将其拖放到canvas元素后拖动图像 [英] drag image after dropping it in canvas element

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本文介绍了将其拖放到canvas元素后拖动图像的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

要执行拖动& drop功能,使用canvas元素,我必须使用这一行实际绘制目标元素中的图像。

  ctx.drawImage (imgElement,dropX,dropY); 

因为是绘图,我发现再次拖动它的困难。



我在这个代码的基础上工作: http://jsfiddle.net/m1erickson/cyur7/



我必须进行哪些修改,

解决方案

请记住,画布只是一个位图。



一旦您的图片在画布上绘制,就无法重新定位。



要重新定位图片,必须清除画布并重新绘制



要移动和重绘图片,您需要至少保存有关图片的基本信息:

  var image1 = {
x:50,
y:30,
image:imageObject
}

您可以让用户通过收听鼠标事件在画布上拖动图片




  • 在mousedown中,检查鼠标是否在图像上。

    在mousemove中,添加用户从上次鼠标移动到图像x,y位置时拖动的距离。



在鼠标悬停时,停止拖动。代码和演示: http://jsfiddle.net/m1erickson/L3VjK/

 <!doctype html> 
< html>
< head>
< link rel =stylesheettype =text / cssmedia =allhref =css / reset.css/> <! - reset css - >
< script type =text / javascriptsrc =http://code.jquery.com/jquery.min.js>< / script>
< style>
body {background-color:ivory; }
#canvas {border:1px solid red;}
< / style>
< script>
$(function(){

var canvas = document.getElementById(canvas);
var ctx = canvas.getContext(2d);
var canvasOffset = $(#canvas)。offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var isDown = false;
var startX;
var startY;
var imgX = 50;
var imgY = 50;
var imgWidth,imgHeight;

var img = new Image (); img.onload = start; img.src =https://dl.dropboxusercontent.com/u/139992952/stackoverflow/house32x32transparent.png;

function start(){
imgWidth = img.width;
imgHeight = img.height;
ctx.drawImage(img,imgX,imgY);
}

function handleMouseDown ){
e.preventDefault();
startX = parseInt(e.clientX-offsetX);
startY = parseInt(e.clientY-offsetY);

//把你的mousedown东西放在这里
if(startX> = imgX&&& startX< = imgX + imgWidth&& startY> = imgY&& startY< = imgY + imgHeight){
isDown = true;
}
}

function handleMouseUp(e){
e.preventDefault();
isDown = false;
}

function handleMouseOut(e){
e.preventDefault();
isDown = false;
}

function handleMouseMove(e){
if(!isDown){return;}
e.preventDefault
mouseX = parseInt(e.clientX-offsetX);
mouseY = parseInt(e.clientY-offsetY);

//把你的mousemove东西放在这里
if(!isDown){return;}
imgX + = mouseX-startX;
imgY + = mouseY-startY;
startX = mouseX;
startY = mouseY;
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.drawImage(img,imgX,imgY);
}

$(#canvas)。mousedown(function(e){handleMouseDown(e);});
$(#canvas)。mousemove(function(e){handleMouseMove(e);});
$(#canvas)mouseup(function(e){handleMouseUp(e);});
$(#canvas)mouseout(function(e){handleMouseOut(e);});

}); // end $(function(){});
< / script>
< / head>
< body>
< canvas id =canvaswidth = 300 height = 300>< / canvas>
< / body>
< / html>


To perform drag & drop functionality, with canvas element, I have to actually draw the image in the element of destination using this line,

ctx.drawImage(imgElement,dropX, dropY);

Because it's drawed, I found a difficulty in dragging it again. It's like I can't make it move anymore

I'm working on the basis of this code here : http://jsfiddle.net/m1erickson/cyur7/

What modifications do I have to make, in order to drag again a dropped image?

解决方案

Keep in mind that canvas is just a bitmap.

Once your images are drawn on the canvas they cannot be repositioned.

To reposition your image, you must clear the canvas and redraw your image in a new position.

To move and redraw your image, you will need to save at least this basic information about the image:

var image1={
    x:50,
    y:30,
    image:imageObject
}

You can let the user drag your image around the canvas by listening to mouse events

  • In mousedown, check if the mouse is over the image. If yes, start the drag.

  • In mousemove, add the distance the user dragged since the last mousemove to the images x,y position.

  • In mouseup, stop the drag.

Here's example code and a Demo: http://jsfiddle.net/m1erickson/L3VjK/

<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
    body{ background-color: ivory; }
    #canvas{border:1px solid red;}
</style>
<script>
$(function(){

    var canvas=document.getElementById("canvas");
    var ctx=canvas.getContext("2d");
    var canvasOffset=$("#canvas").offset();
    var offsetX=canvasOffset.left;
    var offsetY=canvasOffset.top;
    var isDown=false;
    var startX;
    var startY;
    var imgX=50;
    var imgY=50;
    var imgWidth,imgHeight;

    var img=new Image();img.onload=start;img.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/house32x32transparent.png";

    function start(){
        imgWidth=img.width;
        imgHeight=img.height;
        ctx.drawImage(img,imgX,imgY);
    }

    function handleMouseDown(e){
      e.preventDefault();
      startX=parseInt(e.clientX-offsetX);
      startY=parseInt(e.clientY-offsetY);

      // Put your mousedown stuff here
      if(startX>=imgX && startX<=imgX+imgWidth && startY>=imgY && startY<=imgY+imgHeight){
          isDown=true;
      }
    }

    function handleMouseUp(e){
      e.preventDefault();
      isDown=false;
    }

    function handleMouseOut(e){
      e.preventDefault();
      isDown=false;
    }

    function handleMouseMove(e){
      if(!isDown){return;}
      e.preventDefault();
      mouseX=parseInt(e.clientX-offsetX);
      mouseY=parseInt(e.clientY-offsetY);

      // Put your mousemove stuff here
      if(!isDown){return;}
      imgX+=mouseX-startX;
      imgY+=mouseY-startY;
      startX=mouseX;
      startY=mouseY;
      ctx.clearRect(0,0,canvas.width,canvas.height);
      ctx.drawImage(img,imgX,imgY);
    }

    $("#canvas").mousedown(function(e){handleMouseDown(e);});
    $("#canvas").mousemove(function(e){handleMouseMove(e);});
    $("#canvas").mouseup(function(e){handleMouseUp(e);});
    $("#canvas").mouseout(function(e){handleMouseOut(e);});

}); // end $(function(){});
</script>
</head>
<body>
    <canvas id="canvas" width=300 height=300></canvas>
</body>
</html>

这篇关于将其拖放到canvas元素后拖动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!

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