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javascript - raphael:如何通过代码而不是通过 "drag"在对象上启动 "mouse down"事件?

转载 作者:行者123 更新时间:2023-11-29 15:40:07 25 4
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我需要能够在单击鼠标左键时创建的圆形对象上启动 raphael“拖动”事件。

详情:
我正在编写一段操作封闭路径的代码。我需要这些功能:
1.通过鼠标拖动移动现有点
2.通过右键单击删除点
3.在路径上左键加点,导致路径在那个位置 split
4. 如果点是通过左键单击创建的,允许用户在释放鼠标并放下之前将其拖动到另一个位置

这是我在给定的拉斐尔“路径”对象上创建一个新圆圈的函数:

// create a new circle wrapped around the given point reference
function make_circle(point, path) {
var c = paper.circle(point[1], point[2], 6)
.attr({fill: "#DDD", stroke: "black"});

// record the point and path reference in the circle to allow updates
c.data("point", point).data("path", path);

// set event handlers
c.drag(dragmove,dragstart);
c.update = update_coordinates_circle;
c.mousemove(handle_mousemove_circle);
c.mouseup(handle_mouseup_circle);
c.mousedown(handle_mousedown_circle);

return c;
}

然后我可以这样做:

var pt1 = ["M", 0, 0],
pt2 = ["L", 10, 0],
pt3 = ["L", 10, 10],
pt4 = ["L", 0, 10],
point_set = [pt1, pt2, pt3, pt4, ["Z"]],
path = paper.path(point_set),
c1 = make_circle(pt1, path),
c2 = make_circle(pt2, path),
c3 = make_circle(pt3, path),
c4 = make_circle(pt4, path);

当通过点击路径创建新点时,我这样做:

make_circle(new_point, this).data("just_created", true);  

... 并且此圆检查的 mousemove 处理程序:

if (this.data("just_created")) { ... // follow mouse  

我的完整代码在这里:http://jsfiddle.net/T7XS3/

问题是因为圆半径很小,在释放新点之前快速移动鼠标会破坏 mousemove 处理程序,因为它附加到圆上。

通过“拖动”事件移动现有圆圈时,一切正常。无论鼠标移动多快,圆圈都会保持不变。

那么,是否可以在按下鼠标左键但尚未释放时创建的对象上启动 raphael“拖动”事件?


解决方案(http://jsfiddle.net/A27NZ/3/):

var width = 300,
height = 300,
paper_offset = 50,
maxX = width,
maxY = height,
paper = Raphael(paper_offset, paper_offset, 300, 300),
dragging;

make_path([100, 100], [200, 100], [200, 200], [100, 200], "green");

// reset 'dragging' to avoid initial drag
dragging = null;


// some math to determine if a point is between two other points, within some threshold
// based on: http://stackoverflow.com/questions/328107/how-can-you-determine-a-point-is-between-two-other-points-on-a-line-segment
function isBetween(a, b, c) {
var x1 = a[1],
x2 = b[1],
x3 = c[1],
y1 = a[2],
y2 = b[2],
y3 = c[2],
THRESHOLD = 1000;

var dotproduct = (x3 - x1) * (x2 - x1) + (y3 - y1) * (y2 - y1);
if (dotproduct < 0) return false; // early return if possible

var squaredlengthba = (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1);
if (dotproduct > squaredlengthba) return false; // early return if possible

var crossproduct = (y3 - y1) * (x2 - x1) - (x3 - x1) * (y2 - y1);
if (Math.abs(crossproduct) <= THRESHOLD) return true;
else return false;
}


function global_mousemove(e) {
if (dragging) {
handle_mousemove_circle.call(dragging, e);
}
}


function global_mouseup(e) {
dragging = null;
}


if (document.addEventListener) {
document.addEventListener("mousemove", global_mousemove, false);
document.addEventListener("mouseup", global_mouseup, false);
} else {
document.attachEvent('onmousemove', global_mousemove);
document.attachEvent('onmouseup', global_mouseup);
}


// move circle to given coordinates
function update_circle_xy(new_x, new_y) {
var point = this.data("point"),
path = this.data("path");

// don't follow the mouse outside the canvas, we don't want to lose the point
if (new_x <= 0) {
new_x = 0;
} else if (new_x >= maxX) {
new_x = maxX;
}

if (new_y < 0) {
new_y = 0;
} else if (new_y > maxY) {
new_y = maxY;
}

// update circle coords
this.attr({
cx: new_x,
cy: new_y
});

// update the referenced point
point[1] = new_x;
point[2] = new_y;

// redraw the path
path.attr({
path: path.data("point_set")
});
}


// move circle based on mouse event
function handle_mousemove_circle(e) {
var new_x = e.clientX - paper_offset,
new_y = e.clientY - paper_offset;

update_circle_xy.call(this, new_x, new_y);
}


// handle mouse down on circle
// e.which 1 = left click
// e.which 3 = right click
function handle_mousedown_circle(e) {
// remove the target point on right-click
if (e.which === 3) {
var path = this.data("path"),
point_set = path.data("point_set"),
point = this.data("point"),
index = point_set.indexOf(point);

// don't do anything if we only have 2 points left
// (checking if < 4 because last element is not a point ("Z"))
if (point_set.length < 4) return false;

// remove the target point
point_set.splice(index, 1);

// if removed point was head of set, make the following point the new head
if (index === 0) point_set[0][0] = "M";

// redraw the path
path.attr({
path: point_set
});

// finally, remove the circle
this.remove();
} else if (e.which === 1) {
dragging = this;
}
}


// handle mouse click on path
function handle_mousedown_path(e) {

// split on left-click
if (e.which === 1) {
var X = e.clientX - paper_offset,
Y = e.clientY - paper_offset,
new_point = ["L", X, Y],
point_set = this.data("point_set"),
index;

// "open" the path by removing the end ("Z")
point_set.pop();

for (var i = 0; i < point_set.length; i += 1) {
// cur point
var pt1 = point_set[i], // cur point
pt2; // next point

// circular wrap for next point
if (i === point_set.length - 1) {
pt2 = point_set[0];
} else {
pt2 = point_set[i + 1];
}

// check if these are the two points we want to split between
if (isBetween(pt1, pt2, new_point)) {
index = i + 1;
break;
}
}

// we should have found a place to insert the point, put it there
if (index) {
point_set.splice(index, 0, new_point);
} else {
return; // we didn't find a place to put the new point
}

// "close" the path with a ("Z")
point_set.push("Z");

// redraw the path
this.attr({
path: point_set
});

// create new circle to represent the new point
c = make_circle(new_point, this);
}
}


// create a new circle wrapped around the given point reference
function make_circle(point, path) {
var c = paper.circle(point[1], point[2], 6).attr({
fill: "#DDD",
stroke: "black"
});

// record the point and path reference in the circle to allow updates
c.data("point", point).data("path", path);

// set event handlers
c.mousedown(handle_mousedown_circle);

// start dragging the new circle
dragging = c;
return c;
}


// create a new colored path from four point coordinate pairs
function make_path(p1, p2, p3, p4, color) {

// starting points
var pt1 = ["M", p1[0], p1[1]],
pt2 = ["L", p2[0], p2[1]],
pt3 = ["L", p3[0], p3[1]],
pt4 = ["L", p4[0], p4[1]],
point_set = [pt1, pt2, pt3, pt4, ["Z"]],
path = paper.path(point_set).attr({
stroke: color,
"stroke-width": 5,
"stroke-linecap": "round"
});

// keep a reference to the set of points
path.data("point_set", point_set);

// add listener to the path to allow path-splitting
path.mousedown(handle_mousedown_path);

// create the circles that represent the points
make_circle(pt1, path);
make_circle(pt2, path);
make_circle(pt3, path);
make_circle(pt4, path);
}

最佳答案

我原以为您可以使用此答案“Raphaël Object: Simulate click”中的技术的一些变体将事件传递给圈子,但这是行不通的。

我的另一个想法是基于 Raphael 源代码的工作方式,当您使元素可拖动时,会为 mousedown 事件添加一个处理程序。 应该可以在正确的上下文中直接调用该处理函数,并将您已有的 mousedown 事件传递给它(在 handle_mousedown_path 中)。但它非常 hacky,我无法让它工作,以防其他人可以这就是我正在尝试做的事情:

c = make_circle(new_point, this).data("just_created", true);
c.events[0].f.call(c, e); // This is very specific to this scenario

我能想到的唯一其他方法是将 mousemove/mouseup 处理程序添加到整个文档。所以创建一个全局变量 dragging 并且当你创建一个圆时将 dragging 设置为元素,在全局 mouseup 处理程序中你可以清除变量:

function global_mouseup(e) {      
dragging = null;
}

你已经有了移动处理程序,所以使用它,我们只需要确保 this 对函数是正确的(参见这个答案:Javascript: how to set "this" variable easily?)

function global_mousemove(e) {     
if (dragging) {
handle_mousemove_circle.call(dragging, e);
}
}

现在,将它们绑定(bind)到文档(并删除圆圈本身的各个处理程序):

if (document.addEventListener) {
document.addEventListener("mousemove", global_mousemove, false);
document.addEventListener("mouseup", global_mouseup, false);
} else {
document.attachEvent('onmousemove', global_mousemove);
document.attachEvent('onmouseup', global_mouseup);
}

(请参阅此答案:Add event handler to HTML element using javascript,了解我们为何使用该语法,但如果您使用的是框架,则可以使用它的命令)。

好了,working fiddle

它不是很完美,因为 Raphael 拖动处理程序更智能并且知道将对象保留在 Canvas 内,您需要更改 handle_mousemove_circle 函数来解决这个问题。

关于javascript - raphael:如何通过代码而不是通过 "drag"在对象上启动 "mouse down"事件?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/20694249/

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