更改画布图像的原点 [英] Change origin of canvas drawn image
问题描述
所以我使用画布调整图像的大小。发生的是总是从与(0,0)
的相同点调整大小。我想要它改变它的枢轴/原点,根据选择哪个锚点来调整大小。这意味着如果选择 _ :
So I resizing a image using canvas. WHat happens is that is always resizes from the same point with is (0, 0)
. I want it to change it's pivot/origin according to which anchor is selected to resize. Which means if _ is selected:
- 左下 - > ;右上角
- 底部中心 - >顶部中心
- 右下 - >左上角 li>
- 左上 - > 右下
- Center - > 底部中心
- 右上 - > RIght
- 左 - >
- RIght - > 左
- Bottom-Left -> Top-Right
- Bottom-Center -> Top-Center
- Bottom-Right -> Top-Left
- Top-Left -> Bottom-Right
- Top-Center -> Bottom-Center
- Top-Right -> Bottom-RIght
- Left -> Right
- RIght -> Left
现在发生了什么: http: //jsfiddle.net/mareebsiddiqui/2Gtq9/3
这是我的JS:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
//var canvasOffset = $("#canvas").offset();
var offsetX = canvas.offsetLeft;
var offsetY = canvas.offsetTop;
var startX;
var startY;
var isDown = false;
var pi2 = Math.PI * 2;
var resizerRadius = 8;
var rr = resizerRadius * resizerRadius;
var draggingResizer = {
x: 0,
y: 0
};
var imageX = 50;
var imageY = 50;
var imageWidth, imageHeight, imageRight, imageBottom;
var draggingImage = false;
var startX;
var startY;
var img = new Image();
img.onload = function () {
imageWidth = img.width;
imageHeight = img.height;
imageRight = imageX + imageWidth;
imageBottom = imageY + imageHeight
draw(true, false);
}
img.src = 'img/' + localStorage["bgimgname"];
function draw(withAnchors, withBorders) {
// clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// draw the image
ctx.drawImage(img, 0, 0, img.width, img.height, imageX, imageY, imageWidth, imageHeight);
// optionally draw the draggable anchors
if (withAnchors) {
drawDragAnchor(imageX, imageY); //topleft
drawDragAnchor((imageRight+imageX)/2, imageY); //topcenter
drawDragAnchor(imageRight, imageY); //topright
drawDragAnchor(imageX, (imageBottom+imageY)/2); //left
drawDragAnchor(imageRight, (imageBottom+imageY)/2); //right
drawDragAnchor(imageX, imageBottom); //bottomleft
drawDragAnchor((imageRight+imageX)/2, imageBottom); //bottom center
drawDragAnchor(imageRight, imageBottom); //bottomright
}
}
function drawDragAnchor(x, y) {
ctx.beginPath();
ctx.arc(x, y, resizerRadius, 0, pi2, false);
ctx.closePath();
ctx.fill();
}
function anchorHitTest(x, y) {
var dx, dy;
// top-left
dx = x - imageX;
dy = y - imageY;
if (dx * dx + dy * dy <= rr) {
return (0);
}
// top-center
dx = x - (imageRight+imageX)/2
dy = y - imageY
if (dx/2 * dx/2 + dy * dy <= rr) {
return (1);
}
// top-right
dx = x - imageRight;
dy = y - imageY;
if (dx * dx + dy * dy <= rr) {
return (2);
}
//left
dx = x - imageX;
dy = y - (imageBottom+imageY)/2
if (dx * dx + dy/2 * dy/2 <= rr) {
return (3);
}
//right
dx = x - imageRight;
dy = y - (imageBottom+imageY)/2
if (dx * dx + dy/2 * dy/2 <= rr) {
return (4);
}
// bottom-left
dx = x - imageX;
dy = y - imageBottom;
if (dx * dx + dy * dy <= rr) {
return (5);
}
// bottom-center
dx = x - (imageRight+imageX)/2;
dy = y - imageBottom;
if (dx/2 * dx/2 + dy * dy <= rr) {
return (6);
}
// bottom-right
dx = x - imageRight;
dy = y - imageBottom;
if (dx * dx + dy * dy <= rr) {
return (7);
}
return (-1);
}
function hitImage(x, y) {
return (x > imageX && x < imageX + imageWidth && y > imageY && y < imageY + imageHeight);
}
function handleMouseDown(e) {
startX = parseInt(e.clientX - offsetX);
startY = parseInt(e.clientY - offsetY);
draggingResizer = anchorHitTest(startX, startY);
draggingImage = draggingResizer < 0 && hitImage(startX, startY);
}
function handleMouseUp(e) {
draggingResizer = -1;
draggingImage = false;
draw(true, false);
}
function handleMouseOut(e) {
handleMouseUp(e);
}
function handleMouseMove(e) {
e = window.event;
if (draggingResizer > -1) {
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
// resize the image
switch (draggingResizer) {
case 0:
//top-left
console.log("topleft");
imageHeight -= imageRight - mouseY;
imageWidth -= imageRight - mouseY;
break;
case 1:
//top-center
console.log("topcenter");
imageHeight -= imageBottom - mouseY;
break;
case 2:
//top-right
console.log("topright");
imageHeight -= imageBottom - mouseY;
imageWidth -= imageBottom - mouseY;
break;
case 3:
//left
console.log("left");
imageWidth -= imageX - mouseX;
break;
case 4:
//right
console.log("right");
imageWidth -= imageRight - mouseX;
break;
case 5:
//bottom-left
console.log("bottomleft");
imageHeight -= imageRight - mouseY;
imageWidth -= imageRight - mouseY;
break;
case 6:
//center
console.log("bottomcenter");
imageHeight -= imageBottom - mouseY;
break;
case 7:
//bottom-right
console.log("bottomright");
imageHeight -= imageBottom - mouseY;
imageWidth -= imageBottom - mouseY;
break;
}
if(imageWidth<25){imageWidth=25;}
if(imageHeight<25){imageHeight=25;}
if(imageWidth>700){imageWidth=700;}
if(imageHeight>700){imageHeight=700;}
// set the image right and bottom
imageRight = imageX + imageWidth;
imageBottom = imageY + imageHeight;
// redraw the image with resizing anchors
draw(true, true);
}
}
canvas.addEventListener('mousedown', handleMouseDown);
canvas.addEventListener('mousemove', handleMouseMove);
canvas.addEventListener('mouseup', handleMouseUp);
canvas.addEventListener('mouseout', handleMouseOut);
请帮助我。 :(
推荐答案
根据需要调整大小的一种有效方法是保持对面的位置固定,
One efficient way of resizing as you desire is to keep the opposite side(s) position fixed and let the selected side float with a dragging side or corner.
这种方法的另一个好处是你不需要锚点!
A side benefit of this method is that you don't really need the anchors!
这是操作系统窗口的工作方式。
This is the way operating system windows work.
调整窗口大小时,您没有可见的锚点拖动,只需拖动边或角
When resizing windows you don't have visible anchors to drag, you just drag the side or corner of the window.
A演示: http:/ /jsfiddle.net/m1erickson/keZ82/
- 左:原始图片,
- 中:从左下角调整大小并保持纵横比(右上角保持固定)
- 右侧:仅在y轴方向从底部和图片尺度调整大小(图片顶部保持固定)
- Left: original image,
- Middle: resize from bottom-left corner & maintain aspect ratio (top-right corner remains fixed)
- Right: resize from bottom & image scales in y direction only (top of image remains fixed)
注意:这个Demo和示例显示锚点,但它们是严格的化妆品。
Note: this Demo and example display anchors but they are strictly cosmetic. You can turn the anchor display off and still resize the image by dragging a side or corner of the image.
示例代码:
<!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 $canvas=$("#canvas");
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var isDown=false;
var iW;
var iH;
var iLeft=50;
var iTop=50;
var iRight,iBottom,iOrientation;
var img=new Image();
img.onload=function(){
iW=img.width;
iH=img.height;
iRight=iLeft+iW;
iBottom=iTop+iH;
iOrientation=(iW>=iH)?"Wide":"Tall";
draw(true);
}
img.src="facesSmall.png";
var border=10;
var isLeft=false;
var isRight=false;
var isTop=false;
var isBottom=false;
var iAnchor;
canvas.onmousedown=handleMousedown;
canvas.onmousemove=handleMousemove;
canvas.onmouseup=handleMouseup;
canvas.onmouseout=handleMouseup;
function hitResizeAnchor(x,y){
// which borders are under the mouse
isLeft=(x>iLeft && x<iLeft+border);
isRight=(x<iRight && x>iRight-border);
isTop=(y>iTop && y<iTop+border);
isBottom=(y<iBottom && y>iBottom-border);
// return the appropriate anchor
if(isTop && isLeft){ return(iOrientation+"TL"); }
if(isTop && isRight){ return(iOrientation+"TR"); }
if(isBottom && isLeft){ return(iOrientation+"BL"); }
if(isBottom && isRight){ return(iOrientation+"BR"); }
if(isTop){ return("T"); }
if(isRight){ return("R"); }
if(isBottom){ return("B"); }
if(isLeft){ return("L"); }
return(null);
}
var resizeFunctions={
T: function(x,y){ iTop=y; },
R: function(x,y){ iRight=x; },
B: function(x,y){ iBottom=y; },
L: function(x,y){ iLeft=x; },
WideTR: function(x,y){
iRight=x;
iTop=iBottom-(iH*(iRight-iLeft)/iW);
},
TallTR: function(x,y){
iTop=y;
iRight=iLeft+(iW*(iBottom-iTop)/iH);
},
WideBR: function(x,y){
iRight=x;
iBottom=iTop+(iH*(iRight-iLeft)/iW);
},
TallBR: function(x,y){
iBottom=y;
iRight=iLeft+(iW*(iBottom-iTop)/iH);
},
WideBL: function(x,y){
iLeft=x;
iBottom=iTop+(iH*(iRight-iLeft)/iW);
},
TallBL: function(x,y){
iBottom=y;
iLeft=iRight-(iW*(iBottom-iTop)/iH);
},
WideTL: function(x,y){
iLeft=x;
iTop=iBottom-(iH*(iRight-iLeft)/iW);
},
TallTL: function(x,y){
iBottom=y;
iLeft=iRight-(iW*(iBottom-iTop)/iH);
}
};
function handleMousedown(e){
// tell the browser we'll handle this mousedown
e.preventDefault();
e.stopPropagation();
var mouseX=e.clientX-offsetX;
var mouseY=e.clientY-offsetY;
iAnchor=hitResizeAnchor(mouseX,mouseY);
isDown=(iAnchor);
}
function handleMouseup(e){
// tell the browser we'll handle this mouseup
e.preventDefault();
e.stopPropagation();
isDown=false;
draw(true);
}
function handleMousemove(e){
// tell the browser we'll handle this mousemove
e.preventDefault();
e.stopPropagation();
// return if we're not dragging
if(!isDown){return;}
// get MouseX/Y
var mouseX=e.clientX-offsetX;
var mouseY=e.clientY-offsetY;
// reset iLeft,iRight,iTop,iBottom based on drag
resizeFunctions[iAnchor](mouseX,mouseY);
// redraw the resized image
draw(false);
}
function draw(withAnchors){
var cx=iLeft+(iRight-iLeft)/2;
var cy=iTop+(iBottom-iTop)/2;
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.drawImage(img,iLeft,iTop,iRight-iLeft,iBottom-iTop);
if(withAnchors){
ctx.fillRect(iLeft,iTop,border,border);
ctx.fillRect(iRight-border,iTop,border,border);
ctx.fillRect(iRight-border,iBottom-border,border,border);
ctx.fillRect(iLeft,iBottom-border,border,border);
ctx.fillRect(cx,iTop,border,border);
ctx.fillRect(cx,iBottom-border,border,border);
ctx.fillRect(iLeft,cy,border,border);
ctx.fillRect(iRight-border,cy,border,border);
}
}
}); // end $(function(){});
</script>
</head>
<body>
<h4>Drag image anchors</h4>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
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