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javascript - 更改 Canvas 绘制图像的原点

转载 作者:太空宇宙 更新时间:2023-11-04 13:40:14 26 4
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所以我使用 Canvas 调整图像大小。发生的事情是它总是从与 (0, 0) 相同的点开始调整大小。我希望它根据选择要调整大小的 anchor 来更改它的枢轴/原点。这意味着如果选择了 _:

  1. 左下 -> 右上
  2. 底部居中 -> 顶部居中
  3. 右下 -> 左上
  4. 左上角 -> 右下角
  5. 顶部居中 -> 底部居中
  6. 右上角 -> 右下角
  7. 左 -> 右
  8. 右 -> 左

这是现在发生的事情:http://jsfiddle.net/mareebsiddiqui/2Gtq9/3

这是我的 JS:

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");

//var canvasOffset = $("#canvas").offset();
var offsetX = canvas.offsetLeft;
var offsetY = canvas.offsetTop;

var startX;
var startY;
var isDown = false;


var pi2 = Math.PI * 2;
var resizerRadius = 8;
var rr = resizerRadius * resizerRadius;
var draggingResizer = {
x: 0,
y: 0
};
var imageX = 50;
var imageY = 50;
var imageWidth, imageHeight, imageRight, imageBottom;
var draggingImage = false;
var startX;
var startY;



var img = new Image();
img.onload = function () {
imageWidth = img.width;
imageHeight = img.height;
imageRight = imageX + imageWidth;
imageBottom = imageY + imageHeight
draw(true, false);
}
img.src = 'img/' + localStorage["bgimgname"];


function draw(withAnchors, withBorders) {

// clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);

// draw the image
ctx.drawImage(img, 0, 0, img.width, img.height, imageX, imageY, imageWidth, imageHeight);

// optionally draw the draggable anchors
if (withAnchors) {
drawDragAnchor(imageX, imageY); //topleft
drawDragAnchor((imageRight+imageX)/2, imageY); //topcenter
drawDragAnchor(imageRight, imageY); //topright

drawDragAnchor(imageX, (imageBottom+imageY)/2); //left
drawDragAnchor(imageRight, (imageBottom+imageY)/2); //right

drawDragAnchor(imageX, imageBottom); //bottomleft
drawDragAnchor((imageRight+imageX)/2, imageBottom); //bottom center
drawDragAnchor(imageRight, imageBottom); //bottomright
}

}

function drawDragAnchor(x, y) {
ctx.beginPath();
ctx.arc(x, y, resizerRadius, 0, pi2, false);
ctx.closePath();
ctx.fill();
}

function anchorHitTest(x, y) {

var dx, dy;

// top-left
dx = x - imageX;
dy = y - imageY;
if (dx * dx + dy * dy <= rr) {
return (0);
}

// top-center
dx = x - (imageRight+imageX)/2
dy = y - imageY
if (dx/2 * dx/2 + dy * dy <= rr) {
return (1);
}

// top-right
dx = x - imageRight;
dy = y - imageY;
if (dx * dx + dy * dy <= rr) {
return (2);
}

//left
dx = x - imageX;
dy = y - (imageBottom+imageY)/2
if (dx * dx + dy/2 * dy/2 <= rr) {
return (3);
}

//right
dx = x - imageRight;
dy = y - (imageBottom+imageY)/2
if (dx * dx + dy/2 * dy/2 <= rr) {
return (4);
}

// bottom-left
dx = x - imageX;
dy = y - imageBottom;
if (dx * dx + dy * dy <= rr) {
return (5);
}

// bottom-center
dx = x - (imageRight+imageX)/2;
dy = y - imageBottom;
if (dx/2 * dx/2 + dy * dy <= rr) {
return (6);
}

// bottom-right
dx = x - imageRight;
dy = y - imageBottom;
if (dx * dx + dy * dy <= rr) {
return (7);
}

return (-1);

}


function hitImage(x, y) {
return (x > imageX && x < imageX + imageWidth && y > imageY && y < imageY + imageHeight);
}


function handleMouseDown(e) {
startX = parseInt(e.clientX - offsetX);
startY = parseInt(e.clientY - offsetY);
draggingResizer = anchorHitTest(startX, startY);
draggingImage = draggingResizer < 0 && hitImage(startX, startY);
}

function handleMouseUp(e) {
draggingResizer = -1;
draggingImage = false;
draw(true, false);
}

function handleMouseOut(e) {
handleMouseUp(e);
}

function handleMouseMove(e) {
e = window.event;
if (draggingResizer > -1) {

mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);

// resize the image
switch (draggingResizer) {
case 0:
//top-left
console.log("topleft");
imageHeight -= imageRight - mouseY;
imageWidth -= imageRight - mouseY;
break;
case 1:
//top-center
console.log("topcenter");
imageHeight -= imageBottom - mouseY;
break;
case 2:
//top-right
console.log("topright");
imageHeight -= imageBottom - mouseY;
imageWidth -= imageBottom - mouseY;
break;
case 3:
//left
console.log("left");
imageWidth -= imageX - mouseX;
break;
case 4:
//right
console.log("right");
imageWidth -= imageRight - mouseX;
break;
case 5:
//bottom-left
console.log("bottomleft");
imageHeight -= imageRight - mouseY;
imageWidth -= imageRight - mouseY;
break;
case 6:
//center
console.log("bottomcenter");
imageHeight -= imageBottom - mouseY;
break;
case 7:
//bottom-right
console.log("bottomright");
imageHeight -= imageBottom - mouseY;
imageWidth -= imageBottom - mouseY;
break;
}

if(imageWidth<25){imageWidth=25;}
if(imageHeight<25){imageHeight=25;}
if(imageWidth>700){imageWidth=700;}
if(imageHeight>700){imageHeight=700;}
// set the image right and bottom
imageRight = imageX + imageWidth;
imageBottom = imageY + imageHeight;

// redraw the image with resizing anchors
draw(true, true);

}


}

canvas.addEventListener('mousedown', handleMouseDown);
canvas.addEventListener('mousemove', handleMouseMove);
canvas.addEventListener('mouseup', handleMouseUp);
canvas.addEventListener('mouseout', handleMouseOut);

请帮帮我。 :(

最佳答案

根据需要调整大小的一种有效方法是保持相对边的位置固定,并让选定的边通过拖动边或 Angular float 。

此方法的一个附带好处是您实际上并不需要 anchor !

这就是 Windows 操作系统的工作方式。

调整窗口大小时,您没有可见的 anchor 可以拖动,您只需拖动窗口的边或 Angular 即可。

演示:http://jsfiddle.net/m1erickson/keZ82/

  • :原始图像,
  • 中间:从左下角调整大小并保持宽高比(右上角保持固定)
  • :从底部调整大小,图像仅在 y 方向缩放(图像顶部保持固定)

enter image description here enter image description here enter image description here

注意:此演示和示例显示 anchor ,但它们完全是装饰性的。您可以关闭 anchor 显示并仍然通过拖动图像的边或 Angular 来调整图像大小。

示例代码:

<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){

var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var $canvas=$("#canvas");
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var isDown=false;

var iW;
var iH;
var iLeft=50;
var iTop=50;
var iRight,iBottom,iOrientation;

var img=new Image();
img.onload=function(){
iW=img.width;
iH=img.height;
iRight=iLeft+iW;
iBottom=iTop+iH;
iOrientation=(iW>=iH)?"Wide":"Tall";
draw(true);
}
img.src="facesSmall.png";

var border=10;
var isLeft=false;
var isRight=false;
var isTop=false;
var isBottom=false;
var iAnchor;

canvas.onmousedown=handleMousedown;
canvas.onmousemove=handleMousemove;
canvas.onmouseup=handleMouseup;
canvas.onmouseout=handleMouseup;


function hitResizeAnchor(x,y){

// which borders are under the mouse
isLeft=(x>iLeft && x<iLeft+border);
isRight=(x<iRight && x>iRight-border);
isTop=(y>iTop && y<iTop+border);
isBottom=(y<iBottom && y>iBottom-border);

// return the appropriate anchor
if(isTop && isLeft){ return(iOrientation+"TL"); }
if(isTop && isRight){ return(iOrientation+"TR"); }
if(isBottom && isLeft){ return(iOrientation+"BL"); }
if(isBottom && isRight){ return(iOrientation+"BR"); }
if(isTop){ return("T"); }
if(isRight){ return("R"); }
if(isBottom){ return("B"); }
if(isLeft){ return("L"); }
return(null);
}

var resizeFunctions={

T: function(x,y){ iTop=y; },
R: function(x,y){ iRight=x; },
B: function(x,y){ iBottom=y; },
L: function(x,y){ iLeft=x; },

WideTR: function(x,y){
iRight=x;
iTop=iBottom-(iH*(iRight-iLeft)/iW);
},
TallTR: function(x,y){
iTop=y;
iRight=iLeft+(iW*(iBottom-iTop)/iH);
},

WideBR: function(x,y){
iRight=x;
iBottom=iTop+(iH*(iRight-iLeft)/iW);
},
TallBR: function(x,y){
iBottom=y;
iRight=iLeft+(iW*(iBottom-iTop)/iH);
},

WideBL: function(x,y){
iLeft=x;
iBottom=iTop+(iH*(iRight-iLeft)/iW);
},
TallBL: function(x,y){
iBottom=y;
iLeft=iRight-(iW*(iBottom-iTop)/iH);
},

WideTL: function(x,y){
iLeft=x;
iTop=iBottom-(iH*(iRight-iLeft)/iW);
},
TallTL: function(x,y){
iBottom=y;
iLeft=iRight-(iW*(iBottom-iTop)/iH);
}
};

function handleMousedown(e){
// tell the browser we'll handle this mousedown
e.preventDefault();
e.stopPropagation();
var mouseX=e.clientX-offsetX;
var mouseY=e.clientY-offsetY;
iAnchor=hitResizeAnchor(mouseX,mouseY);
isDown=(iAnchor);
}

function handleMouseup(e){
// tell the browser we'll handle this mouseup
e.preventDefault();
e.stopPropagation();
isDown=false;
draw(true);
}

function handleMousemove(e){
// tell the browser we'll handle this mousemove
e.preventDefault();
e.stopPropagation();
// return if we're not dragging
if(!isDown){return;}
// get MouseX/Y
var mouseX=e.clientX-offsetX;
var mouseY=e.clientY-offsetY;

// reset iLeft,iRight,iTop,iBottom based on drag
resizeFunctions[iAnchor](mouseX,mouseY);

// redraw the resized image
draw(false);
}


function draw(withAnchors){
var cx=iLeft+(iRight-iLeft)/2;
var cy=iTop+(iBottom-iTop)/2;
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.drawImage(img,iLeft,iTop,iRight-iLeft,iBottom-iTop);
if(withAnchors){
ctx.fillRect(iLeft,iTop,border,border);
ctx.fillRect(iRight-border,iTop,border,border);
ctx.fillRect(iRight-border,iBottom-border,border,border);
ctx.fillRect(iLeft,iBottom-border,border,border);
ctx.fillRect(cx,iTop,border,border);
ctx.fillRect(cx,iBottom-border,border,border);
ctx.fillRect(iLeft,cy,border,border);
ctx.fillRect(iRight-border,cy,border,border);
}
}

}); // end $(function(){});
</script>
</head>
<body>
<h4>Drag image anchors</h4>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>

关于javascript - 更改 Canvas 绘制图像的原点,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/22746605/

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