画布:删除图像上的对象后还原图像 [英] Canvas: Restore Image after removing object on it
问题描述
我有以下代码:
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
const image = new Image(60, 45); // Using optional size for image
image.onload = drawImageActualSize; // Draw when image has loaded
// Load an image of intrinsic size 300x227 in CSS pixels
image.src = 'https://mdn.mozillademos.org/files/5397/rhino.jpg';
function drawImageActualSize() {
// Use the intrinsic size of image in CSS pixels for the canvas element
canvas.width = this.naturalWidth;
canvas.height = this.naturalHeight;
// Will draw the image as 300x227, ignoring the custom size of 60x45
// given in the constructor
ctx.drawImage(this, 0, 0);
// To use the custom size we'll have to specify the scale parameters
// using the element's width and height properties - lets draw one
// on top in the corner:
ctx.drawImage(this, 0, 0, this.width, this.height);
ctx.save();
ctx.fillStyle = 'green';
ctx.fillRect(10, 10, 150, 100);
ctx.restore();
ctx.clearRect(10, 10, 150, 100);
}
<canvas id="canvas" width=300 height=200></canvas>
这里ctx.clearRect(10,10,150,100)方法,除去绿色部分和图像,并显示白色画布.
Here ctx.clearRect(10, 10, 150, 100) method, removes green part as well as image and shows white canvas.
我只希望删除绿色部分并恢复以前的图像.
I want to remove only green part and restore previous image.
我该如何实现?
推荐答案
重画
添加和删除动态内容的标准方法是在每次更改时重新渲染画布.这就是运行速度为60fps的HTML画布游戏的工作方式,并且每帧可以更改100项内容.
Redraw
The standard way to add and remove dynamic content is to re render the canvas every time there is a change. This is how HTML canvas games running at 60fps do it and they can have 100s of items changing per frame.
还有其他方法需要在每次绘制矩形时都对其进行复制,然后在要删除矩形时在矩形上绘制副本.
There are other methods that require making a copy of what is under the rectangle each time it is drawn, and then drawing the copy over the rectangle when you want it removed.
这很复杂,并且每个动态对象至少需要绘制一个额外的画布,因此是一个内存消耗.或使用 getImageData
和 putImageData 也是一个内存消耗,速度很慢,将导致大量的GC操作,并且不适用于不安全的内容(跨域或本地文件存储的图像).
This is complex and requires at least one extra canvas per dynamic object being drawn and is thus a memory hog. Or use getImageData
and putImageData also a memory hog, is supa slow, will result in a lot of GC action, and is not available for unsecured content (images across domains, or from local file store).
重绘是迄今为止最简单的方法.仅在花费300ms以上的时间渲染所有内容(对于非动画内容)时,您才会考虑其他方法
Redraw is by far the simplest way. You would only consider other methods if it took more than a few 100ms to render all content (for non animated content)
在示例中,变量 rectOn
如果为true,则向画布添加一个绿色矩形(同时绘制图像和矩形).如果不正确,则删除矩形(仅绘制图像).
In the example the variable rectOn
if true add a green rectangle to the canvas (Draws both the image and the rectangle). If not true then the rectangle is removed (only the image is drawn).
函数 draw
根据变量 rectOn
单击按钮添加/删除矩形.
Click button to add/remove rectangle.
const ctx = canvas.getContext('2d');
var rectOn = false;
const image = new Image();
image.src = 'https://mdn.mozillademos.org/files/5397/rhino.jpg';
image.addEventListener("load", ready, {once:true});
function ready() {
canvas.width = this.naturalWidth;
canvas.height = this.naturalHeight;
loading.classList.add("hide");
addRemove.classList.remove("hide");
addRemove.addEventListener("click", toggle);
draw();
}
function draw() {
ctx.drawImage(image, 0, 0);
if (rectOn) {
ctx.fillStyle = "#0F0";
ctx.fillRect(10, 50, 150, 100);
}
}
function toggle() {
rectOn = !rectOn;
addRemove.textContent = (rectOn ? "Remove": "Add" ) + " rect";
draw();
}
button { cursor: pointer; width: 120px }
.hide {display:none}
canvas { position: absolute; top: 0px; left: 0px; z-index:-1; }
<span id="loading">Loading image</span><button id="addRemove" class="hide">Add green rect</button><br>
<canvas id="canvas"></canvas>
这篇关于画布:删除图像上的对象后还原图像的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!