Javascript 在画布中拖动文本时出现问题

Javascript 在画布中拖动文本时出现问题,javascript,canvas,Javascript,Canvas,我目前正在开发一个照片编辑器,我现在可以在图像中添加文本并拖动它,当你拖动文本时,它会准确地显示你移动到的位置 你知道这是什么原因吗?或者有什么办法来修复它?我已经玩了一段时间的代码,现在还不能解决这个问题。先谢谢你!:) HTML: <input id="theText" type="text"> <button id="submit">Draw text on canvas</button><br> <canvas id="canvas"

我目前正在开发一个照片编辑器,我现在可以在图像中添加文本并拖动它,当你拖动文本时,它会准确地显示你移动到的位置

你知道这是什么原因吗?或者有什么办法来修复它?我已经玩了一段时间的代码,现在还不能解决这个问题。先谢谢你!:)

HTML:

<input id="theText" type="text">
<button id="submit">Draw text on canvas</button><br>
<canvas id="canvas" width="300" height="300"></canvas>


<div id="image_div">
<h1> Choose an Image to Upload </h1>
<input type='file' name='img' id='uploadimage' />

</div>

在画布上绘制文本
选择要上载的图像
图像上载脚本:

<script>
//Uploads Image from Input to Cavans :p //
function draw(ev) {
    console.log(ev);
    var ctx = document.getElementById('canvas').getContext('2d'),
        img = new Image(),
        f = document.getElementById("uploadimage").files[0],
        url = window.URL || window.webkitURL,
        src = url.createObjectURL(f);

    img.src = src;
    img.onload = function() {
        ctx.drawImage(img, 0, 0);
        url.revokeObjectURL(src);
    }
}

document.getElementById("uploadimage").addEventListener("change", draw, false)

</script>

//将图像从输入上传到Cavans:p//
功能图(ev){
控制台日志(ev);
var ctx=document.getElementById('canvas').getContext('2d'),
img=新图像(),
f=document.getElementById(“uploadimage”).files[0],
url=window.url | | window.webkitURL,
src=url.createObjectURL(f);
img.src=src;
img.onload=函数(){
ctx.drawImage(img,0,0);
revokeObjectURL(src);
}
}
document.getElementById(“uploadimage”).addEventListener(“更改”,绘图,错误)
使文本可移动的脚本:

<script>

// canvas related variables
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");

// variables used to get mouse position on the canvas
var $canvas = $("#canvas");
var canvasOffset = $canvas.offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var scrollX = $canvas.scrollLeft();
var scrollY = $canvas.scrollTop();

// variables to save last mouse position
// used to see how far the user dragged the mouse
// and then move the text by that distance
var startX;
var startY;

// an array to hold text objects
var texts = [];

// this var will hold the index of the hit-selected text
var selectedText = -1;

// clear the canvas & redraw all texts                                                ====
function draw() {
    ctx.rect(0,0, canvas.width, canvas.height);
    for (var i = 0; i < texts.length; i++) {
        var text = texts[i];
        ctx.fillStyle = "blue";
        ctx.fillText(text.text, text.x, text.y);



    }
}

// test if x,y is inside the bounding box of texts[textIndex]
function textHittest(x, y, textIndex) {
    var text = texts[textIndex];
    return (x >= text.x && x <= text.x + text.width && y >= text.y - text.height && y <= text.y);
}

// handle mousedown events
// iterate through texts[] and see if the user
// mousedown'ed on one of them
// If yes, set the selectedText to the index of that text
function handleMouseDown(e) {
    e.preventDefault();
    startX = parseInt(e.clientX - offsetX);
    startY = parseInt(e.clientY - offsetY);
    // Put your mousedown stuff here
    for (var i = 0; i < texts.length; i++) {
        if (textHittest(startX, startY, i)) {
            selectedText = i;
        }
    }
}

// done dragging
function handleMouseUp(e) {
    e.preventDefault();
    selectedText = -1;
}

// also done dragging
function handleMouseOut(e) {
    e.preventDefault();
    selectedText = -1;
}

// handle mousemove events
// calc how far the mouse has been dragged since
// the last mousemove event and move the selected text
// by that distance
function handleMouseMove(e) {
    if (selectedText < 0) {
        return;
    }
    e.preventDefault();
    mouseX = parseInt(e.clientX - offsetX);
    mouseY = parseInt(e.clientY - offsetY);

    // Put your mousemove stuff here
    var dx = mouseX - startX;
    var dy = mouseY - startY;
    startX = mouseX;
    startY = mouseY;

    var text = texts[selectedText];
    text.x += dx;
    text.y += dy;
    draw();
}

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

$("#submit").click(function () {

    // calc the y coordinate for this text on the canvas
    var y = texts.length * 20 + 20;

    // get the text from the input element
    var text = {
        text: $("#theText").val(),
        x: 20,
        y: y
    };

    // calc the size of this text for hit-testing purposes
    ctx.font = "16px verdana";
    text.width = ctx.measureText(text.text).width;
    text.height = 16;

    // put this new text in the texts array
    texts.push(text);

    // redraw everything
    draw();

});

</script>

//画布相关变量
var canvas=document.getElementById(“canvas”);
var ctx=canvas.getContext(“2d”);
//用于获取画布上鼠标位置的变量
var$canvas=$(“#canvas”);
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var scrollX=$canvas.scrollLeft();
var scrollY=$canvas.scrollTop();
//保存上次鼠标位置的变量
//用于查看用户拖动鼠标的距离
//然后将文本移动该距离
var-startX;
var startY;
//用于保存文本对象的数组
var文本=[];
//此变量将保存所选文本的索引
var selectedText=-1;
//清除画布并重新绘制所有文本====
函数绘图(){
ctx.rect(0,0,canvas.width,canvas.height);
对于(变量i=0;i=text.x&&x=text.y-text.height&&y)
  • 加载图像后保存图像的引用
  • 在鼠标移动过程中,清除画布并再次使用添加图像 在步骤(1)中保存的引用,然后调用
    draw()
    方法 再说一遍
  • 相关代码段

    var drawnImage;
    function drawImage(ev) {
        console.log(ev);
        var ctx = document.getElementById('canvas').getContext('2d'),
            img = new Image(),
            f = document.getElementById("uploadimage").files[0],
            url = window.URL || window.webkitURL,
            src = url.createObjectURL(f);
        img.src = src;
        img.onload = function () {
            drawnImage = img;
            ctx.drawImage(img, 0, 0);
            url.revokeObjectURL(src);
        }
    }
    document.getElementById("uploadimage").addEventListener("change", drawImage, false);
    
    function redraw(){
        ctx.clearRect(0, 0, canvas.width, canvas.height);
        ctx.drawImage(drawnImage,0,0);
        draw();
    }
    
    function handleMouseMove(e) {
        if (selectedText < 0) {
            return;
        }
        e.preventDefault();
        mouseX = parseInt(e.clientX - offsetX);
        mouseY = parseInt(e.clientY - offsetY);
    
        // Put your mousemove stuff here
        var dx = mouseX - startX;
        var dy = mouseY - startY;
        startX = mouseX;
        startY = mouseY;
        var text = texts[selectedText];
        text.x += dx;
        text.y += dy;
        redraw();
    }
    
    var-drawinimage;
    函数图像(ev){
    控制台日志(ev);
    var ctx=document.getElementById('canvas').getContext('2d'),
    img=新图像(),
    f=document.getElementById(“uploadimage”).files[0],
    url=window.url | | window.webkitURL,
    src=url.createObjectURL(f);
    img.src=src;
    img.onload=函数(){
    drawnImage=img;
    ctx.drawImage(img,0,0);
    revokeObjectURL(src);
    }
    }
    document.getElementById(“uploadimage”).addEventListener(“更改”,drawImage,false);
    函数重画(){
    clearRect(0,0,canvas.width,canvas.height);
    ctx.drawImage(drawnImage,0,0);
    draw();
    }
    功能手柄移动(e){
    如果(已选择文本<0){
    返回;
    }
    e、 预防默认值();
    mouseX=parseInt(e.clientX-offsetX);
    mouseY=parseInt(e.clientY-offsetY);
    //把你的mousemove放在这里
    var dx=mouseX-startX;
    var dy=鼠-星;
    startX=mouseX;
    斯塔蒂=老鼠;
    变量文本=文本[selectedText];
    text.x+=dx;
    text.y+=dy;
    重画();
    }
    
    示例小提琴-(图像上传不起作用)

  • 加载图像后保存图像的引用
  • 在鼠标移动过程中,清除画布并再次使用添加图像 在步骤(1)中保存的引用,然后调用
    draw()
    方法 再说一遍
  • 相关代码段

    var drawnImage;
    function drawImage(ev) {
        console.log(ev);
        var ctx = document.getElementById('canvas').getContext('2d'),
            img = new Image(),
            f = document.getElementById("uploadimage").files[0],
            url = window.URL || window.webkitURL,
            src = url.createObjectURL(f);
        img.src = src;
        img.onload = function () {
            drawnImage = img;
            ctx.drawImage(img, 0, 0);
            url.revokeObjectURL(src);
        }
    }
    document.getElementById("uploadimage").addEventListener("change", drawImage, false);
    
    function redraw(){
        ctx.clearRect(0, 0, canvas.width, canvas.height);
        ctx.drawImage(drawnImage,0,0);
        draw();
    }
    
    function handleMouseMove(e) {
        if (selectedText < 0) {
            return;
        }
        e.preventDefault();
        mouseX = parseInt(e.clientX - offsetX);
        mouseY = parseInt(e.clientY - offsetY);
    
        // Put your mousemove stuff here
        var dx = mouseX - startX;
        var dy = mouseY - startY;
        startX = mouseX;
        startY = mouseY;
        var text = texts[selectedText];
        text.x += dx;
        text.y += dy;
        redraw();
    }
    
    var-drawinimage;
    函数图像(ev){
    控制台日志(ev);
    var ctx=document.getElementById('canvas').getContext('2d'),
    img=新图像(),
    f=document.getElementById(“uploadimage”).files[0],
    url=window.url | | window.webkitURL,
    src=url.createObjectURL(f);
    img.src=src;
    img.onload=函数(){
    drawnImage=img;
    ctx.drawImage(img,0,0);
    revokeObjectURL(src);
    }
    }
    document.getElementById(“uploadimage”).addEventListener(“更改”,drawImage,false);
    函数重画(){
    clearRect(0,0,canvas.width,canvas.height);
    ctx.drawImage(drawnImage,0,0);
    draw();
    }
    功能手柄移动(e){
    如果(已选择文本<0){
    返回;
    }
    e、 预防默认值();
    mouseX=parseInt(e.clientX-offsetX);
    mouseY=parseInt(e.clientY-offsetY);
    //把你的mousemove放在这里
    var dx=mouseX-startX;
    var dy=鼠-星;
    startX=mouseX;
    斯塔蒂=老鼠;
    变量文本=文本[selectedText];
    text.x+=dx;
    text.y+=dy;
    重画();
    }
    

    示例小提琴-(图像上传不起作用)

    所以这不太管用,这就是为什么我没有使用ctx.clearRect,而是使用了ctx.rect,因为当你在画布中移动文本时,它会隐藏图像。哦..我没有上传图像就尝试了..让我检查一下是否有其他方法我一直在尝试解决它,但没有任何线索。我已经研究了使文本在ca中可以移动的方法nvas,看看我是否能找到另一种方法来解决这个问题,但运气不好。请检查更新的答案。但是,如果你想在画布中做太多的元素级更改,你最好使用一些库,如fabric.js。它起作用了!谢谢!我会研究fabric.js,所以这不太有效,这就是我没有ctx.clearRec的原因t,取而代之的是ctx.rect,因为当你在画布中移动文本时,它会隐藏图像。哦..我没有上传图像就尝试了..让我检查一下是否有其他方法我一直在尝试解决它,但已经解决了