Cod*_*ust 8 javascript jquery html5 canvas redraw
我有两个canvas元素,需要在按钮点击时调整大小.
<div class="sDetails"><div>
<div id="canvasDiv" style="width: 310px;"><canvas id="canvasGraph"></canvas></div></div>
<div class="kDetails"><div><div>
<div id="canvasDiv" style="width: 310px; height: 240px;"><canvas id="canvasGraph"></canvas></div></div>
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和脚本:
var sketch;var sketch_sl;var onPaint;var canvas=null;var ctx=null;var tmp_ctx=null;
function drawCanvas(div) {
canvas = document.querySelector(div + " #canvasGraph");
ctx = canvas.getContext('2d');
sketch = document.querySelector(div + " #canvasDiv");
sketch_sl = getComputedStyle(sketch);
canvas.width = parseInt(sketch_style.getPropertyValue('width'));
canvas.height = parseInt(sketch_style.getPropertyValue('height'));
tmp_canvas = document.createElement('canvas');
tmp_ctx = tmp_canvas.getContext('2d');
tmp_canvas.id = 'tmp_canvas';
tmp_canvas.width = canvas.width;
tmp_canvas.height = canvas.height;
sketch.appendChild(tmp_canvas);
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重绘功能:
// here I must redraw my lines resized 2 times ( *cScale ) where cScale=2 or =1
function drawScales(ctx, canvas)
ctx.strokeStyle = 'green';
ctx.fillStyle = 'green';
ctx.beginPath();
ctx.moveTo(5, 0);
ctx.lineTo(0, canvas.height);
scaleStep = 24*cScale;
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由于某种原因,它的工作非常糟糕,旧职位留下来.有没有办法完全删除整个画布并将其附加或完全重绘?
我试过canvas.width=canvas.width,试过ctx.clearRect(0, 0, canvas.width, canvas.height);tmp_ctx.clearRect(0, 0, canvas.width, canvas.height);,尝试过$(".sDetails #canvasGraph")[0].reset();
从逻辑上讲,drawCanvas(".sDetails");drawLines(ctx, canvas);应该从头开始重绘,但不会.
调整画布元素的大小width&& height并用于context.scale以新缩放的大小重绘原始图形.
调整画布元素的大小将自动清除画布上的所有绘图.
调整大小还会自动将所有上下文属性重置为其默认值.
使用context.scale非常有用,因为画布会自动重新缩放原始图形以适合新尺寸的画布.
重要说明:画布不会自动重绘原始图纸...您必须重新发出原始图纸命令.
与2幅画布相同尺寸的插图(其尺寸由范围控制控制)

左画布的插图调整大小

右画布的插图调整大小

这是示例代码和演示.此演示使用范围元素来控制调整大小,但您也可以在内部进行大小调整+重绘window.onresize
var canvas1=document.getElementById("canvas1");
var ctx1=canvas1.getContext("2d");
var canvas2=document.getElementById("canvas2");
var ctx2=canvas2.getContext("2d");
var originalWidth=canvas1.width;
var originalHeight=canvas1.height;
var scale1=1;
var scale2=1;
$myslider1=$('#myslider1');
$myslider1.attr({min:50,max:200}).val(100);
$myslider1.on('input change',function(){
var scale=parseInt($(this).val())/100;
scale1=scale;
redraw(ctx1,scale);
});
$myslider2=$('#myslider2');
$myslider2.attr({min:50,max:200}).val(100);
$myslider2.on('input change',function(){
var scale=parseInt($(this).val())/100;
scale2=scale;
redraw(ctx2,scale);
});
draw(ctx1);
draw(ctx2);
function redraw(ctx,scale){
// Resizing the canvas will clear all drawings off the canvas
// Resizing will also automatically clear the context
// of all its current values and set default context values
ctx.canvas.width=originalWidth*scale;
ctx.canvas.height=originalHeight*scale;
// context.scale will scale the original drawings to fit on
// the newly resized canvas
ctx.scale(scale,scale);
draw(ctx);
// always clean up! Reverse the scale
ctx.scale(-scale,-scale);
}
function draw(ctx){
// note: context.scale causes canvas to do all the rescaling
// math for us, so we can always just draw using the
// original sizes and x,y coordinates
ctx.beginPath();
ctx.moveTo(150,50);
ctx.lineTo(250,150);
ctx.lineTo(50,150);
ctx.closePath();
ctx.stroke();
ctx.fillStyle='skyblue';
ctx.beginPath();
ctx.arc(150,50,20,0,Math.PI*2);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(250,150,20,0,Math.PI*2);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.beginPath();;
ctx.arc(50,150,20,0,Math.PI*2);
ctx.fill();
ctx.stroke();
}
$("#canvas1, #canvas2").mousemove(function(e){handleMouseMove(e);});
var $mouse=$('#mouse');
function handleMouseMove(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
var bb=e.target.getBoundingClientRect();
mouseX=parseInt(e.clientX-bb.left);
mouseY=parseInt(e.clientY-bb.top);
if(e.target.id=='canvas1'){
$mouse.text('Mouse1: '+mouseX/scale1+' / '+mouseY/scale1+' (scale:'+scale1+')');
}else{
$mouse.text('Mouse2: '+mouseX/scale2+' / '+mouseY/scale2+' (scale:'+scale2+')');
}
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body{ background-color: ivory; }
canvas{border:1px solid red;}Run Code Online (Sandbox Code Playgroud)
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<div>Resize left canvas</div>
<input id=myslider1 type=range><br>
<div>Resize right canvas</div>
<input id=myslider2 type=range><br>
<h4 id=mouse>Mouse coordinates:</h4>
<canvas id="canvas1" width=300 height=300></canvas>
<canvas id="canvas2" width=300 height=300></canvas>Run Code Online (Sandbox Code Playgroud)
我决定使用比例变量来调整比例的大小。我调整画布大小canvas.width *= 2;,然后重新绘制比例。
var scaleStep;
ctx.lineTo(12*24*cScale+12, canvas.height-24);并使用将其添加到需要进行缩放的代码中。当最大化画布时,scaleStep 为 2;当返回到原始大小时,scaleStep 为 1。
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