Javascript 如何使图像图案可拖动?

Javascript 如何使图像图案可拖动?,javascript,html,canvas,Javascript,Html,Canvas,将图像拖到画布元素(或另一个div)上时,将调用此函数。如果元素是canvas元素,它将使用pattern创建填充,否则它将附加图像。当它附加图像时,我可以调用jquery的draggable函数。我希望使用canvas元素实现相同的功能。我该怎么做呢 以下是相关代码: function photos_create_preview_image(element) { console.log(element.id); if(element.id.indexOf("canvas") != -1

将图像拖到画布元素(或另一个div)上时,将调用此函数。如果元素是canvas元素,它将使用pattern创建填充,否则它将附加图像。当它附加图像时,我可以调用jquery的draggable函数。我希望使用canvas元素实现相同的功能。我该怎么做呢

以下是相关代码:

function photos_create_preview_image(element)
{
  console.log(element.id);
  if(element.id.indexOf("canvas") != -1)
  {
    console.log("canvas element");
    var canvas = document.getElementById(element.id); 
    ctx = canvas.getContext("2d");

    new_img = new Image();
    new_img.onload = function() {
      this.width /= 3; //TODO: Figure out what this should be, right now it is just a "magic number"
      this.height /= 3;

      var pattern = ctx.createPattern(new_img, "no-repeat");
      ctx.fillStyle = pattern;
      ctx.fill();
      //TODO: Make image draggable
    };

    new_img.src = SITE_URL + "/system/photo/cf_preview/" + selected_fid;
  }
  else
  {

    new_img = new Image();
    new_img.onload = function() {
      this.width /= 3; //TODO: Figure out what this should be, right now it is just a "magic number"
      this.height /= 3;

      element.appendChild(new_img);
      $(new_img).draggable({ containment: "parent" });
    };

    new_img.src = SITE_URL + "/system/photo/cf_preview/" + selected_fid;
  }
  console.log("new image: " + new_img.src);
}
以下是MarkE解决方案的新代码:

function photos_create_preview_image(element)
{
  console.log(element.id);
  if(element.id.indexOf("canvas") != -1)
  {
    console.log("canvas element");
    var canvas = document.getElementById(element.id); 
    var ctx = canvas.getContext("2d");

    var canvasOffset = $("#" + element.id).offset();
    var offsetX = canvasOffset.left;
    var offsetY = canvasOffset.top;
    var isDown = false;
    var startX;
    var startY;
    var imgX = 0;
    var imgY = 0;
    var imgWidth, imgHeight;
    var mouseX, mouseY;


    var new_img = new Image();
    new_img.onload = function() {
      //this.width /= 3; //TODO: Figure out what this should be, right now it is just a "magic number"
    // this.height /= 3;

      /*var pattern = ctx.createPattern(new_img, "no-repeat");
      ctx.fillStyle = pattern;
      ctx.fill();*/
      imgWidth = new_img.width;
      imgHeight = new_img.height;
      ctx.drawImage(new_img, imgX, imgY);
      //TODO: Make image draggable


    };

    new_img.src = SITE_URL + "/system/photo/cf_preview/" + selected_fid;

    function handleMouseDown(e) {
        e.preventDefault();
        //startX = parseInt(e.clientX - offsetX);
        //startY = parseInt(e.clientY - offsetY);
        startX = parseInt(e.pageX - window.scrollX);
        startY = parseInt(e.pageY - window.scrollY);

        // 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(new_img, imgX, imgY);
    }

    $("#" + element.id).mousedown(function (e) {
        handleMouseDown(e);
    });
    $("#" + element.id).mousemove(function (e) {
        handleMouseMove(e);
    });
    $("#" + element.id).mouseup(function (e) {
        handleMouseUp(e);
    });
    $("#" + element.id).mouseout(function (e) {
        handleMouseOut(e);
    });
  }
  else
  {

    new_img = new Image();
    new_img.onload = function() {
      this.width /= 3; //TODO: Figure out what this should be, right now it is just a "magic number"
      this.height /= 3;

      element.appendChild(new_img);
      $(new_img).draggable({ containment: "parent" });
    };

    new_img.src = SITE_URL + "/system/photo/cf_preview/" + selected_fid;
  }
  console.log("new image: " + new_img.src);
}
功能照片\u创建\u预览\u图像(元素)
{
console.log(element.id);
if(element.id.indexOf(“canvas”)!=-1)
{
log(“canvas元素”);
var canvas=document.getElementById(element.id);
var ctx=canvas.getContext(“2d”);
var canvasOffset=$(“#”+element.id).offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var isDown=假;
var-startX;
var startY;
var-imgX=0;
var-imgY=0;
var imgWidth,imgHeight;
var mouseX,mouseY;
var new_img=新图像();
new_img.onload=函数(){
//this.width/=3;//TODO:弄清楚这应该是什么,现在它只是一个“幻数”
//这个高度/=3;
/*var pattern=ctx.createPattern(新的“无重复”);
ctx.fillStyle=图案;
ctx.fill()*/
imgWidth=新的img.width;
imgHeight=新高度;
ctx.drawImage(新的img、imgX、imgY);
//TODO:使图像可拖动
};
new_img.src=SITE_URL+“/system/photo/cf_preview/”+selected_fid;
功能手柄向下(e){
e、 预防默认值();
//startX=parseInt(e.clientX-offsetX);
//startY=parseInt(e.clientY-offsetY);
startX=parseInt(e.pageX-window.scrollX);
startY=parseInt(e.pageY-window.scrollY);
//把你的鼠标下的东西放在这里
如果(startX>=imgX&&startX=imgY&&startY,您可以通过监听鼠标事件来拖动图像(或填充图案)

演示:

鼠标向下移动:

  • 获取鼠标位置
  • 检查鼠标是否在图像中
  • 如果在内部,则设置isDown标志以指示拖动已开始
在鼠标移动中:

  • 获取鼠标位置
  • 计算自上次鼠标移动以来鼠标已拖动的距离
  • 按拖动的量更改图像位置
  • 在新位置重新绘制图像
在鼠标上或鼠标下:

  • 清除isDown标志以指示拖动结束
下面是示例代码:

<!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 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="house32x32.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>

正文{背景色:象牙;}
#画布{边框:1px纯红;}
$(函数(){
var canvas=document.getElementById(“canvas”);
var ctx=canvas.getContext(“2d”);
var canvasOffset=$(“#画布”).offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var isDown=假;
var-startX;
var startY;
var imgX=50;
var-imgY=50;
var imgWidth,imgHeight;
var img=new Image();img.onload=start;img.src=“house32x32.png”;
函数start(){
imgWidth=img.宽度;
img高度=img高度;
ctx.drawImage(img、imgX、imgY);
}
功能手柄向下(e){
e、 预防默认值();
startX=parseInt(e.clientX-offsetX);
startY=parseInt(e.clientY-offsetY);
//把你的鼠标下的东西放在这里

如果(startX>=imgX&&startX=imgY&&starty图像的宽度/高度是只读的。在绘制图案之前,您需要将图像绘制到画布上,或者使用scale来缩放上下文。当我实现您的代码时,它在Firefox中适用,但在Chrome中不适用,知道为什么吗?在Chrome中,事件处理程序正在启动,但imag正在启动e不会移动。另外,我需要它是一个模式,而不是drawImage,因为我用它填充的路径来绘制字母。在Chrome中,当我在handleMouseDown中输出startY时,它会给我一个负数,而在Firefox中,它不会。通过在中使用答案,我能够让它工作。我使用了第二个解决方案h,而不是clearRect和drawImageere:var pattern=ctx.createPattern(new_img,“no repeat”);ctx.save();ctx.translate(imgX,imgY);ctx.fillStyle=pattern;ctx.fill();ctx.restore();感谢您的帮助