如何使 html 画布“滚动”?无限期地?
我有一个画布元素,加载时会自动填充客户端的整个浏览器窗口。您可以在上面用鼠标绘图,就像任何“制作画板”教程的结果一样。然而,我想做的是,如果您将鼠标移动到画布的任何一端(或者选择某个“移动”工具,您可以将画布拖动到您想要的任何方向),它卷轴。特别是,我希望理论上可以永远滚动,所以我不能真正预先生成,我必须动态生成“更多画布”。有人知道如何做到这一点吗?
如果有帮助的话,这是现在的客户端 JavaScript:(html 只是一个画布标签)
$(document).ready(function() {
init();
});
function init() {
var canvas = document.getElementById('canvas')
, ctx = canvas.getContext('2d')
, width = window.innerWidth
, height = window.innerHeight;
// Sets the canvas size to be the same as the browser size
canvas.width = width;
canvas.height = height;
// Binds mouse and touch events to functions
$(canvas).bind({
'mousedown': startDraw,
'mousemove': draw,
'mouseup': stopDraw,
});
};
// Triggered on mousedown, sets draw to true and updates X, Y values.
function startDraw(e) {
this.draw = true;
this.X = e.pageX;
this.Y = e.pageY;
};
// Triggered on mousemove, strokes a line between this.X/Y and e.pageX/Y
function draw(e) {
if(this.draw) {
with(ctx) {
beginPath();
lineWidth = 4;
lineCap = 'round';
moveTo(this.X, this.Y);
lineTo(e.pageX, e.pageY);
stroke();
}
this.X = e.pageX;
this.Y = e.pageY;
}
};
// Triggered on mouseup, sets draw to false
function stopDraw() {
this.draw = false;
};
I have a canvas element that automatically fills the entire browser window of the client when loaded. On it you can draw with the mouse, like in the result of any "make a drawing board"-tutorial out there. What I want to do however is to make it so that if you move the mouse to any extreme of the canvas (or maybe select a certain "move"-tool, you can drag the canvas in any direction you'd like), it scrolls. In particular, I want it to be possible to in theory scroll forever, so I can't really pre-generate, I have to generate "more canvas" on the fly. Does any one have any idea on how to do this?
If it helps, this is the client-side javascript right now: (the html is just a canvas-tag)
$(document).ready(function() {
init();
});
function init() {
var canvas = document.getElementById('canvas')
, ctx = canvas.getContext('2d')
, width = window.innerWidth
, height = window.innerHeight;
// Sets the canvas size to be the same as the browser size
canvas.width = width;
canvas.height = height;
// Binds mouse and touch events to functions
$(canvas).bind({
'mousedown': startDraw,
'mousemove': draw,
'mouseup': stopDraw,
});
};
// Triggered on mousedown, sets draw to true and updates X, Y values.
function startDraw(e) {
this.draw = true;
this.X = e.pageX;
this.Y = e.pageY;
};
// Triggered on mousemove, strokes a line between this.X/Y and e.pageX/Y
function draw(e) {
if(this.draw) {
with(ctx) {
beginPath();
lineWidth = 4;
lineCap = 'round';
moveTo(this.X, this.Y);
lineTo(e.pageX, e.pageY);
stroke();
}
this.X = e.pageX;
this.Y = e.pageY;
}
};
// Triggered on mouseup, sets draw to false
function stopDraw() {
this.draw = false;
};
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canvas 元素使用计算机的真实内存,因此不存在永远滚动的无限画布。但是,您可以使用虚拟画布来模拟此行为。只需将draw()捕获的xy坐标记录到一个数组中,并在鼠标触摸边框时计算虚拟画布的新中心。然后过滤出适合中心+-屏幕尺寸的xy坐标并绘制它们。
然而,记录 xy 坐标的数组不能无限增长,并且过滤器代码将随着数组的大小而变慢。 10000积分够吗?
更优化的代码会将鼠标坐标转换为样条曲线,并仅保存重绘鼠标(平滑)路径所需的点。
The canvas element uses real memory of your computer, so there is no infinite canvas which scrolls forever. But, you may simulate this behavior using a virtual canvas. Just record the xy coords captured by draw() into an array and calculate a new center of the virtual canvas if the mouse touches the border. Then filter out the xy coords which fit into center +- screen size and draw them.
However, the array recording the xy coords can not grow infinitely and the filter code will get slower over the size of the array. Are 10,000 points enough?
More optimized code will turn the mouse coords into splines and saves only points needed to redraw the (smoothed) path of the mouse.