HTML5 Canvas画图板的例子

作者:袖梨 2022-06-25

功能很简单,原理其实和拖放是类似的,主要是三个事件:
在canvas 上绑定mousedown 事件以标志绘画的开始(调用moveTo 移动画笔)
在document 上绑定mousemove 事件来处理绘画时的行为(调用lineTo 以及stroke 进行绘画)
在document 上绑定mouseup 事件以标志绘画的结束(解绑document 上的两个事件)
实现时需特别注意的一点是调用moveTo 以及lineTo 方法时如何传递正确的坐标值,这个坐标值应该是光标相对于canvas 左上角的偏移量,获取时需要把canvas 相对于当前视口的位置考虑进去,getBoundingClientRect 方法则正好派上了用场(支持HTML5 的浏览器应该都实现了这个方法),最后用event 对象的clientX, clientY 减去getBoundingClientRect 方法返回的left, top 值即可。

实现代码如下:
// <br /> function Draw(arg) {<br /> &nbsp;if (arg.nodeType) {<br /> &nbsp;&nbsp;this.canvas = arg;<br /> &nbsp;} else if (typeof arg == 'string') {<br /> &nbsp;&nbsp;this.canvas = document.getElementById(arg);<br /> &nbsp;} else {<br /> &nbsp;&nbsp;return;<br /> &nbsp;}<br /> &nbsp;this.init();<br /> }<br /> Draw.prototype = {<br /> &nbsp;init: function() {<br /> &nbsp;&nbsp;var that = this;<br /> &nbsp;&nbsp;if (!this.canvas.getContext) {<br /> &nbsp;&nbsp;&nbsp;return;<br /> &nbsp;&nbsp;}<br /> &nbsp;&nbsp;this.context = this.canvas.getContext('2d');<br /> &nbsp;&nbsp;this.canvas.on<a href="/tags.php/select/" target="_blank">select</a>start = function () {<br /> &nbsp;&nbsp;&nbsp;return false;&nbsp; //修复chrome下光标样式的问题<br /> &nbsp;&nbsp;};<br /> &nbsp;&nbsp;this.canvas.onmousedown = function(event) {<br /> &nbsp;&nbsp;&nbsp;that.drawBegin(event);<br /> &nbsp;&nbsp;};<br /> &nbsp;},<br /> &nbsp;drawBegin: function(e) {<br /> &nbsp;&nbsp;var that = this,<br /> &nbsp;&nbsp;&nbsp;stage_info = this.canvas.getBoundingClientRect();<br /> &nbsp;&nbsp;window.getSelection ? window.getSelection().removeAllRanges() :<br /> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;document.selection.empty();&nbsp; //清除文本的选中<br /> &nbsp;&nbsp;this.context.moveTo(<br /> &nbsp;&nbsp;&nbsp;e.clientX - stage_info.left,<br /> &nbsp;&nbsp;&nbsp;e.clientY - stage_info.top<br /> &nbsp;&nbsp;);<br /> &nbsp;&nbsp;document.onmousemove = function(event) {<br /> &nbsp;&nbsp;&nbsp;that.drawing(event);<br /> &nbsp;&nbsp;};<br /> &nbsp;&nbsp;document.onmouseup = this.drawEnd;<br /> &nbsp;},<br /> &nbsp;drawing: function(e) {<br /> &nbsp;&nbsp;var stage_info = this.canvas.getBoundingClientRect();<br /> &nbsp;&nbsp;this.context.lineTo(<br /> &nbsp;&nbsp;&nbsp;e.clientX - stage_info.left,<br /> &nbsp;&nbsp;&nbsp;e.clientY - stage_info.top<br /> &nbsp;&nbsp;);<br /> &nbsp;&nbsp;this.context.stroke();<br /> &nbsp;},<br /> &nbsp;drawEnd: function() {<br /> &nbsp;&nbsp;document.onmousemove = document.onmouseup = null;<br /> &nbsp;}<br /> };<br /> var draw = new Draw('draw_stage');<br /> //

就这样一个简单的鼠绘功能就完成了,不足之处也有,比如不能够画点。。。 我个人觉得用canvas 来做画图还是比较弱的,复杂一些的功能就不太好实现了,不过大家也可以尝试下哦,比如要添加个保存图片的方法,定义Draw.prototype.save = function() {...},其中可调用toDataURL 方法实现。

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