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javascript - 如何使用 touchmove 使 mousemove 事件适用于触摸屏?

转载 作者:行者123 更新时间:2023-12-01 01:13:31 27 4
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我正在开发 Canvas JavaScript,通过 mousemove 事件您可以删除背景...

现在我正在尝试在触摸屏(移动设备)上获得相同的体验。如何同时为我的代码提供 mousemove 和 touchmove 事件?

(function() {
// Creates a new canvas element and appends it as a child
// to the parent element, and returns the reference to
// the newly created canvas element


function createCanvas(parent, width, height) {
var canvas = {};
canvas.node = document.createElement('canvas');
canvas.context = canvas.node.getContext('2d');
canvas.node.width = width || 100;
canvas.node.height = height || 100;
parent.appendChild(canvas.node);
return canvas;
}



function init(container, width, height, fillColor) {
var canvas = createCanvas(container, width, height);
var ctx = canvas.context;
// define a custom fillCircle method
ctx.fillCircle = function(x, y, radius, fillColor) {
/*this.fillStyle = fillColor;
this.beginPath();
this.moveTo(x, y);
this.arc(x, y, radius, 0, Math.PI * 2, false);
this.fill();*/
var radgrad = ctx.createRadialGradient(x, y, 0, x, y, radius);
radgrad.addColorStop(0, 'rgba(255,0,0,1)');
radgrad.addColorStop(0.8, 'rgba(255,0,0,.9)');
radgrad.addColorStop(1, 'rgba(255,0,0,0)');

// draw shape
ctx.fillStyle = radgrad;
ctx.fillRect(x - radius, y - radius, x + radius, y + radius);
};
ctx.clearTo = function(fillColor) {
ctx.fillStyle = fillColor;
ctx.fillRect(0, 1, width, height);
};
ctx.clearTo(fillColor || "#ddd");

// bind mouse events
canvas.node.onmousemove = function(e) {
if (!canvas.isDrawing) {
return;
}
var x = e.pageX - this.offsetLeft;
var y = e.pageY - this.offsetTop;
var radius = 100; // or whatever
var fillColor = '#ff0000';
ctx.globalCompositeOperation = 'destination-out';
ctx.fillCircle(x, y, radius, fillColor);
};
canvas.node.onmouseenter = function(e) {
canvas.isDrawing = true;
};

}


var container = document.getElementById('canvas');
init(container, 5000, 3000, '#f8fa58');

})();
body {
margin-left: -10vw;
margin-top: -30vh;
background: url(https://i-d-images.vice.com/images/articles/meta/2014/10/21/untitled-article-1413860640.jpg?crop=1xw:0.44513137557959814xh;0xw,0.14219474497681608xh&resize=2000:*&output-format=image/jpeg&output-quality=75) no-repeat center center fixed;
-webkit-background-size: cover;
-moz-background-size: cover;
-o-background-size: cover;
background-size: cover;
}

#canvas {
z-index: -1;
top: 2vh;
left: -10vw;
width: 110vw;
height: 130vh;
overflow: hidden;
}
<div id="back"></div>
<div id="canvas"></div>

最佳答案

您可以使用相同的事件处理程序,但在内部,您必须以不同的方式处理事件,因为 上没有 clientXclientY 属性触摸[XXX]事件。

触摸事件可以是触摸,因此它们确实保存具有这些坐标属性的触摸数组。

IMO 更简洁的方法是将事件处理程序分为两个不同的阶段:一个用于提取事件的坐标,一个用于对这些坐标执行某些操作。

(function() {

// a little verbose but...
function handleMousemove(event){
var x = event.clientX;
var y = event.clientY;
draw(x, y);
}
function handleTouchmove(event){
event.preventDefault(); // we don't want to scroll
var touch = event.touches[0];
var x = touch.clientX;
var y = touch.clientY;
draw(x, y);
}
// this one can be shared by both touch and move events
function activateDrawing(event){
event.preventDefault();
canvas.isDrawing = true;
}
function draw(eventX, eventY){
var x = eventX - canvas.node.offsetLeft;
var y = eventY - canvas.node.offsetTop;
if (!canvas.isDrawing) {
return;
}
var radius = 100; // or whatever
var fillColor = '#ff0000';
ctx.globalCompositeOperation = 'destination-out';
ctx.fillCircle(x, y, radius, fillColor);
}

function createCanvas(parent, width, height) {
var canvas = {};
canvas.node = document.createElement('canvas');
canvas.context = canvas.node.getContext('2d');
canvas.node.width = width || 100;
canvas.node.height = height || 100;
parent.appendChild(canvas.node);
return canvas;
}

var canvas, ctx; // got it out to avoid nesting too deeply my handlers;

function init(container, width, height, fillColor) {
canvas = createCanvas(container, width, height);
ctx = canvas.context;
// define a custom fillCircle method
ctx.fillCircle = function(x, y, radius, fillColor) {
var radgrad = ctx.createRadialGradient(x, y, 0, x, y, radius);
radgrad.addColorStop(0, 'rgba(255,0,0,1)');
radgrad.addColorStop(0.8, 'rgba(255,0,0,.9)');
radgrad.addColorStop(1, 'rgba(255,0,0,0)');

// draw shape
ctx.fillStyle = radgrad;
ctx.fillRect(x - radius, y - radius, x + radius, y + radius);
};
ctx.clearTo = function(fillColor) {
ctx.fillStyle = fillColor;
ctx.fillRect(0, 1, width, height);
};
ctx.clearTo(fillColor || "#ddd");

// bind mouse events
canvas.node.onmousemove = throttle(handleMousemove);
canvas.node.ontouchmove = throttle(handleTouchmove);
canvas.node.onmouseenter =
canvas.node.ontouchstart = throttle(activateDrawing);

}

var container = document.getElementById('canvas');
init(container, 5000, 3000, '#f8fa58');

/* Bonus : throttle these events so they don't fire too often */
function throttle(callback) {
var active = false; // a simple flag
var evt; // to keep track of the last event
var handler = function(){ // fired only when screen has refreshed
active = false; // release our flag
callback(evt);
}
return function handleEvent(e) { // the actual event handler
evt = e; // save our event at each call
if (!active) { // only if we weren't already doing it
active = true; // raise the flag
requestAnimationFrame(handler); // wait for next screen refresh
};
}
}

})();
body {
margin-left: -10vw;
margin-top: -30vh;
background: url(https://i-d-images.vice.com/images/articles/meta/2014/10/21/untitled-article-1413860640.jpg?crop=1xw:0.44513137557959814xh;0xw,0.14219474497681608xh&resize=2000:*&output-format=image/jpeg&output-quality=75) no-repeat center center fixed;
-webkit-background-size: cover;
-moz-background-size: cover;
-o-background-size: cover;
background-size: cover;
}

#canvas {
z-index: -1;
top: 2vh;
left: -10vw;
width: 110vw;
height: 130vh;
overflow: hidden;
}
<div id="back"></div>
<div id="canvas"></div>

关于javascript - 如何使用 touchmove 使 mousemove 事件适用于触摸屏?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/43936084/

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