寫在最前:
前兩天老大跟我說老虎官網(wǎng)上那個(gè)自定義頭像的功能是flash實(shí)現(xiàn)的,沒有安裝過的還得手動(dòng)去“允許”falsh的運(yùn)行。所以讓我用canvas實(shí)現(xiàn)一個(gè)一樣的功能,嘿嘿,剛好最近也在研究canvas,所以欣然答應(yīng)(其實(shí),你沒研究過難道就不答應(yīng)么,哈哈哈哈哈~)
成果展示:
Git地址:https://github.com/ry928330/portraitDIY
功能說明:
- 拖拽左側(cè)小方框,或者是鼠標(biāo)放在小方框右下角,點(diǎn)擊拉伸方框,方框覆蓋部分的圖片被自動(dòng)截取下來,然后再在右側(cè)的多個(gè)容器里面重繪。
- 輸入寬高,自定義你需要訂制的頭像大小,目前只支持寬高相同的頭像圖片。
實(shí)現(xiàn)細(xì)節(jié):
因?yàn)槟阋獙?duì)圖片所在的區(qū)域進(jìn)行截圖,所以你得制作一張canvas,蓋在圖片所在的區(qū)域。這里,我們給出了一個(gè)函數(shù),根據(jù)傳入的DOM里面元素的類名創(chuàng)建相同位置的canvas,蓋在原來的DOM元素上面:
function createCanvasByClassName(tag) {
var canvasInitialWidth = $('.' + tag).width();
var canvasInitialHeight = $('.' + tag).height();
var left = $('.' + tag).offset().left - $('.' + tag).parent('.portraitContainer').offset().left + 1;
var top = $('.' + tag).offset().top - $('.' + tag).parent('.portraitContainer').offset().top + 1;
//var left = $('.' + tag).offset().left + 1;
//var top = $('.' + tag).offset().top + 1;
clearCanvasObj.left = $('.' + tag).offset().left + 1;
clearCanvasObj.top = $('.' + tag).offset().top + 1;
// clearCanvasObj.left = left;
// clearCanvasObj.top = top;
var canvasElement = $('<canvas></canvas>');
var randomNum = Math.floor(getRandom(0, 10000));
clearCanvasObj.canvasId = randomNum;
canvasElement.attr({
id: 'canvas',
width: canvasInitialWidth,
height: canvasInitialHeight
});
canvasElement.css({
position: 'absolute',
top: top,
left: left
});
//$('body').append(canvasElement);
var appendEle = $('.portraitContainer').append(canvasElement);
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
//ctx.fillStyle = "rgba(211,211,216,0.5)";
ctx.clearRect(0, 0, canvasInitialWidth, canvasInitialHeight);
ctx.fillStyle = "rgba(0,0,0, 0.4)";
ctx.fillRect(0, 0, canvasInitialWidth, canvasInitialHeight);
return canvas;
}
有了這張canvas你就可以在你圖片所在區(qū)域肆意的操作了。首先,降整個(gè)區(qū)域畫上一個(gè)淺黑色的陰影,然后再擦除初始小方框區(qū)域里面的顏色。然后給整個(gè)頁面添加mousedown,mousemove,mouseup事件,他們所做的功能就跟你在頁面中實(shí)現(xiàn)一個(gè)拖拽的功能類似,這里重點(diǎn)說下mousemove里面做的操作,代碼如下:
function mousemoveFunc(event) {
/* Act on the event */
var nowMouseX = event.clientX - clearCanvasObj.left;
var nowMouseY = event.clientY - clearCanvasObj.top;
if (nowMouseX >= clearCanvasObj.xStart && nowMouseX <= clearCanvasObj.xStart + clearCanvasObj.width && nowMouseY >= clearCanvasObj.yStart && nowMouseY <= clearCanvasObj.yStart + clearCanvasObj.height) {
clearCanvasObj.isCanvasArea = true;
//clearCanvasObj.isRightCorner = false;
imgContainerCanvas.style.cursor = 'move';
} else if ((nowMouseX >= clearCanvasObj.xStart + clearCanvasObj.width - 10) && (nowMouseX <= clearCanvasObj.xStart+ clearCanvasObj.width + 10)
&& (nowMouseY >= clearCanvasObj.yStart + clearCanvasObj.height - 10) && (nowMouseY <= clearCanvasObj.yStart + clearCanvasObj.height + 10)) {
clearCanvasObj.isCanvasArea = true;
//clearCanvasObj.beginDraw = false;
imgContainerCanvas.style.cursor = 'se-resize';
}
else {
clearCanvasObj.isCanvasArea = false;
//clearCanvasObj.isRightCorner = false;
imgContainerCanvas.style.cursor = 'default';
}
var outerDomWidth = $(".imgContainer").width();
var outerDomHeight = $(".imgContainer").height();
var xDistance = event.clientX - clearCanvasObj.mouseX;
var yDistance = event.clientY - clearCanvasObj.mouseY;
//var outerCTX = canvas.getContext('2d');
//移動(dòng)小方框
if (clearCanvasObj.beginDraw && clearCanvasObj.isCanvasArea && !clearCanvasObj.isRightCorner) {
ry_CTX.fillStyle = clearCanvasObj.color;
// console.log('1', clearCanvasObj.xStart, clearCanvasObj.yStart)
ry_CTX.fillRect(clearCanvasObj.xStart, clearCanvasObj.yStart, clearCanvasObj.width, clearCanvasObj.height);
//outerCTX.fillRect(0, 0, canvas.width, canvas.height);
clearCanvasObj.xStart += xDistance;
clearCanvasObj.yStart += yDistance;
//判斷方框是否達(dá)到邊界
if (clearCanvasObj.xStart <= 0) {
clearCanvasObj.xStart = 0;
}
if (clearCanvasObj.yStart <= 0) {
clearCanvasObj.yStart = 0;
}
if ((clearCanvasObj.xStart + clearCanvasObj.width) >= outerDomWidth) {
clearCanvasObj.xStart = outerDomWidth - clearCanvasObj.width;
}
if ((clearCanvasObj.yStart + clearCanvasObj.height) >= outerDomHeight) {
clearCanvasObj.yStart = outerDomHeight - clearCanvasObj.height;
}
// console.log('2', clearCanvasObj.xStart, clearCanvasObj.yStart)
ry_CTX.clearRect(clearCanvasObj.xStart, clearCanvasObj.yStart, clearCanvasObj.width, clearCanvasObj.height);
produceSmallPic(clearCanvasObj.xStart+clearCanvasObj.left, clearCanvasObj.yStart+clearCanvasObj.top, clearCanvasObj.width, clearCanvasObj.height, imageURL)
clearCanvasObj.mouseX = event.clientX;
clearCanvasObj.mouseY = event.clientY;
}
//拖拽小方框
if (clearCanvasObj.isRightCorner) {
ry_CTX.fillStyle = clearCanvasObj.color;
ry_CTX.fillRect(clearCanvasObj.xStart, clearCanvasObj.yStart, clearCanvasObj.width, clearCanvasObj.height);
var realDistance = Math.min(xDistance, yDistance)
clearCanvasObj.width += realDistance;
clearCanvasObj.height += realDistance;
//拖動(dòng)時(shí)邊界條件的判斷
if (clearCanvasObj.xStart + clearCanvasObj.width >= outerDomWidth) {
clearCanvasObj.width = outerDomWidth - clearCanvasObj.xStart;
clearCanvasObj.height = outerDomWidth - clearCanvasObj.xStart;
}
if (clearCanvasObj.yStart + clearCanvasObj.height >= outerDomHeight) {
clearCanvasObj.width = outerDomHeight - clearCanvasObj.yStart;
clearCanvasObj.height = outerDomHeight - clearCanvasObj.yStart;
}
if (clearCanvasObj.width <= 10) {
clearCanvasObj.width = 10;
}
if (clearCanvasObj.height <= 10) {
clearCanvasObj.height = 10;
}
ry_CTX.clearRect(clearCanvasObj.xStart, clearCanvasObj.yStart, clearCanvasObj.width, clearCanvasObj.height);
produceSmallPic(clearCanvasObj.xStart+clearCanvasObj.left, clearCanvasObj.yStart+clearCanvasObj.top, clearCanvasObj.width, clearCanvasObj.height, imageURL);
clearCanvasObj.mouseX = event.clientX;
clearCanvasObj.mouseY = event.clientY;
}
}
函數(shù)里面,你需要注意拖拽的邊界條件,一個(gè)是方框不能拖到圖片所在DOM外的邊界;另外一個(gè)就是當(dāng)你鼠標(biāo)放在小方框所在的區(qū)域改變鼠標(biāo)的樣式。方框在拖動(dòng)的過程中,我們不斷重繪方框移動(dòng)的區(qū)域(也就是不斷的畫上陰影),然后在新的位置調(diào)用clearRect函數(shù),重新擦出一個(gè)小方框出來。在拖拽或是拉伸的過程中,我們會(huì)不斷調(diào)用produceSmallPic函數(shù),在右邊的容器(每個(gè)容器都是一個(gè)canvas)里面不斷根據(jù)容器大小重繪出所需的頭像。代碼如下:
function produceSmallPic(imageURL,left, top, width, height) {
var img = new Image();
img.src = imageURL;
var targetCtx = new Array();
var targetCanvas = null;
img.onload = function() {
portraitGroupsArr.forEach(function(item, index) {
targetCanvas = document.getElementById(item.class);
targetCtx.push(targetCanvas.getContext('2d'));
targetCtx[index].clearRect(0,0, item.width, item.height);
targetCtx[index].drawImage(img, left - clearCanvasObj.left, top - clearCanvasObj.top, width, height, 0, 0 , item.width, item.height);
})
}
}
我們說下這個(gè)函數(shù)的作用,這里我們要注意一個(gè)參數(shù)imageURL,這個(gè)URL是由圖片所在的DOM轉(zhuǎn)化來的。因?yàn)槟阋袲OM所在的區(qū)域變成一張圖片,這樣你才能在利用drawImage函數(shù)截取你所需要的區(qū)域。所以我們先利用html2canvas庫函數(shù)講圖片所在的DOM轉(zhuǎn)化為canvas,這張canvas的內(nèi)容是包含你所要截取的圖片的,然后把這張canvas轉(zhuǎn)化為圖片取得圖片地址imageURL,代碼如下:
html2canvas(document.getElementById('imgContainer'), {
onrendered: function(canvas) {
var imageURL = canvasTransToImage(canavs);
...
}
})
function canvasTransToImage(canvas) {
var imageURL = canvas.toDataURL('image/png');
return imageURL;
}
接著,你就可以便利右側(cè)的canvas容器,講圖片重回到里面了,整個(gè)過程就這樣結(jié)束,回頭看來是不是很簡單。
相關(guān)依賴:
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寫在最后:
canvas的操作,要多多注意那些邊界條件,什么時(shí)候該重繪什么時(shí)候該清除,這些是比較重要的。邏輯清晰了,canvas本身的API也就那么幾個(gè),操作起來也就沒那么麻煩了,最后,謝謝大家查閱,寫的不是很清楚,有不懂的可以一起討論~
以上就是本文的全部內(nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。