如何使用光标类型拖动和调整画布矩形

如何使用光标类型拖动和调整画布矩形

本文介绍了如何使用光标类型拖动和调整画布矩形的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

在画布中,我绘制了一个矩形并完成了拖动和调整大小功能。绘制圆圈以表示用于调整矩形大小的手柄。但是现在我想使用游标类型进行拖动。

In a canvas, I have drawn a rectangle and done drag and resize functionalities. Circles are drawn to represent handles to resize the rectangle. But now i want to drag using cursor types.

我使用了如下游标类型:

I have used cursor type as below:

$("#canvas").css({'cursor':'ne-resize'});

这是jsfiddle链接。

here is the jsfiddle link. http://jsfiddle.net/BaliBalo/9HXMG/

var canvas = document.getElementById('canvas'),
    ctx = canvas.getContext('2d'),
    rect = {
        x: 150,
        y: 100,
        w: 123,
        h: 58
    },
    handlesSize = 8,
    currentHandle = false,
    drag = false;

function init() {
    canvas.addEventListener('mousedown', mouseDown, false);
    canvas.addEventListener('mouseup', mouseUp, false);
    canvas.addEventListener('mousemove', mouseMove, false);
}

function point(x, y) {
    return {
        x: x,
        y: y
    };
}

function dist(p1, p2) {
    return Math.sqrt((p2.x - p1.x) * (p2.x - p1.x) + (p2.y - p1.y) * (p2.y - p1.y));
}

function getHandle(mouse) {
    if (dist(mouse, point(rect.x, rect.y)) <= handlesSize) return 'topleft';
    if (dist(mouse, point(rect.x + rect.w, rect.y)) <= handlesSize) return 'topright';
    if (dist(mouse, point(rect.x, rect.y + rect.h)) <= handlesSize) return 'bottomleft';
    if (dist(mouse, point(rect.x + rect.w, rect.y + rect.h)) <= handlesSize) return 'bottomright';
    if (dist(mouse, point(rect.x + rect.w / 2, rect.y)) <= handlesSize) return 'top';
    if (dist(mouse, point(rect.x, rect.y + rect.h / 2)) <= handlesSize) return 'left';
    if (dist(mouse, point(rect.x + rect.w / 2, rect.y + rect.h)) <= handlesSize) return 'bottom';
    if (dist(mouse, point(rect.x + rect.w, rect.y + rect.h / 2)) <= handlesSize) return 'right';
    return false;
}

function mouseDown(e) {
    if (currentHandle) drag = true;
    draw();
}

function mouseUp() {
    drag = false;
    currentHandle = false;
    draw();
}

function mouseMove(e) {
    var previousHandle = currentHandle;
    if (!drag) currentHandle = getHandle(point(e.pageX - this.offsetLeft, e.pageY - this.offsetTop));
    if (currentHandle && drag) {
        var mousePos = point(e.pageX - this.offsetLeft, e.pageY - this.offsetTop);
        switch (currentHandle) {
            case 'topleft':
                rect.w += rect.x - mousePos.x;
                rect.h += rect.y - mousePos.y;
                rect.x = mousePos.x;
                rect.y = mousePos.y;
                break;
            case 'topright':
                rect.w = mousePos.x - rect.x;
                rect.h += rect.y - mousePos.y;
                rect.y = mousePos.y;
                break;
            case 'bottomleft':
                rect.w += rect.x - mousePos.x;
                rect.x = mousePos.x;
                rect.h = mousePos.y - rect.y;
                break;
            case 'bottomright':
                rect.w = mousePos.x - rect.x;
                rect.h = mousePos.y - rect.y;
                break;

            case 'top':
                rect.h += rect.y - mousePos.y;
                rect.y = mousePos.y;
                break;

            case 'left':
                rect.w += rect.x - mousePos.x;
                rect.x = mousePos.x;
                break;

            case 'bottom':
                rect.h = mousePos.y - rect.y;
                break;

            case 'right':
                rect.w = mousePos.x - rect.x;
                break;
        }
    }
    if (drag || currentHandle != previousHandle) draw();
}

function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    ctx.fillStyle = 'black';
    ctx.fillRect(rect.x, rect.y, rect.w, rect.h);
    if (currentHandle) {
        var posHandle = point(0, 0);
        switch (currentHandle) {
            case 'topleft':
                posHandle.x = rect.x;
                posHandle.y = rect.y;
                break;
            case 'topright':
                posHandle.x = rect.x + rect.w;
                posHandle.y = rect.y;
                break;
            case 'bottomleft':
                posHandle.x = rect.x;
                posHandle.y = rect.y + rect.h;
                break;
            case 'bottomright':
                posHandle.x = rect.x + rect.w;
                posHandle.y = rect.y + rect.h;
                break;
            case 'top':
                posHandle.x = rect.x + rect.w / 2;
                posHandle.y = rect.y;
                break;
            case 'left':
                posHandle.x = rect.x;
                posHandle.y = rect.y + rect.h / 2;
                break;
            case 'bottom':
                posHandle.x = rect.x + rect.w / 2;
                posHandle.y = rect.y + rect.h;
                break;
            case 'right':
                posHandle.x = rect.x + rect.w;
                posHandle.y = rect.y + rect.h / 2;
                break;
        }
        ctx.globalCompositeOperation = 'xor';
        ctx.beginPath();
        ctx.arc(posHandle.x, posHandle.y, handlesSize, 0, 2 * Math.PI);
        ctx.fill();
        ctx.globalCompositeOperation = 'source-over';
    }
}

init();
draw();
<canvas id="canvas" width="500" height="500"></canvas>

推荐答案

draw 函数的swicth语句中添加所需的游标类型:

Add the wanted cursor type in the swicth statement of your draw function :

var canvas = document.getElementById('canvas'),
    ctx = canvas.getContext('2d'),
    rect = {
        x: 150,
        y: 100,
        w: 123,
        h: 58
    },
    handlesSize = 8,
    currentHandle = false,
    drag = false;

function init() {
    canvas.addEventListener('mousedown', mouseDown, false);
    canvas.addEventListener('mouseup', mouseUp, false);
    canvas.addEventListener('mousemove', mouseMove, false);
}

function point(x, y) {
    return {
        x: x,
        y: y
    };
}

function dist(p1, p2) {
    return Math.sqrt((p2.x - p1.x) * (p2.x - p1.x) + (p2.y - p1.y) * (p2.y - p1.y));
}

function getHandle(mouse) {
    if (dist(mouse, point(rect.x, rect.y)) <= handlesSize) return 'topleft';
    if (dist(mouse, point(rect.x + rect.w, rect.y)) <= handlesSize) return 'topright';
    if (dist(mouse, point(rect.x, rect.y + rect.h)) <= handlesSize) return 'bottomleft';
    if (dist(mouse, point(rect.x + rect.w, rect.y + rect.h)) <= handlesSize) return 'bottomright';
    if (dist(mouse, point(rect.x + rect.w / 2, rect.y)) <= handlesSize) return 'top';
    if (dist(mouse, point(rect.x, rect.y + rect.h / 2)) <= handlesSize) return 'left';
    if (dist(mouse, point(rect.x + rect.w / 2, rect.y + rect.h)) <= handlesSize) return 'bottom';
    if (dist(mouse, point(rect.x + rect.w, rect.y + rect.h / 2)) <= handlesSize) return 'right';
    return false;
}

function mouseDown(e) {
    if (currentHandle) drag = true;
    draw();
}

function mouseUp() {
    drag = false;
    currentHandle = false;
    draw();
}

function mouseMove(e) {
    var previousHandle = currentHandle;
    if (!drag) currentHandle = getHandle(point(e.pageX - this.offsetLeft, e.pageY - this.offsetTop));
    if (currentHandle && drag) {
        var mousePos = point(e.pageX - this.offsetLeft, e.pageY - this.offsetTop);
        switch (currentHandle) {
            case 'topleft':
                rect.w += rect.x - mousePos.x;
                rect.h += rect.y - mousePos.y;
                rect.x = mousePos.x;
                rect.y = mousePos.y;
                break;
            case 'topright':
                rect.w = mousePos.x - rect.x;
                rect.h += rect.y - mousePos.y;
                rect.y = mousePos.y;
                break;
            case 'bottomleft':
                rect.w += rect.x - mousePos.x;
                rect.x = mousePos.x;
                rect.h = mousePos.y - rect.y;
                break;
            case 'bottomright':
                rect.w = mousePos.x - rect.x;
                rect.h = mousePos.y - rect.y;
                break;

            case 'top':
                rect.h += rect.y - mousePos.y;
                rect.y = mousePos.y;
                break;

            case 'left':
                rect.w += rect.x - mousePos.x;
                rect.x = mousePos.x;
                break;

            case 'bottom':
                rect.h = mousePos.y - rect.y;
                break;

            case 'right':
                rect.w = mousePos.x - rect.x;
                break;
        }
    }
    if (drag || currentHandle != previousHandle) draw();


}

function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    ctx.fillStyle = 'black';
    ctx.fillRect(rect.x, rect.y, rect.w, rect.h);
    if (currentHandle) {
        var posHandle = point(0, 0);
        var dir;
        switch (currentHandle) {
            case 'topleft':
                dir={x:rect.w>0?'w':'e',y:rect.h>0?'n':'s'};
                canvas.style.cursor= dir.y+dir.x+'-resize';
                break;
            case 'topright':
                dir={x:rect.w>0?'e':'w',y:rect.h>0?'n':'s'};
                canvas.style.cursor= dir.y+dir.x+'-resize';
                break;
            case 'bottomleft':
                dir={x:rect.w>0?'w':'e',y:rect.h>0?'s':'n'};
                canvas.style.cursor= dir.y+dir.x+'-resize';
                break;
            case 'bottomright':
                dir={x:rect.w>0?'e':'w',y:rect.h>0?'s':'n'};
                canvas.style.cursor= dir.y+dir.x+'-resize';
                break;
            case 'top':
                canvas.style.cursor= (rect.h>0?'n':'s')+'-resize';
                break;
            case 'left':
                canvas.style.cursor= (rect.w>0?'w':'e')+'-resize';
                break;
            case 'bottom':
                canvas.style.cursor= (rect.h>0?'s':'n')+'-resize';
                break;
            case 'right':
                canvas.style.cursor= (rect.w>0?'e':'w')+'-resize';
                break;
        }
    }else canvas.style.cursor='';
}

init();
draw();
<canvas id="canvas" width="500" height="500"></canvas>

这篇关于如何使用光标类型拖动和调整画布矩形的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!

09-02 18:53