问题
I have a kineticjs box with text input and an "onLoad" image (Yoda). I need to implement this "imageLoader" (Fiddle)
I have this from a canvas I put together but cant get it into my new kinetics Fiddle
function loadThisImage(src) {
img = new Image();
img.onload = function () {
draw(img, true, false);
};
img.src = src;
img.view = {
left: 42,
top: 20,
width: 160,
height: 120,
z: 0
};
}
var ctx = canvas.getContext('2d');
function draw(img, withAnchors, withBorders) {
// clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// draw the image
var view = img.view;
ctx.drawImage(img, 0, 0, img.width, img.height, view.left, view.top, view.width, view.height);
// optionally draw the draggable anchors
if (withAnchors) {
drawDragAnchor(view.left, view.top);
drawDragAnchor(view.left + view.width, view.top);
drawDragAnchor(view.left + view.width, view.top + view.height);
drawDragAnchor(view.left, view.top + view.height);
}
Would appreciate if someone could help me put my "upload Image" to my kinetics. thanks in advance :)
回答1:
Just adapting the code from that "imageLoader" fiddle to create a new Kinetic.Image and add it to the layer instead of drawing straight to a canvas context.
//image loader
var imageLoader = document.getElementById('imageLoader');
imageLoader.addEventListener('change', handleImage, false);
function handleImage(e){
var reader = new FileReader();
reader.onload = function(event){
var img = new Image();
img.onload = function(){
layer.add(new Kinetic.Image({
x: 200,
y: 50,
image: img,
width: img.width,
height: img.height,
draggable: true
}));
text.moveToTop();
layer.draw();
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
}
Fiddle: http://jsfiddle.net/pDW34/14/
来源:https://stackoverflow.com/questions/23164428/kinetics-user-upload-an-image