HTML5 Canvas:在画布外拖动

Arc*_*eus 2 html canvas

我在使用 HTML5 Canvas 实现拖动功能时遇到问题。我了解缺少场景图等,并设置了一种方法来识别鼠标事件上的拖动矩形。

然而:问题是当鼠标离开画布时丢失鼠标事件。如果我将鼠标拖动到画布之外并释放鼠标按钮,我的代码不会获得 mouseup 事件来相应地更改拖动逻辑。然后,拖动的对象将保持粘在我的鼠标上,直到我再次开始拖动。

Fabric.js没有这个问题,但我无法识别库中的相关代码。它是如何做到这一点的?

小智 5

首先使用布尔变量 isMouseDragged,它在 mouseDown 后设置为 true,在 mouseUp 后设置为 false(或我稍后将解释的另一个事件)

您可以通过多种方式处理拖动。

if (mouse['isMouseDragged']) {
   mouse['xUp'] = e.clientX - canvas.getBoundingClientRect().left;
   mouse['yUp'] = e.clientY - canvas.getBoundingClientRect().top;
   ...
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  1. 鼠标松开时,计算按下并释放按钮的点(将其想象为一条线)与鼠标指针超出的画布边缘(将其想象为另一条线)之间的交点。将 mouseUp 位置设置为这两条线的交点。

    // FIRST OPTION
    if (mouse['mode'] == mouse['INTERSECTION']) {
        if (!mouse['isMouseOver']) {
            var edgeIntersect = mouseDraggedOut(mouse['xDown'], mouse['yDown'], mouse['xUp'], mouse['yUp']);
            mouse['xUp'] = edgeIntersect['x'];
            mouse['yUp'] = edgeIntersect['y'];
        }
    }
    
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  2. 将虚拟鼠标指针(坐标)放在画布内。

    // SECOND OPTION
    if (!mouse['isMouseOver']) {
        if (mouse['mode'] == mouse['LOCK_INSIDE']) {
            var edgeIntersect = mouseDraggedOut(canvas.width / 2, canvas.height / 2, mouse['x'], mouse['y']);
            mouse['x'] = edgeIntersect['x'];
            mouse['y'] = edgeIntersect['y'];
        }
    }
    
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  3. 当您离开画布时,将坐标设置为 onMouseUp = onMouseOut 并将 isMouseDragged 设置为 false。

    // THIRD OPTION
    if (mouse['isMouseDragged']) {
       if (mouse['mode'] == mouse['MOUSEOUT_POS']) {
          mouse['xUp'] = mouse['xOut'];
          mouse['yUp'] = mouse['yOut'];
          mouse['isMouseDragged'] = false;
       }
    }
    
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要计算画布边缘的相交:

function mouseDraggedOut(x1, y1, x2, y2) {
// x1,y1 = mouseDown;  x2,y2 = mouseUp

var x3, y3, x4, y4;
var thisX, thisY;

if (x2 < 0) {// left edge
    x3 = 0;
    y3 = 0;
    x4 = 0;
    y4 = canvas.height;
    thisX = Math.round(x1 + (((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1))) * (x2 - x1));
    thisY = Math.round(y1 + (((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1))) * (y2 - y1));

    // I must do this for other checks, else corners (when two conditions are true) couldn't be handled
    // So I'll handle it one after another
    x2 = thisX;
    y2 = thisY;
}

if (x2 > canvas.width - 1) {// right edge
    x3 = canvas.width - 1;
    y3 = 0;
    x4 = canvas.width - 1;
    y4 = canvas.height - 1;
    thisX = Math.round(x1 + (((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1))) * (x2 - x1));
    thisY = Math.round(y1 + (((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1))) * (y2 - y1));
    x2 = thisX;
    y2 = thisY;
}

if (y2 < 0) {// top edge
    x3 = 0;
    y3 = 0;
    x4 = canvas.width - 1;
    y4 = 0;
    thisX = Math.round(x1 + (((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1))) * (x2 - x1));
    thisY = Math.round(y1 + (((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1))) * (y2 - y1));
    x2 = thisX;
    y2 = thisY;
}

if (y2 > canvas.height - 1) {// bottom edge
    x3 = 0;
    y3 = canvas.height - 1;
    x4 = canvas.width - 1;
    y4 = canvas.height - 1;
    thisX = Math.round(x1 + (((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1))) * (x2 - x1));
    thisY = Math.round(y1 + (((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1))) * (y2 - y1));
}

return {
    'x' : thisX,
    'y' : thisY
};
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}

看源码: http: //jsfiddle.net/WolfeSVK/s2tNr/