您需要一种方法来存储用户的绘图,无论是在另一个画布中,还是通过存储坐标。
我建议您存储坐标,下面是一些将行存储在数组中的代码,每行都是一个坐标数组,例如:[x0, y0, x1, y1, x2, y2, ... ]。
编辑:现在我简化了事情,坐标是相对于画布中心存储的。
看看小提琴,它大部分都在工作。
小提琴:
http://jsfiddle.net/gamealchemist/74MCQ/4/
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
var x = evt.clientX - rect.left;
var y = evt.clientY - rect.top;
var sx = (x-cw/2)/scale;
var sy = (y-ch/2)/scale;
return {
x: x,
y: y,
sx : sx,
sy:sy
};
}
/****** PAINT ******/
var isDrawing = false;
var color = "#000000";
var brushWidth = 10;
//var previousEvent = false;
ctx.strokeStyle = '#000000';
var currentLine = null;
var allLines = [];
$("#canvas").mousedown(function (e) {
var mousePos = getMousePos(canvas, e);
ctx.moveTo(mousePos.x, mousePos.y);
isDrawing = true;
if (currentLine) allLines.push(currentLine);
currentLine = [];
currentLine.push(mousePos.sx, mousePos.sy);
});
$("#canvas").mouseup(function () {
isDrawing = false;
if (currentLine) allLines.push(currentLine);
currentLine = null;
});
$("#canvas").mouseout(function () {
isDrawing = false;
if (currentLine) allLines.push(currentLine);
currentLine = null;
});
$("#canvas").mousemove(function (e) {
if (isDrawing === true) {
var mousePos = getMousePos(canvas, e);
currentLine.push(mousePos.sx, mousePos.sy);
//paint tools, effects
ctx.lineWidth = 10;
ctx.strokeStyle = color;
ctx.shadowBlur = 1;
ctx.shadowColor = 'rgb(0, 0, 0)';
ctx.lineTo(mousePos.x, mousePos.y);
ctx.stroke();
}
});
function drawStoredLines() {
var thisLine;
for (var i = 0; i < allLines.length; i++) {
thisLine = allLines[i];
drawLine(thisLine);
}
}
function drawLine(ptArray) {
if (ptArray.length <= 2) return;
ctx.beginPath();
ctx.moveTo(ptArray[0], ptArray[1]);
for (var p = 2; p < ptArray.length; p += 2) {
ctx.lineTo(ptArray[p], ptArray[p + 1]);
}
ctx.lineWidth = 10;
ctx.strokeStyle = color;
ctx.shadowBlur = 1;
ctx.shadowColor = 'rgb(0, 0, 0)';
ctx.stroke();
}
请注意,我无法抗拒减少您的 175 行代码以将比例选择为 25 行 :-)
var zoomSteps = [0.1, 0.2, 0.4, 0.6, 0.8, 1.0, 1.5, 2.0, 3.0, 4.0];
var zoomIndex = zoomSteps.indexOf(1);
function doScroll(e) {
e = window.event || e;
var delta = Math.max(-1, Math.min(1, (e.wheelDelta || -e.detail)));
zoomIndex = zoomIndex + delta;
if (zoomIndex < 0) zoomIndex = 0;
if (zoomIndex >= zoomSteps.length) zoomIndex = zoomSteps.length - 1;
scale = zoomSteps[zoomIndex];
imageWidthZoomed = imageWidth * scale;
imageHeightZoomed = imageHeight * scale;
var mousePos = getMousePos(canvas, e);
draw(mousePos.x, mousePos.y, scale);
}