas.width ? app.WIDTH - canvas.width : newLeft < 0 ? 0 : newLeft;
// update the horizontal cursor
this.horizontal.cursor.left = toScrollCoords(this.left, this.horizontal);
// show our scrollbar
this.horizontal.visible = true;
}
if (deltaY) {
var newTop = this.top + deltaY;
this.top = newTop > app.HEIGHT - canvas.height ? app.HEIGHT - canvas.height : newTop < 0 ? 0 : newTop;
this.vertical.cursor.top = toScrollCoords(this.top, this.vertical);
this.vertical.visible = true;
}
// if we were called less than the required timeout
clearTimeout(this.willHide);
this.willHide = setTimeout(function() {
scrollbars.willHide = null;
scrollbars.hide();
app.draw();
}, 500);
// redraw everything
app.draw();
};

return scrollbars;
}();

var mousedown = function(e) {
// tell the browser we handle this
e.preventDefault();
// we're over one the scrollbars
if (app.scrollbars.hovered) {
// new promotion ! it becomes the dragged one
app.scrollbars.dragged = app.scrollbars.hovered;
app.scrollbars.scroll();
}
};

var mousemove = function(e) {
// check the coordinates of our canvas in the document
var rect = canvas.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
// we're dragging something
if (app.scrollbars.dragged) {
// update the mouse position
app.scrollbars.mousePos = app.scrollbars.dragged.vertical ? y : x;
app.scrollbars.scroll();
} else if (app.scrollbars.isHover(x, y)) {
// something has changed, redraw to show or hide the scrollbar
app.draw();
}
e.preventDefault();
};
var mouseup = function() {
// we dropped it
app.scrollbars.dragged = null;
};

var mouseout = function() {
// we're out
if (app.scrollbars.visible()) {
app.scrollbars.hide();
app.scrollbars.dragged = false;
app.draw();
}
};

var mouseWheel = function(e) {
e.preventDefault();
app.scrollbars.scrollBy(e.deltaX, e.deltaY);
};

canvas.addEventListener('mousemove', mousemove);
canvas.addEventListener('mousedown', mousedown);
canvas.addEventListener('mouseup', mouseup);
canvas.addEventListener('mouseout', mouseout);
canvas.addEventListener('wheel', mouseWheel);

range.onchange = function() {
app.WIDTH = app.HEIGHT = this.value;
app.scrollbars.left = 0;
app.scrollbars.top = 0;
app.draw();
};

// an initial drawing
app.draw();
canvas {border: 1px solid;}
span{font-size: .8em;}
<canvas id="canvas" width="200" height="150"></canvas>
<span>
change the total area size
<input type="range" min="250" max="5000000" steps="250" value="5000" id="range" />
</span>

主要优势:

  • 对绘图区域的大小没有限制。
  • 您可以根据需要自定义滚动条。
  • 您可以控制何时启用滚动条。
  • 您可以很容易地获得可见区域。

主要注意事项:

  • 比 CSS 解决方案多一点代码...
  • 不,真的,那是很多代码...

A third way我前段时间写了另一个问题,利用了使用 ctx.drawImage() 绘制其他 Canvas 的能力。 .它有自己的注意事项和优点,所以我让您选择您需要的那个,但最后一个也有一个非常有用的拖动和滑动功能。

关于Html5 Canvas 垂直和水平滚动,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/36219632/

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