Drag and Drop Multiple Objects in HTML5 Canvas

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隐瞒了意图╮
隐瞒了意图╮ 2021-01-01 05:13

I\'m trying to implement an application in which the user can drag and drop multiple objects inside a given area..I\'m using html5 canvas tag to implement this..When there i

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  • 2021-01-01 05:58

    When moving 1 (or more) shapes, the procedure is:

    Create objects that define each shape:

    // an array of objects that define different rectangles
    var rects=[];
    rects.push({x:75-15,y:50-15,width:30,height:30,fill:"#444444",isDragging:false});
    rects.push({x:75-25,y:50-25,width:30,height:30,fill:"#ff550d",isDragging:false});
    rects.push({x:75-35,y:50-35,width:30,height:30,fill:"#800080",isDragging:false});
    rects.push({x:75-45,y:50-45,width:30,height:30,fill:"#0c64e8",isDragging:false});
    

    In mousedown:

    • get the current mouse position
    • set the isDragging flag on any shape that is under the mouse
    • save the current mouse position

    In mousemove:

    • get the current mouse position
    • calculate how far the mouse has moved ( distance = newMousePosition-oldMousePosition )
    • add the distance to the position of any shape that isDragging
    • save the current mouse position
    • redraw the scene with shapes in their new positions

    In mouseup:

    • clear all isDragging flags

    Here's annotated code and a Demo: http://jsfiddle.net/m1erickson/qm9Eb/

    <!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>
    window.onload=function(){
    
        // get canvas related references
        var canvas=document.getElementById("canvas");
        var ctx=canvas.getContext("2d");
        var BB=canvas.getBoundingClientRect();
        var offsetX=BB.left;
        var offsetY=BB.top;
        var WIDTH = canvas.width;
        var HEIGHT = canvas.height;
    
        // drag related variables
        var dragok = false;
        var startX;
        var startY;
    
        // an array of objects that define different rectangles
        var rects=[];
        rects.push({x:75-15,y:50-15,width:30,height:30,fill:"#444444",isDragging:false});
        rects.push({x:75-25,y:50-25,width:30,height:30,fill:"#ff550d",isDragging:false});
        rects.push({x:75-35,y:50-35,width:30,height:30,fill:"#800080",isDragging:false});
        rects.push({x:75-45,y:50-45,width:30,height:30,fill:"#0c64e8",isDragging:false});
    
        // listen for mouse events
        canvas.onmousedown = myDown;
        canvas.onmouseup = myUp;
        canvas.onmousemove = myMove;
    
        // call to draw the scene
        draw();
    
        // draw a single rect
        function rect(x,y,w,h) {
         ctx.beginPath();
         ctx.rect(x,y,w,h);
         ctx.closePath();
         ctx.fill();
        }
    
        // clear the canvas
        function clear() {
         ctx.clearRect(0, 0, WIDTH, HEIGHT);
        }
    
        // redraw the scene
        function draw() {
            clear();
            ctx.fillStyle = "#FAF7F8";
            rect(0,0,WIDTH,HEIGHT);
            // redraw each rect in the rects[] array
            for(var i=0;i<rects.length;i++){
                var r=rects[i];
                ctx.fillStyle=r.fill;
                rect(r.x,r.y,r.width,r.height);
            }
        }
    
    
        // handle mousedown events
        function myDown(e){
    
            // tell the browser we're handling this mouse event
            e.preventDefault();
            e.stopPropagation();
    
            // get the current mouse position
            var mx=parseInt(e.clientX-offsetX);
            var my=parseInt(e.clientY-offsetY);
    
            // test each rect to see if mouse is inside
            dragok=false;
            for(var i=0;i<rects.length;i++){
                var r=rects[i];
                if(mx>r.x && mx<r.x+r.width && my>r.y && my<r.y+r.height){
                    // if yes, set that rects isDragging=true
                    dragok=true;
                    r.isDragging=true;
                }
            }
            // save the current mouse position
            startX=mx;
            startY=my;
        }
    
    
        // handle mouseup events
        function myUp(e){
            // tell the browser we're handling this mouse event
            e.preventDefault();
            e.stopPropagation();
    
            // clear all the dragging flags
            dragok = false;
            for(var i=0;i<rects.length;i++){
                rects[i].isDragging=false;
            }
        }
    
    
        // handle mouse moves
        function myMove(e){
            // if we're dragging anything...
            if (dragok){
    
              // tell the browser we're handling this mouse event
              e.preventDefault();
              e.stopPropagation();
    
              // get the current mouse position
              var mx=parseInt(e.clientX-offsetX);
              var my=parseInt(e.clientY-offsetY);
    
              // calculate the distance the mouse has moved
              // since the last mousemove
              var dx=mx-startX;
              var dy=my-startY;
    
              // move each rect that isDragging 
              // by the distance the mouse has moved
              // since the last mousemove
              for(var i=0;i<rects.length;i++){
                  var r=rects[i];
                  if(r.isDragging){
                      r.x+=dx;
                      r.y+=dy;
                  }
              }
    
              // redraw the scene with the new rect positions
              draw();
    
              // reset the starting mouse position for the next mousemove
              startX=mx;
              startY=my;
    
            }
        }
    
    }; // end $(function(){});
    </script>
    </head>
    <body>
        <canvas id="canvas" width=300 height=300></canvas>
    </body>
    </html>
    
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