Crop image via finger(touch) in Ionic App

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夕颜 2021-02-20 03:40

I am Working on ionic based Application.My ionic app version is 1.2.4. I want to Crop Functionality in my application. I want to crop image Via Touch with irregular Shape. So an

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  • 2021-02-20 04:00

    You need

    import { CropPlugin } from 'ionic-native';

    You can look at https://github.com/alexk111/ngImgCrop and https://github.com/jeduan/cordova-plugin-crop

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  • 2021-02-20 04:04

    Basically I'm not ionic developer but After googling I found some code that might be helpful for you.

    setTimeout(example,0); // ensures that the run us after parsing
    function example(){
      const ctx = canvas.getContext("2d");
      var w = canvas.width;
      var h = canvas.height;
      var cw = w / 2;  // center 
      var ch = h / 2;
    
      var selectLayer = CImageCtx(w,h); // creates a canvas 
      var selectedContent = CImageCtx(w,h); // the selected content
      document.body.appendChild(selectedContent);
      var image = new Image;  // the image
      image.src ="https://upload.wikimedia.org/wikipedia/commons/thumb/e/e9/Official_portrait_of_Barack_Obama.jpg/220px-Official_portrait_of_Barack_Obama.jpg";
      // updates the masked result
      function updateSelected(){
        var ctx = selectedContent.ctx;
        ctx.drawImage(image,0,0);
        ctx.globalCompositeOperation = "destination-in";
        ctx.drawImage(selectLayer,0,0);
        ctx.globalCompositeOperation = "source-over";
      }
      function update(){
          // if mouse down then 
          if(mouse.but){
            // clear the mask if on the right image
            if(mouse.oldBut === false && mouse.x > 256){
               selectLayer.ctx.clearRect(0,0,w,h);
               mouse.but = false;
            }else{
               // draw the red 
               selectLayer.ctx.fillStyle = "red";
               fillCircle(mouse.x, mouse.y, 10, selectLayer.ctx);
            }
            // update the masked result
            updateSelected();
          }
    
          // clear the canvas
          ctx.clearRect(0,0,w,h);
          // draw the image
          ctx.drawImage(image,0,0);
          // then draw the marking layer over it with comp overlay
          ctx.globalCompositeOperation = "overlay";
          ctx.drawImage(selectLayer,0,0);
          ctx.globalCompositeOperation = "source-over";
    
          mouse.oldBut = mouse.but;
          requestAnimationFrame(update);
      }
      requestAnimationFrame(update);
    }
    
    const mouse  = {
      x : 0, y : 0, but : false,
      events(e){
        const m = mouse;
        const bounds = canvas.getBoundingClientRect();
        m.x = e.pageX - bounds.left - scrollX;
        m.y = e.pageY - bounds.top - scrollY;
        m.but = e.type === "pointerdown" ? true : e.type === "pointerup" ? false : m.but;
      }
    };
    
    document.addEventListener('pointerdown', mouse.events);
    document.addEventListener('pointerup', mouse.events);
    document.addEventListener('pointermove', mouse.events);
    
    const CImage = (w = 128, h = w) => (c = document.createElement("canvas"),c.width = w,c.height = h, c);
    const CImageCtx = (w = 128, h = w) => (c = CImage(w,h), c.ctx = c.getContext("2d"), c);
    const fillCircle = (l,y=ctx,r=ctx,c=ctx) =>{if(l.p1){c=y; r=leng(l);y=l.p1.y;l=l.p1.x }else if(l.x){c=r;r=y;y=l.y;l=l.x}c.beginPath(); c.arc(l,y,r,0,Math.PI*2); c.fill()}
    Draw on image and the selected parts are shown on the right<br>
    Click right image to reset selection<br>
    <canvas id="canvas" width=256 height=256></canvas>

    Check to run code snippet.

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  • 2021-02-20 04:15

    Pointer event is not working in mobile device, so this is the code with some modification with complete working in Ionic application Or any cross platform application.

     setTimeout(example,0); // ensures that the run us after parsing
       function example(){
       const ctx = canvas.getContext("2d");
       var w = canvas.width;
       var h = canvas.height;
       var cw = w / 2;  // center
       var ch = h / 2;
    
       var selectLayer = CImageCtx(w,h); // creates a canvas
       var selectedContent = CImageCtx(w,h); // the selected content
       document.getElementById("exampleEle").appendChild(selectedContent);
       var image = new Image;  // the image
       //image.src = "img/temp.png";
       image.src ="https://upload.wikimedia.org/wikipedia/commons/thumb/e/e9/Official_portrait_of_Barack_Obama.jpg/220px-Official_portrait_of_Barack_Obama.jpg";
       // updates the masked result
       function updateSelected(){
         var ctx = selectedContent.ctx;
         ctx.drawImage(image,0,0);
         ctx.globalCompositeOperation = "destination-in";
         ctx.drawImage(selectLayer,0,0);
         ctx.globalCompositeOperation = "source-over";
       }
       function update(){
           // if mouse down then
           if(touch.but){
             // clear the mask if on the right image
             if(touch.oldBut === false && touch.x > 256){
                selectLayer.ctx.clearRect(0,0,w,h);
                touch.but = false;
             }else{
                // draw the red
                selectLayer.ctx.fillStyle = "red";
                fillCircle(touch.x, touch.y, 20, selectLayer.ctx);
             }
             // update the masked result
             updateSelected();
           }
           // clear the canvas
           ctx.clearRect(0,0,w,h);
           // draw the image
           ctx.drawImage(image,0,0);
           // then draw the marking layer over it with comp overlay
           ctx.globalCompositeOperation = "overlay";
           ctx.drawImage(selectLayer,0,0);
           ctx.globalCompositeOperation = "source-over";
    
           touch.oldBut = touch.but;
           requestAnimationFrame(update);
       }
       requestAnimationFrame(update);
     }
     //#############################################################################
     // helper functions not part of the answer
     //#############################################################################
     const touch  = {
       x : 0, y : 0, but : false,
       events(e){
         console.log("e.type",e);
         const m = touch;
         const bounds = canvas.getBoundingClientRect();
         var rect = e.target.getBoundingClientRect();
         if(e.targetTouches) {
           X   =   parseInt(e.targetTouches[0].pageX - rect.left);
           Y   =   parseInt(e.targetTouches[0].pageY - rect.top);
         }
         m.x = X;
         m.y = Y;
         m.but = e.type === "touchstart" ? true : e.type === "touchend" ? false : m.but;
       }
     };
     (["start","end","move"]).forEach(name => document.addEventListener("touch" + name,touch.events));
     const CImage = (w = 128, h = w) => (c = document.createElement("canvas"),c.width = w,c.height = h, c);
     const CImageCtx = (w = 128, h = w) => (c = CImage(w,h), c.ctx = c.getContext("2d"), c);
     const fillCircle = (l,y=ctx,r=ctx,c=ctx) =>{if(l.p1){c=y; r=leng(l);y=l.p1.y;l=l.p1.x }else if(l.x){c=r;r=y;y=l.y;l=l.x}c.beginPath(); c.arc(l,y,r,0,Math.PI*2); c.fill()}
    

    And For View You have to add this 3 lines of html.

      <div id="exampleEle">
    
      <canvas id="canvas" width=256 height=256></canvas>
      </div>
    
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