如何用canvas实现自定义头像功能-
写在最前:
前两天老大跟我说老虎官网上阿谁自定义头像的功能是flash实现的,没有安装过的还得手动去“允许”falsh的运转。所以让我用canvas实现一个同样的功能,嘿嘿,恰好比来也在研究canvas,所以怅然应允(其实,你没研究过难道就不应允么,哈哈哈哈哈~)
成果展现:
Git地址:https://github.com/ry928330/portraitDIY
功能注明:
拖拽左侧小方框,或者是鼠标放在小方框右下角,点击拉伸方框,方框遮盖局部的图片被主动截取下来,然后再在右边的多个容器里面重绘。
输入宽高,自定义你需要订制的头像大小,当前只支撑宽高雷同的头像图片。
实现细节:
由于你要对图片所在的区域进行截图,所以你得制作一张canvas,盖在图片所在的区域。这里,我们给出了一个函数,依据传入的DOM里面元素的类名新建雷同位置的canvas,盖在本来的DOM元素上面:
function createCanvasByClassName(tag) { var canvasInitialWidth = $('.' + tag).width(); var canvasInitialHeight = $('.' + tag).height(); var left = $('.' + tag).offset().left - $('.' + tag).parent('.portraitContainer').offset().left + 1; var top = $('.' + tag).offset().top - $('.' + tag).parent('.portraitContainer').offset().top + 1; //var left = $('.' + tag).offset().left + 1; //var top = $('.' + tag).offset().top + 1; clearCanvasObj.left = $('.' + tag).offset().left + 1; clearCanvasObj.top = $('.' + tag).offset().top + 1; // clearCanvasObj.left = left; // clearCanvasObj.top = top; var canvasElement = $(''); var randomNum = Math.floor(getRandom(0, 10000)); clearCanvasObj.canvasId = randomNum; canvasElement.attr({ id: 'canvas', width: canvasInitialWidth, height: canvasInitialHeight }); canvasElement.css({ position: 'absolute', top: top, left: left }); //$('body').append(canvasElement); var appendEle = $('.portraitContainer').append(canvasElement); var canvas = document.getElementById('canvas'); var ctx = canvas.getContext('2d'); //ctx.fillStyle = "rgba(211,211,216,0.5)"; ctx.clearRect(0, 0, canvasInitialWidth, canvasInitialHeight); ctx.fillStyle = "rgba(0,0,0, 0.4)"; ctx.fillRect(0, 0, canvasInitialWidth, canvasInitialHeight); return canvas; }
有了这张canvas你就可以在你图片所在区域肆意的操纵了。第一,落整个区域画上一个浅玄色的暗影,然后再擦除初始小方框区域里面的色彩。然后给整个页面增加mousedown,mousemove,mouseup事件,他们所做的功能就跟你在页面中实现一个拖拽的功能相似,这里重点说下mousemove里面做的操纵,代码如下:
function mousemoveFunc(event) { /* Act on the event */ var nowMouseX = event.clientX - clearCanvasObj.left; var nowMouseY = event.clientY - clearCanvasObj.top; if (nowMouseX >= clearCanvasObj.xStart && nowMouseX <= clearCanvasObj.xStart + clearCanvasObj.width && nowMouseY >= clearCanvasObj.yStart && nowMouseY <= clearCanvasObj.yStart + clearCanvasObj.height) { clearCanvasObj.isCanvasArea = true; //clearCanvasObj.isRightCorner = false; imgContainerCanvas.style.cursor = 'move'; } else if ((nowMouseX >= clearCanvasObj.xStart + clearCanvasObj.width - 10) && (nowMouseX <= clearCanvasObj.xStart+ clearCanvasObj.width + 10) && (nowMouseY >= clearCanvasObj.yStart + clearCanvasObj.height - 10) && (nowMouseY <= clearCanvasObj.yStart + clearCanvasObj.height + 10)) { clearCanvasObj.isCanvasArea = true; //clearCanvasObj.beginDraw = false; imgContainerCanvas.style.cursor = 'se-resize'; } else { clearCanvasObj.isCanvasArea = false; //clearCanvasObj.isRightCorner = false; imgContainerCanvas.style.cursor = 'default'; } var outerDomWidth = $(".imgContainer").width(); var outerDomHeight = $(".imgContainer").height(); var xDistance = event.clientX - clearCanvasObj.mouseX; var yDistance = event.clientY - clearCanvasObj.mouseY; //var outerCTX = canvas.getContext('2d'); //移动小方框 if (clearCanvasObj.beginDraw && clearCanvasObj.isCanvasArea && !clearCanvasObj.isRightCorner) { ry_CTX.fillStyle = clearCanvasObj.color; // console.log('1', clearCanvasObj.xStart, clearCanvasObj.yStart) ry_CTX.fillRect(clearCanvasObj.xStart, clearCanvasObj.yStart, clearCanvasObj.width, clearCanvasObj.height); //outerCTX.fillRect(0, 0, canvas.width, canvas.height); clearCanvasObj.xStart += xDistance; clearCanvasObj.yStart += yDistance; //判断方框是否达到边界 if (clearCanvasObj.xStart <= 0) { clearCanvasObj.xStart = 0; } if (clearCanvasObj.yStart <= 0) { clearCanvasObj.yStart = 0; } if ((clearCanvasObj.xStart + clearCanvasObj.width) >= outerDomWidth) { clearCanvasObj.xStart = outerDomWidth - clearCanvasObj.width; } if ((clearCanvasObj.yStart + clearCanvasObj.height) >= outerDomHeight) { clearCanvasObj.yStart = outerDomHeight - clearCanvasObj.height; } // console.log('2', clearCanvasObj.xStart, clearCanvasObj.yStart) ry_CTX.clearRect(clearCanvasObj.xStart, clearCanvasObj.yStart, clearCanvasObj.width, clearCanvasObj.height); produceSmallPic(clearCanvasObj.xStart+clearCanvasObj.left, clearCanvasObj.yStart+clearCanvasObj.top, clearCanvasObj.width, clearCanvasObj.height, imageURL) clearCanvasObj.mouseX = event.clientX; clearCanvasObj.mouseY = event.clientY; } //拖拽小方框 if (clearCanvasObj.isRightCorner) { ry_CTX.fillStyle = clearCanvasObj.color; ry_CTX.fillRect(clearCanvasObj.xStart, clearCanvasObj.yStart, clearCanvasObj.width, clearCanvasObj.height); var realDistance = Math.min(xDistance, yDistance) clearCanvasObj.width += realDistance; clearCanvasObj.height += realDistance; //拖动时边界前提的推断 if (clearCanvasObj.xStart + clearCanvasObj.width >= outerDomWidth) { clearCanvasObj.width = outerDomWidth - clearCanvasObj.xStart; clearCanvasObj.height = outerDomWidth - clearCanvasObj.xStart; } if (clearCanvasObj.yStart + clearCanvasObj.height >= outerDomHeight) { clearCanvasObj.width = outerDomHeight - clearCanvasObj.yStart; clearCanvasObj.height = outerDomHeight - clearCanvasObj.yStart; } if (clearCanvasObj.width <= 10) { clearCanvasObj.width = 10; } if (clearCanvasObj.height <= 10) { clearCanvasObj.height = 10; } ry_CTX.clearRect(clearCanvasObj.xStart, clearCanvasObj.yStart, clearCanvasObj.width, clearCanvasObj.height); produceSmallPic(clearCanvasObj.xStart+clearCanvasObj.left, clearCanvasObj.yStart+clearCanvasObj.top, clearCanvasObj.width, clearCanvasObj.height, imageURL); clearCanvasObj.mouseX = event.clientX; clearCanvasObj.mouseY = event.clientY; } }
函数里面,你需要注意拖拽的边界前提,一个是方框不克不及拖到图片所在DOM外的边界;别的一个就是当你鼠标放在小方框所在的区域转变鼠标的样式。方框在拖动的历程中,我们一直重绘方框挪移的区域(也就是一直的画上暗影),然后在新的位置调取clearRect函数,从新擦出一个小方框出来。在拖拽或是拉伸的历程中,我们会一直调取produceSmallPic函数,在右侧的容器(每个容器都是一个canvas)里面一直依据容器大小重绘出所需的头像。代码如下:
function produceSmallPic(imageURL,left, top, width, height) { var img = new Image(); img.src = imageURL; var targetCtx = new Array(); var targetCanvas = null; img.onload = function() { portraitGroupsArr.forEach(function(item, index) { targetCanvas = document.getElementById(item.class); targetCtx.push(targetCanvas.getContext('2d')); targetCtx[index].clearRect(0,0, item.width, item.height); targetCtx[index].drawImage(img, left - clearCanvasObj.left, top - clearCanvasObj.top, width, height, 0, 0 , item.width, item.height); }) } }
我们说下这个函数的作用,这里我们要注意一个参数imageURL,这个URL是由图片所在的DOM转化来的。由于你要把DOM所在的区域酿成一张图片,这样你才干在应用drawImage函数截取你所需要的区域。所以我们先应用html2canvas库函数讲图片所在的DOM转化为canvas,这张canvas的内容是包括你所要截取的图片的,然后把这张canvas转化为图片取得图片地址imageURL,代码如下:
html2canvas(document.getElementById('imgContainer'), { onrendered: function(canvas) { var imageURL = canvasTransToImage(canavs); ... } }) function canvasTransToImage(canvas) { var imageURL = canvas.toDataURL('image/png'); return imageURL; }
接着,你就可以便捷右边的canvas容器,讲图片重回到里面了,整个历程就这样完毕,回首看来是不是很简略。
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