#javascript #html #css
#javascript #HTML #css
Вопрос:
В полноэкранном режиме эффект удаления следует за курсором, но изменение размера изображения приводит к смещению эффекта удаления от указателя. Как я могу отредактировать это, чтобы при изменении размера оно корректировалось?
Я знаю, что это как-то связано с javascript, но я не могу точно понять, что мне нужно сделать, чтобы это заработало. Я попытался выполнить некоторые шаги в javascript.
(function() {
var image = { // back and front images
'back': { 'url':'https://cdn.shopify.com/s/files/1/2665/0346/files/fghjfghjfghjk.jpg?10582944971661792904', 'img':null },
'front': { 'url':'https://cdn.shopify.com/s/files/1/2665/0346/files/hjfghjgfhk.jpg?10582944971661792904', 'img':null }
};
var canvas = {'temp':null, 'draw':null}; // temp and draw canvases
var mouseDown = false;
/**
* Helper function to get the local coords of an event in an element,
* since offsetX/offsetY are apparently not entirely supported, but
* offsetLeft/offsetTop/pageX/pageY are!
*
* @param elem element in question
* @param ev the event
*/
function getLocalCoords(elem, ev) {
var ox = 0, oy = 0;
var first;
var pageX, pageY;
// Walk back up the tree to calculate the total page offset of the
// currentTarget element. I can't tell you how happy this makes me.
// Really.
while (elem != null) {
ox = elem.offsetLeft;
oy = elem.offsetTop;
elem = elem.offsetParent;
}
if (ev.hasOwnProperty('changedTouches')) {
first = ev.changedTouches[0];
pageX = first.pageX;
pageY = first.pageY;
} else {
pageX = ev.pageX;
pageY = ev.pageY;
}
return { 'x': pageX - ox, 'y': pageY - oy };
}
/**
* Recomposites the canvases onto the screen
*
* Note that my preferred method (putting the background down, then the
* masked foreground) doesn't seem to work in FF with "source-out"
* compositing mode (it just leaves the destination canvas blank.) I
* like this method because mentally it makes sense to have the
* foreground drawn on top of the background.
*
* Instead, to get the same effect, we draw the whole foreground image,
* and then mask the background (with "source-atop", which FF seems
* happy with) and stamp that on top. The final result is the same, but
* it's a little bit weird since we're stamping the background on the
* foreground.
*
* OPTIMIZATION: This naively redraws the entire canvas, which involves
* four full-size image blits. An optimization would be to track the
* dirty rectangle in scratchLine(), and only redraw that portion (i.e.
* in each drawImage() call, pass the dirty rectangle as well--check out
* the drawImage() documentation for details.) This would scale to
* arbitrary-sized images, whereas in its current form, it will dog out
* if the images are large.
*/
function recompositeCanvases() {
var main = document.getElementById('maincanvas');
var tempctx = canvas.temp.getContext('2d');
var mainctx = main.getContext('2d');
// Step 1: clear the temp
canvas.temp.width = canvas.temp.width; // resizing clears
// Step 2: stamp the draw on the temp (source-over)
tempctx.drawImage(canvas.draw, 0, 0);
/* !!!! this way doesn't work on FF:
// Step 3: stamp the foreground on the temp (!! source-out mode !!)
tempctx.globalCompositeOperation = 'source-out';
tempctx.drawImage(image.front.img, 0, 0);
// Step 4: stamp the background on the display canvas (source-over)
//mainctx.drawImage(image.back.img, 0, 0);
// Step 5: stamp the temp on the display canvas (source-over)
mainctx.drawImage(canvas.temp, 0, 0);
*/
// Step 3: stamp the background on the temp (!! source-atop mode !!)
tempctx.globalCompositeOperation = 'source-atop';
tempctx.drawImage(image.back.img, 0, 0);
// Step 4: stamp the foreground on the display canvas (source-over)
mainctx.drawImage(image.front.img, 0, 0);
// Step 5: stamp the temp on the display canvas (source-over)
mainctx.drawImage(canvas.temp, 0, 0);
}
/**
* Draw a scratch line
*
* @param can the canvas
* @param x,y the coordinates
* @param fresh start a new line if true
*/
function scratchLine(can, x, y, fresh) {
var ctx = can.getContext('2d');
ctx.lineWidth = 50;
ctx.lineCap = ctx.lineJoin = 'round';
ctx.strokeStyle = '#f00'; // can be any opaque color
if (fresh) {
ctx.beginPath();
// this 0.01 hackishly causes Linux Chrome to draw a
// "zero"-length line (a single point), otherwise it doesn't
// draw when the mouse is clicked but not moved:
ctx.moveTo(x 0.01, y);
}
ctx.lineTo(x, y);
ctx.stroke();
}
/**
* Set up the main canvas and listeners
*/
function setupCanvases() {
var c = document.getElementById('maincanvas');
// set the width and height of the main canvas from the first image
// (assuming both images are the same dimensions)
c.width = image.back.img.width;
c.height = image.back.img.height;
// create the temp and draw canvases, and set their dimensions
// to the same as the main canvas:
canvas.temp = document.createElement('canvas');
canvas.draw = document.createElement('canvas');
canvas.temp.width = canvas.draw.width = c.width;
canvas.temp.height = canvas.draw.height = c.height;
// draw the stuff to start
recompositeCanvases();
/**
* On mouse down, draw a line starting fresh
*/
function mousedown_handler(e) {
var local = getLocalCoords(c, e);
mouseDown = true;
scratchLine(canvas.draw, local.x, local.y, true);
recompositeCanvases();
if (e.cancelable) { e.preventDefault(); }
return false;
};
/**
* On mouse move, if mouse down, draw a line
*
* We do this on the window to smoothly handle mousing outside
* the canvas
*/
function mousemove_handler(e) {
if (!mouseDown) { return true; }
var local = getLocalCoords(c, e);
scratchLine(canvas.draw, local.x, local.y, false);
recompositeCanvases();
if (e.cancelable) { e.preventDefault(); }
return false;
};
/**
* On mouseup. (Listens on window to catch out-of-canvas events.)
*/
function mouseup_handler(e) {
if (mouseDown) {
mouseDown = false;
if (e.cancelable) { e.preventDefault(); }
return false;
}
return true;
};
c.addEventListener('mousedown', mousedown_handler, false);
c.addEventListener('touchstart', mousedown_handler, false);
window.addEventListener('mousemove', mousemove_handler, false);
window.addEventListener('touchmove', mousemove_handler, false);
window.addEventListener('mouseup', mouseup_handler, false);
window.addEventListener('touchend', mouseup_handler, false);
}
/**
* Set up the DOM when loading is complete
*/
function loadingComplete() {
var loading = document.getElementById('loading');
var main = document.getElementById('main');
loading.className = 'hidden';
main.className = '';
}
/**
* Handle loading of needed image resources
*/
function loadImages() {
var loadCount = 0;
var loadTotal = 0;
var loadingIndicator;
function imageLoaded(e) {
loadCount ;
if (loadCount >= loadTotal) {
setupCanvases();
loadingComplete();
}
}
for (k in image) if (image.hasOwnProperty(k))
loadTotal ;
for (k in image) if (image.hasOwnProperty(k)) {
image[k].img = document.createElement('img'); // image is global
image[k].img.addEventListener('load', imageLoaded, false);
image[k].img.src = image[k].url;
}
}
/**
* Handle page load
*/
window.addEventListener('load', function() {
var resetButton = document.getElementById('resetbutton');
loadImages();
resetButton.addEventListener('click', function() {
// clear the draw canvas
canvas.draw.width = canvas.draw.width;
recompositeCanvases()
return false;
}, false);
}, false);
})();
* {
margin:0; padding:0;
}
#main {
margin:0 auto;
max-width:100%;
}
#maincanvas {
border: 0px solid #222;
cursor: pointer;
margin:0 auto;
max-width:100%;
}
<div id="main">
<div><canvas id="maincanvas"></canvas></div>
</div>
Ответ №1:
Проблема не в изменении размера, а в вычислении координат. Как вы видите здесь, я, естественно, загрузил код (без изменения размера), и рисунок уже был отключен.
Вычисление координат для canvas основано на его естественном размере, поэтому, если вы измените размер браузера меньше или в моем случае браузер уже имеет размер меньше, чем размер canvas, вычисление координат будет отключено. Вам просто нужно исправить свой x
и y
на это. scratchLine()
Перед использованием x/y
исправьте это чем-то вроде этого:
function coodinatesCorrection(x, y) {
var c = document.getElementById('maincanvas');
var naturalW = image.back.img.width;
var naturalH = image.back.img.height;
var w = c.offsetWidth;
var h = c.offsetHeight;
var correctX = (x / w) * naturalW;
var correctY = (y / h) * naturalH;
return [correctX, correctY];
}
Вот он в действии:https://codepen.io/anon/pen/rRygBO?editors=0010