使用HTML5 canvas作地圖(3)圖片加載平移放大縮小

    終於開始能夠寫代碼了,手都開始癢了。這裏的代碼僅僅是在chrome檢測過,我能夠確定的是IE10如下瀏覽器是行不通,我一直在考慮,是否是使用IE禁止看個人篇博客,就是這羣使用IE的人,給我加了不少工做量。javascript

    一個地圖的基本動做,無非就是加載數據,平移,放大與縮小。這篇博客主要是經過一張圖片的方式來模擬一下。html

    我這裏認爲你們都稍微瞭解甚至熟悉canvas的一些API,就不具體說,每個參數表明什麼意思了。html5

<!DOCTYPE html>
<html>
	<head>
		<meta charset='utf-8'>
		<title>圖片加載平移放大縮小示例</title>
		<style>
			html,body{
				margin:0px;
				padding:0px;
			}
			canvas{
				border: 1px solid #000;
			}
		</style>
	</head>
	<body>
		<canvas id="canvas" width="800" height="800"></canvas>
		<script type="text/javascript" src="main.js"></script>
	</body>
</html>
var canvas,context;
function int(){
    canvas=document.getElementById('canvas');
    context=canvas.getContext('2d');
} 

圖片加載java

 建立一個圖片對象以後,圖片不能立刻繪製到canvas上面,由於圖片尚未加載完成。因此咱們須要監聽圖片對象加載完事件,而後再去繪製。chrome

var img,//圖片對象
    imgIsLoaded//圖片是否加載完成;
function loadImg(){
    img=new Image();
    img.onload=function(){
        imgIsLoaded=true;
        //draw image
    }
    img.src="map.jpg";
}

圖片繪製canvas

    繪製圖像一個函數就能夠搞定,可是須要記錄這個圖像的左上角座標以及縮放比例。瀏覽器

var imgX,imgY,imgScale;
function drawImage(){
    context.clearRect(0,0,canvas.width,canvas.height);
    context.drawImage(img,0,0,img.width,img.height,imgX,imgY,img.width*imgScale,img.height*imgScale);
}

圖片平移函數

 html5事件最小細度在DOM上,因此咱們沒法對canvas上的圖像作監聽,只能對canvas監聽。spa

  1. 首先監聽鼠標mousedown事件,等事件發生以後,再監聽鼠標mousemove事件和mouseup事件
  2. mousemove事件發生以後,得到鼠標移動的位移,相應的圖片的位置改變多少
  3. mouseup事件發生以後,取消對mousemove以及mouseup事件監聽
canvas.onmousedown=function(event){
    var pos=windowToCanvas(canvas,event.clientX,event.clientY);
    canvas.onmousemove=function(event){
        canvas.style.cursor="move";
        var pos1=windowToCanvas(canvas,event.clientX,event.clientY);
        var x=pos1.x-pos.x;
        var y=pos1.y-pos.y;
        pos=pos1;
        imgX+=x;
        imgY+=y;
        drawImage();
    }
    canvas.onmouseup=function(){
        canvas.onmousemove=null;
        canvas.onmouseup=null;
        canvas.style.cursor="default";
    }
}

function windowToCanvas(canvas,x,y){
    var bbox = canvas.getBoundingClientRect();
    return {
        x:x - bbox.left - (bbox.width - canvas.width) / 2,
        y:y - bbox.top - (bbox.height - canvas.height) / 2
    };
}

圖片縮放firefox

    其實縮放很簡單,稍微複雜的是,如何讓鼠標成爲放大或者縮小的中心。若是數學幾何很差,計算公式就可能看不明白了。

canvas.onmousewheel=canvas.onwheel=function(event){//chrome firefox瀏覽器兼容
    var pos=windowToCanvas(canvas,event.clientX,event.clientY);
    event.wheelDelta=event.wheelDelta?event.wheelDelta:(event.deltaY*(-40));
    if(event.wheelDelta>0){
        imgScale*=2;
        imgX=imgX*2-pos.x;
        imgY=imgY*2-pos.y;
    }else{
        imgScale/=2;
        imgX=imgX*0.5+pos.x*0.5;
        imgY=imgY*0.5+pos.y*0.5;
    }
    drawImage();
}

  這個時候,基本功能就實現了,加載一張圖片和加載多張圖片都差很少,維護每一張圖片的位置和大小,下面來整理一下代碼吧。

var canvas,context;
var img,//圖片對象
    imgIsLoaded,//圖片是否加載完成;
    imgX=0,
    imgY=0,
    imgScale=1;

(function int(){
    canvas=document.getElementById('canvas');
    context=canvas.getContext('2d');
    loadImg();
})();

function loadImg(){
    img=new Image();
    img.onload=function(){
        imgIsLoaded=true;
        drawImage();
    }
    img.src="map.jpg";
}

function drawImage(){
    context.clearRect(0,0,canvas.width,canvas.height);
    context.drawImage(img,0,0,img.width,img.height,imgX,imgY,img.width*imgScale,img.height*imgScale);
}

canvas.onmousedown=function(event){
    var pos=windowToCanvas(canvas,event.clientX,event.clientY);
    canvas.onmousemove=function(event){
        canvas.style.cursor="move";
        var pos1=windowToCanvas(canvas,event.clientX,event.clientY);
        var x=pos1.x-pos.x;
        var y=pos1.y-pos.y;
        pos=pos1;
        imgX+=x;
        imgY+=y;
        drawImage();
    }
    canvas.onmouseup=function(){
        canvas.onmousemove=null;
        canvas.onmouseup=null;
        canvas.style.cursor="default";
    }
}
canvas.onmousewheel=canvas.onwheel=function(event){
    var pos=windowToCanvas(canvas,event.clientX,event.clientY);
    event.wheelDelta=event.wheelDelta?event.wheelDelta:(event.deltaY*(-40));
    if(event.wheelDelta>0){
        imgScale*=2;
        imgX=imgX*2-pos.x;
        imgY=imgY*2-pos.y;
    }else{
        imgScale/=2;
        imgX=imgX*0.5+pos.x*0.5;
        imgY=imgY*0.5+pos.y*0.5;
    }
    drawImage();
}

function windowToCanvas(canvas,x,y){
    var bbox = canvas.getBoundingClientRect();
    return {
        x:x - bbox.left - (bbox.width - canvas.width) / 2,
        y:y - bbox.top - (bbox.height - canvas.height) / 2
    };
}

  若是不想複製這些代碼的話,能夠溫柔的點擊一下這裏下載 

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