Make image drawn on canvas draggable with JavaScript

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醉梦人生
醉梦人生 2020-12-13 04:29

I was able to successfully draw an image on an HTML canvas. But I need to be able to drag the image about on the canvas.

I know this function can be implemented easi

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  • 2020-12-13 05:14

    To do dragging you handle 3 mouse events:

    1. mousedown -- set a flag indicating that the drag has begun.

    2. mouseup -- clear that drag flag because the drag is over

    3. mousemove -- if the drag flag is set, clear the canvas and draw the image at the mouse position

    Here is some code:

    <!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 img = new Image();
        img.onload = function(){
            ctx.drawImage(img, 0,0);
        };
        img.src = "http://images.christmastimeclipart.com/images/2/1271716593176_1788/img_1271716593176_17881.jpg";
    
        var canvas=document.getElementById("canvas");
        var ctx=canvas.getContext("2d");
        var canvasOffset=$("#canvas").offset();
        var offsetX=canvasOffset.left;
        var offsetY=canvasOffset.top;
        var canvasWidth=canvas.width;
        var canvasHeight=canvas.height;
        var isDragging=false;
    
        function handleMouseDown(e){
          canMouseX=parseInt(e.clientX-offsetX);
          canMouseY=parseInt(e.clientY-offsetY);
          // set the drag flag
          isDragging=true;
        }
    
        function handleMouseUp(e){
          canMouseX=parseInt(e.clientX-offsetX);
          canMouseY=parseInt(e.clientY-offsetY);
          // clear the drag flag
          isDragging=false;
        }
    
        function handleMouseOut(e){
          canMouseX=parseInt(e.clientX-offsetX);
          canMouseY=parseInt(e.clientY-offsetY);
          // user has left the canvas, so clear the drag flag
          //isDragging=false;
        }
    
        function handleMouseMove(e){
          canMouseX=parseInt(e.clientX-offsetX);
          canMouseY=parseInt(e.clientY-offsetY);
          // if the drag flag is set, clear the canvas and draw the image
          if(isDragging){
              ctx.clearRect(0,0,canvasWidth,canvasHeight);
              ctx.drawImage(img,canMouseX-128/2,canMouseY-120/2,128,120);
          }
        }
    
        $("#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=400 height=300></canvas>
    </body>
    </html>
    
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  • 2020-12-13 05:14

    markE's answer got me most of the way there, but I had some problems with it recognizing the location my mouse was in. I'm attaching my code although since I work with OO JS it'll be differently structured:

        hitImage: function() {
          return (this.startX > this.imageX && this.startX < this.imageX + this.imageWidth && this.startY > this.imageY && this.startY < this.imageY + this.imageHeight);
        },
    
        handleMouseDown: function(e){
          this.startX = parseInt(e.clientX - this.offsetX);
          this.startY = parseInt(e.clientY - this.offsetY);
          // set the drag flag
          this.isDragging= this.hitImage;
        },
    
        handleMouseUp: function(e,img){
          this.startX=parseInt(e.clientX-this.offsetX);
          this.startY=parseInt(e.clientY-this.offsetY);
          // clear the drag flag
          this.isDragging=false;
          this.drawImage(e,img);
        },
    
        handleMouseOut: function(e,img){
          this.handleMouseUp(e,img);
        },
    
        handleMouseMove: function(e,img){
          // only compute new positions if in drag
          if(this.isDragging){
    
            this.canMouseX=parseInt(e.clientX - this.offsetX);
            this.canMouseY=parseInt(e.clientY - this.offsetY);
          // move the image by the amount of the latest drag
            var dx = this.canMouseX - this.startX;
            var dy = this.canMouseY - this.startY;
    
            this.imageX += dx;
            this.imageY += dy;
            // Negative image locations break the pattern in this.fillPattern
            this.imageY = Math.max(0, this.imageY);
            this.imageX = Math.max(0, this.imageX);
    
            // reset the startXY for next time
            this.startX = this.canMouseX;
            this.startY = this.canMouseY;
    
            this.drawImage(e,img);
          }
    
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