首先,你要设计好鼠标事件处理方法,主要是鼠标左键点击,左键释放,还有鼠标移动方法
其次,要了解容什么方式,画一个矩形,设计一个方法:DrawRectgle(左上角,右下角),并且要确定当调用这个方法时,要把原来已经画好的矩形清除掉(或者是根据左上,右下坐标,调整矩形的大小,这样的话,就不用清除原有的矩形)
在鼠标左键按下事件中,获取鼠标位置,保存为左上角坐标,设置开始画矩形的一个标志
在鼠标左键弹起事件中,恢复划矩形的标志为false
在鼠标移动事件中,需要判断是否同时还按下了鼠标左键,如果按下了,并且画矩形标志为true,就获取鼠标位置,保存为右下角坐标(针对鼠标向左上移动的场合,要把左上,右下位置交换一下),然后画一个矩形
// css部分
#canvas {
background-color: #AAAAAA;
position: relative;
background-size:100% 100%;
border: 2px solid blue;
}
#canvas>div {
border: 2px solid green;
position: absolute;
background-color: #eaeaea;
}
#canvas>div>span {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-family: simsun;
font-size: 9pt;
}
// html部分
<div id="canvas" style="width:850px;height:477px"></div>
// js部分
var canvasWidth= 850;
var canvasHeight = 477;
var allDivNum = 1;
CanvasExt = {
drawRect: function(canvas) {//参数canvas--所画素材框的区域
var that = this;
// canvas 的矩形框
var canvasRect = canvas.getBoundingClientRect();
// 矩形框的左上角坐标
var canvasLeft = canvasRect.left;
var canvasTop = canvasRect.top;
var x = 0;
var y = 0;
// 鼠标点击按下事件,画图准备
$(document).on('mousedown', '#canvas', function(e) {
// 解决修改时已存在素材框等,删除后再新增存在id重复问题
var date = new Date().getTime();
var id = "newDiv" + date + parseInt(Math.random()*10);
var divEle = "";
// x y为鼠标的落点
x = e.clientX - canvasLeft;
y = e.clientY - canvasTop;
//创建div
divEle = document.createElement('div');
divEle.setAttribute("id", id);
canvas.append(divEle)
divEle.style.top = y + "px";
divEle.style.left = x + "px";
// 绑定删除操作
var menu = new BootstrapMenu('#' + id, {
actions: [{
name: '删除展示框',
onClick: function() {
del(id);
}
}]
});
var tx = 0;
var ty = 0;
var twidth = 0;
var theight = 0;
// 添加拖拽操作
divEle.onmousedown = function(e) {
e.stopPropagation();// 阻止时间冒泡
var divEleRect = this.getBoundingClientRect();
var divEleLeft = e.clientX - divEleRect.left;
var divEleTop = e.clientY - divEleRect.top;
this.onmousemove = function(e) {
e.stopPropagation();
tx = e.clientX - canvasLeft - divEleLeft;
ty = e.clientY - canvasTop - divEleTop;
// 重新获取当前对象的宽和高
twidth = document.getElementById(id).style.width;
twidth = parseInt(twidth);
theight = document.getElementById(id).style.height;
theight = parseInt(theight);
// 边界检测
if(tx <= 0) {
tx = 0;
this.style.left = 0 + "px";
} else if(tx + twidth > canvasWidth) {
tx = canvasWidth - twidth;
this.style.left = (canvasWidth - twidth) + "px";
} else {
this.style.left = tx + "px";
}
if(ty <= 0) {
ty = 0;
this.style.top = 0 + "px";
} else if((ty + theight) > canvasHeight) {
y = canvasHeight - theight;
this.style.top = (canvasHeight - theight) + "px";
} else {
this.style.top = ty + "px";
}
}
this.onmouseup = function(e) {
var id = $(this).attr("id");
e.stopPropagation();
this.onmousemove = null;
}
};
//鼠标移动事件,画图
var width = 0;
var height = 0;
canvas.onmousemove = function(e) {
e.stopPropagation();
// width height是鼠标移动末尾距鼠标起始位置的差值
width = e.clientX - canvasLeft - x;
height = e.clientY - canvasTop - y;
divEle.style.width = width + "px";
divEle.style.height = height + "px";
var tw = e.clientX - canvasLeft;
var th = e.clientY - canvasTop;
if(tw >= (parseInt(canvasWidth)-7) || th >=
(parseInt(canvasHeight)-7)){ // 比canvas少3px,为了易于判断
allDivNum++;
divEle.innerHTML = "<span>素材框" + allDivNum + "</span>";
canvas.onmousemove = null;
canvas.onmouseup = null;
return;
}
}
canvas.onmouseup = function(e) {
if(width < 10 || height < 10) {
canvas.removeChild(divEle);
} else {
allDivNum++;
divEle.innerHTML = "<span>素材框" + allDivNum + "</span>";
}
e.stopPropagation();
canvas.onmousemove = null;
}
});
}
};
window.onload = function() {
var canvas = document.getElementById("canvas");
CanvasExt.drawRect(canvas);
// 取消默认右击事件
document.oncontextmenu = function(e) {
e.preventDefault();
}
};
https://blog.csdn.net/qq_40302859/article/details/81945520
代码是会有冗余部分,自己改造一下
右键菜单用到的是BootstrapMenu.min.js
需要下载的可以移步https://download.csdn.net/download/qq_40302859/10620088
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="zh" lang="zh">
<head>
<title>JS实现用鼠标拖动画出矩形框_网页代码站(www.webdm.cn)</title>
<style type="text/css">
body,h1,h2,h3,h4,h5,h6,hr,p,blockquote,dl,dt,dd,ul,ol,li,pre,form,fieldset,legend,button,input,textarea,th,td{margin:0;padding:0}
html{color:#000;overflow-y:scoll;overflow:-moz-scrollbars-vertical}
.div{position:absolute; border:1px dashed blue; width:0px; height:0px;left:0px; top:0px; overflow:hidden;}
.retc{position:absolute; border:1px solid #CCCCCC; overflow:hidden; background:#EFEFEF}
</style>
</head>
<body>
</body>
<script language = "javascript">
var wId = "w";
var index = 0;
var startX = 0, startY = 0;
var flag = false;
var retcLeft = "0px", retcTop = "0px", retcHeight = "0px", retcWidth = "0px";
document.onmousedown = function(e){
flag = true;
try{
var evt = window.event || e;
var scrollTop = document.body.scrollTop || document.documentElement.scrollTop;
var scrollLeft = document.body.scrollLeft || document.documentElement.scrollLeft;
startX = evt.clientX + scrollLeft;
startY = evt.clientY + scrollTop;
index++;
var div = document.createElement("div");
div.id = wId + index;
div.className = "div";
div.style.marginLeft = startX + "px";
div.style.marginTop = startY + "px";
document.body.appendChild(div);
}catch(e){
//alert(e);
}
}
document.onmouseup = function(){
try{
document.body.removeChild($(wId + index));
var div = document.createElement("div");
div.className = "retc";
div.style.marginLeft = retcLeft;
div.style.marginTop = retcTop;
div.style.width = retcWidth;
div.style.height = retcHeight;
document.body.appendChild(div);
}catch(e){
//alert(e);
}
flag = false;
}
document.onmousemove = function(e){
if(flag){
try{
var evt = window.event || e;
var scrollTop = document.body.scrollTop || document.documentElement.scrollTop;
var scrollLeft = document.body.scrollLeft || document.documentElement.scrollLeft;
retcLeft = (startX - evt.clientX - scrollLeft > 0 ? evt.clientX + scrollLeft : startX) + "px";
retcTop = (startY - evt.clientY - scrollTop > 0 ? evt.clientY + scrollTop : startY) + "px";
retcHeight = Math.abs(startY - evt.clientY - scrollTop) + "px";
retcWidth = Math.abs(startX - evt.clientX - scrollLeft) + "px";
$(wId + index).style.marginLeft = retcLeft;
$(wId + index).style.marginTop = retcTop;
$(wId + index).style.width = retcWidth;
$(wId + index).style.height = retcHeight;
}catch(e){
//alert(e);
}
}
}
var $ = function(id){
return document.getElementById(id);
}
</script>
<br>
<p><a href="http://www.webdm.cn">网页代码站</a> - 最专业的网页代码下载网站 - 致力为中国站长提供有质量的网页代码!</p>
</html>
canvas实现鼠标拖拽矩形移动改变大小
项目的一个新需求,动态生成矩形框,鼠标点击拖动改变矩形框的位置,并可以调整大小。
之前做过一个小demo,需求类似,但是在canvas内只有一个矩形框,拖动移动,当时记得是用isPointInPath()直接判断鼠标是否点在了矩形框以内。新需求的矩形框个数为n,经过测试,isPointinPath实现过程中有bug,并不能精准定位到具体点击到canvas的某一个矩形框。经过一系列的头脑风暴,才想出了解决办法,才发现原来是最简单的方法,但是在思考的当初就被pass了,见代码:
html:
<body>
<canvas id="canvas" width="400" height="300">
</canvas>
</body>
小demo,不做其他修饰,直接写逻辑吧。
js:
第一步,创建一个容器,以保存Canvas内绘制的元素点。Canvas是一种非保留性的绘图界面,即不会记录过去执行的绘图操作,而是保持最终结果(构成图像的彩色像素)。
如果想让Canvas变得具有交互性,比如用户可以选择、拖动画布上的图形。那么我们必须记录绘制的每一个对象,才能在将来灵活的修改并重绘它们,实现交互。
// canvas 矩形框集合
var rects=[];
function rectar(x,y,width,height){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.isSelected = false;
};
绘制矩形框:
function drawRect() {
// 清除画布,准备绘制
context.clearRect(0, 0, canvas.width, canvas.height);
// 遍历所有矩形框
for(var i=0; i<rects.length; i++) {
var rect = rects[i];
// 绘制矩形
context.strokeStyle="#FF0000";
context.strokeRect(rect.x,rect.y,rect.width,rect.height,rect.color);
if (rect.isSelected) {
context.lineWidth = 50;
}
else {
context.lineWidth = 10;
}
}
}
这是一个绘制函数,因为在Canvas的所有操作,全部都是重新绘制的(先清除,在绘制),每次程序刷新画布时,会先使用 clearRect() 方法清除画布上的所有内容。但不用当心这样会造成画布闪烁,即画布上的圆圈一下子全部消失,然后一下子又重新出现。因为Canvas针对这个问题进行了优化,会在所有绘图逻辑执行完毕后才清除或绘制所有内容,保证最终结果的流畅。然后遍历矩形数组 其中的x,y,width,height来画矩形。
*这里我的项目是根据病变位置动态生成的矩形框,每一次生成矩形框,都要把它的位置信息添加到数组中,这里就直接创建矩形框了,可以根据自己需求改造
function addRandomRect() {
var x=10;
var y=10;
var width=100;
var height=100;
// 创建一个新的矩形对象
var rect=new rectar(x,y,width,height);
// 把它保存在数组中
rects.push(rect);
// 重新绘制画布
drawRect();
};
*Canvas点击事件
var SelectedRect;
var x1;
var y1;
var right=false;
var widthstart,widthend;
var heightstart,heightend;
function canvasClick(e) {
// 取得画布上被单击的点
var clickX = e.pageX - canvas.offsetLeft;
var clickY = e.pageY - canvas.offsetTop;
// 查找被单击的矩形框
for(var i=rects.length-1; i>=0; i--) {
var rect = rects[i];
widthstart=rect.x;
widthend=rect.x+rect.width;
heightstart=rect.y;
heightend=rect.y+rect.height;
// 判断这个点是否在矩形框中
if ((clickX>=widthstart&&clickX<(widthend-20))&&(clickY>=heightstart)&&(clickY<(heightend-20))) {
console.log(clickX);
// 清除之前选择的矩形框
if (SelectedRect != null) SelectedRect.isSelected = false;
SelectedRect = rect;
x1=clickX-SelectedRect.x;
y1=clickY-SelectedRect.y;
//选择新圆圈
rect.isSelected = true;
// 使圆圈允许拖拽
isDragging = true;
//更新显示
drawRect();
//停止搜索
return;
};
/*
设置拉伸的界限。
*/
// if ((clickX>=(widthend-20))&&(clickY>=(heightend-20)))
// {
// SelectedRect = rect;
// right=true;
// }
//18-02-01改
if ((clickX>=(widthend-20)&&((clickX<=(widthend+20)))&&(clickY>=(heightend-20))&&(clickY>=(heightend+20)))
{
SelectedRect = rect;
right=true;
}
}
}
代码中23行为判断具体点击哪个元素的语句,其实很简单,当初绕了很久,很简单直接判断鼠标点击点是否在矩形框之内即可,无论是哪个矩形框,只要在矩形框之内,就把当前矩形框设置为点击的矩形框。29行判断鼠标点击点相对于矩形框的位置。42-49行,是鼠标拉伸改变大小的判断,可以设置矩形四个角拉伸,但我认为太复杂了,只保留了右下角拉伸的点击判断,操作更简单一些。
响应事件:
function dragRect(e) {
// 判断矩形是否开始拖拽
if (isDragging == true) {
// 判断拖拽对象是否存在
if (SelectedRect != null) {
// 取得鼠标位置
var x = e.pageX - canvas.offsetLeft;
var y = e.pageY - canvas.offsetTop;
// 将圆圈移动到鼠标位置
SelectedRect.x= x-x1;
SelectedRect.y= y-y1;
// 更新画布
drawRect();
}
}
//判断是否开始拉伸
if (right) {
//设置拉伸最小的边界
if ((e.pageX - canvas.offsetLeft-SelectedRect.x)>50) {
SelectedRect.width=e.pageX - canvas.offsetLeft-SelectedRect.x;
}
else {
SelectedRect.width=50;
}
console.log(SelectedRect.width);
if((e.pageY - canvas.offsetTop-SelectedRect.y)>50){
SelectedRect.height=e.pageY - canvas.offsetTop-SelectedRect.y;
}
else {
SelectedRect.height=50;
}
drawRect();
}
};
以上就完成了对矩形框的基本操作,然后添加onmouseup的函数和调用函数:
var isDragging = false;
function stopDragging() {
isDragging = false;
right=false;
};
function clearCanvas() {
// 去除所有矩形
rects = [];
// 重新绘制画布.
drawCircles();
}
window.onload = function() {
canvas = document.getElementById("canvas");
context = canvas.getContext("2d");
canvas.onmousedown = canvasClick;
canvas.onmouseup = stopDragging;
canvas.onmouseout = stopDragging;
canvas.onmousemove =dragRect;
; };