如何在 HTML5 画布周围拖动一段用户生成的文本?

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【中文标题】如何在 HTML5 画布周围拖动一段用户生成的文本?【英文标题】:How can I drag a piece of user generated text around the HTML5 canvas? 【发布时间】:2014-05-12 04:56:05 【问题描述】:

基本上,我编写的代码是在文本框中输入单词的能力。当按下按钮提交它时,该词就会被发布到 html5 画布上,以便人们可以看到它。我现在想做的是能够在 HTML5 画布上拖动那个词。我在实现这一点上有一点困难,想知道是否有人可以帮我解决这个问题?这是我到目前为止所做的代码:

var fname;
var canvas;
var ctx;
var canvasX;
var canvasY;
var mouseIsDown;

function addTitle2() 

    canvas = document.getElementById("canvas");
    ctx = canvas.getContext("2d");

    canvas.addEventListener("mousedown", mouseDown, false);
    canvas.addEventListener("mousemove", mouseXY, false);
    document.body.addEventListener("mouseup", mouseUp, false);

    var fname = document.forms[0].fname.value;

    ctx.fillStyle = "black";
    ctx.strokeStyle = "black";
    ctx.font = "35px Arial";
    ctx.fillText(fname, Math.random() * 500, Math.random() * 400);
    ctx.stroke();



function mouseUp() 

    mouseIsDown = 0;
    mouseXY();



function mouseDown() 

    mouseIsDown = 1;
    mouseXY();



function mouseXY(e) 

    e.preventDefault();

    canvasX = e.pageX - canvas.offsetLeft;
    canvasY = e.pageY - canvas.offsetTop;

    ShowPos();



function ShowPos() 

    if(mouseIsDown) 

        ctx.fillText(fname, canvasX, canvasY);

    


【问题讨论】:

请添加JFiddle或显示html 上面注释了示例代码。 【参考方案1】:

拖动文本主要是响应鼠标事件。

演示:http://jsfiddle.net/m1erickson/9xAGa/

首先创建要引用的文本对象

// some text objects
var texts=[];

// some test texts
texts.push(text:"Hello",x:20,y:20);
texts.push(text:"World",x:20,y:70);

鼠标按下时

遍历每个文本对象,看看鼠标是否在里面。

// handle mousedown events
// iterate through texts[] and see if the user
// mousedown'ed on one of them
// If yes, set the selectedText to the index of that text
function handleMouseDown(e)
  e.preventDefault();
  startX=parseInt(e.clientX-offsetX);
  startY=parseInt(e.clientY-offsetY);
  // Put your mousedown stuff here
  for(var i=0;i<texts.length;i++)
      if(textHittest(startX,startY,i))
          selectedText=i;
      
  


// test if x,y is inside the bounding box of texts[textIndex]
function textHittest(x,y,textIndex)
    var text=texts[textIndex];
    return(x>=text.x && 
        x<=text.x+text.width &&
        y>=text.y-text.height && 
        y<=text.y);

在鼠标移动中

通过鼠标拖动的距离改变选定文本的 x,y:

    // handle mousemove events
    // calc how far the mouse has been dragged since
    // the last mousemove event and move the selected text
    // by that distance
    function handleMouseMove(e)
      if(selectedText<0)return;
      e.preventDefault();
      mouseX=parseInt(e.clientX-offsetX);
      mouseY=parseInt(e.clientY-offsetY);

      // Put your mousemove stuff here
      var dx=mouseX-startX;
      var dy=mouseY-startY;
      startX=mouseX;
      startY=mouseY;

      var text=texts[selectedText];
      text.x+=dx;
      text.y+=dy;
      draw();
    

在 mouseup 中

拖拽结束:

// done dragging
function handleMouseUp(e)
  e.preventDefault();
  selectedText=-1;

注释代码:

<!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; 
    #canvasborder:1px solid red;
    #theTextwidth:10em;
</style>
<script>
$(function()

    // canvas related variables
    var canvas=document.getElementById("canvas");
    var ctx=canvas.getContext("2d");

    // variables used to get mouse position on the canvas
    var $canvas=$("#canvas");
    var canvasOffset=$canvas.offset();
    var offsetX=canvasOffset.left;
    var offsetY=canvasOffset.top;
    var scrollX=$canvas.scrollLeft();
    var scrollY=$canvas.scrollTop();

    // variables to save last mouse position
    // used to see how far the user dragged the mouse
    // and then move the text by that distance
    var startX;
    var startY;

    // an array to hold text objects
    var texts=[];

    // this var will hold the index of the hit-selected text
    var selectedText=-1;

    // clear the canvas & redraw all texts
    function draw()
        ctx.clearRect(0,0,canvas.width,canvas.height);
        for(var i=0;i<texts.length;i++)
            var text=texts[i];
            ctx.fillText(text.text,text.x,text.y);
        
    

    // test if x,y is inside the bounding box of texts[textIndex]
    function textHittest(x,y,textIndex)
        var text=texts[textIndex];
        return(x>=text.x && 
            x<=text.x+text.width &&
            y>=text.y-text.height && 
            y<=text.y);
    

    // handle mousedown events
    // iterate through texts[] and see if the user
    // mousedown'ed on one of them
    // If yes, set the selectedText to the index of that text
    function handleMouseDown(e)
      e.preventDefault();
      startX=parseInt(e.clientX-offsetX);
      startY=parseInt(e.clientY-offsetY);
      // Put your mousedown stuff here
      for(var i=0;i<texts.length;i++)
          if(textHittest(startX,startY,i))
              selectedText=i;
          
      
    

    // done dragging
    function handleMouseUp(e)
      e.preventDefault();
      selectedText=-1;
    

    // also done dragging
    function handleMouseOut(e)
      e.preventDefault();
      selectedText=-1;
    

    // handle mousemove events
    // calc how far the mouse has been dragged since
    // the last mousemove event and move the selected text
    // by that distance
    function handleMouseMove(e)
      if(selectedText<0)return;
      e.preventDefault();
      mouseX=parseInt(e.clientX-offsetX);
      mouseY=parseInt(e.clientY-offsetY);

      // Put your mousemove stuff here
      var dx=mouseX-startX;
      var dy=mouseY-startY;
      startX=mouseX;
      startY=mouseY;

      var text=texts[selectedText];
      text.x+=dx;
      text.y+=dy;
      draw();
    

    // listen for mouse events
    $("#canvas").mousedown(function(e)handleMouseDown(e););
    $("#canvas").mousemove(function(e)handleMouseMove(e););
    $("#canvas").mouseup(function(e)handleMouseUp(e););
    $("#canvas").mouseout(function(e)handleMouseOut(e););

    $("#submit").click(function()

        // calc the y coordinate for this text on the canvas
        var y=texts.length*20+20;

        // get the text from the input element
        var text=text:$("#theText").val(),x:20,y:y;

        // calc the size of this text for hit-testing purposes
        ctx.font="16px verdana";
        text.width=ctx.measureText(text.text).width;
        text.height=16;

        // put this new text in the texts array
        texts.push(text);

        // redraw everything
        draw();

    );


); // end $(function());
</script>
</head>
<body>
    <input id="theText" type="text">
    <button id="submit">Draw text on canvas</button><br>
    <canvas id="canvas" width=300 height=300></canvas>
</body>
</html>

【讨论】:

请查看我编辑的答案,现在包含从输入元素检索文本并将其添加到画布的代码。 我知道已经 5 年了,但你的小提琴已经不行了 :)【参考方案2】:

canvas 上创建一个透明的div,并将其定位为仅覆盖您填充文本的区域。制作这个divdraggable。在 div 位置更改清除画布并根据 div 的新位置在画布上重绘文本。

【讨论】:

【参考方案3】:

你应该在鼠标按下时重复所有的填充文本内容,并且在每次绘制之前清除屏幕

function drawText() 
    ctx.clearRect(0, 0, 500, 400);
    ctx.fillStyle = "black";
    ctx.strokeStyle = "black";
    ctx.font = "35px Arial";
    ctx.fillText(fname, canvasX, canvasY);
    ctx.stroke();

这是jsfiddle

【讨论】:

是的,单击和拖动有效,但文本框不存在是有原因的。正如我在主要问题中解释的那样,您在按下按钮的文本框中键入一段文本,它应该提交输入的文本并将其显示在画布上。【参考方案4】:

好的,我只想指出 ma​​rkE

的以下 jsfiddle 解决方案中的一个问题

Dragging text is largely responding to mouse events

问题是,如果您的页面不适合窗口并且可以滚动,如果您滚动了页面并且现在正在拖动文本,则它将不起作用,因为鼠标事件将返回无法计算的 clientY保存的坐标。

通过将高度指定为复制

<canvas id="canvas" width=300 height=3000></canvas>

滚动后拖动文本。

【讨论】:

链接失效,请检查您的答案预览并修复它

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