本文作者html5tricks,转载请注明出处
下面我们来简单地分析一下实现这个HTML5网页画板的原理及代码,代码由HTML以及Javascript组成,主要还是Javascript代码。
HTML代码:
HTML代码非常简单,仅仅是构造了一个canvas容器,我们的画板就在这个地方生成。
Javascript代码:
首先我们通过一组变量来定义画板的样式,以及一些数据的初始化:
var canvas;
var context;
var canvasWidth = 490;
var canvasHeight = 220;
var padding = 25;
var lineWidth = 8;
var colorPurple = "#cb3594";
var colorGreen = "#659b41";
var colorYellow = "#ffcf33";
var colorBrown = "#986928";
var outlineImage = new Image();
var crayonImage = new Image();
var markerImage = new Image();
var eraserImage = new Image();
var crayonBackgroundImage = new Image();
var markerBackgroundImage = new Image();
var eraserBackgroundImage = new Image();
var crayonTextureImage = new Image();
var clickX = new Array();
var clickY = new Array();
var clickColor = new Array();
var clickTool = new Array();
var clickSize = new Array();
var clickDrag = new Array();
var paint = false;
var curColor = colorPurple;
var curTool = "crayon";
var curSize = "normal";
var mediumStartX = 18;
var mediumStartY = 19;
var mediumImageWidth = 93;
var mediumImageHeight = 46;
var drawingAreaX = 111;
var drawingAreaY = 11;
var drawingAreaWidth = 267;
var drawingAreaHeight = 200;
var toolHotspotStartY = 23;
var toolHotspotHeight = 38;
var sizeHotspotStartY = 157;
var sizeHotspotHeight = 36;
var sizeHotspotWidthObject = new Object();
sizeHotspotWidthObject.huge = 39;
sizeHotspotWidthObject.large = 25;
sizeHotspotWidthObject.normal = 18;
sizeHotspotWidthObject.small = 16;
var totalLoadResources = 8;
var curLoadResNum = 0;
接下来开始准备画布,也就是初始化Canvas对象:
function prepareCanvas()
{
// Create the canvas (Neccessary for IE because it doesn't know what a canvas element is)
var canvasDiv = document.getElementById('canvasDiv');
canvas = document.createElement('canvas');
canvas.setAttribute('width', canvasWidth);
canvas.setAttribute('height', canvasHeight);
canvas.setAttribute('id', 'canvas');
canvasDiv.appendChild(canvas);
if(typeof G_vmlCanvasManager != 'undefined') {
canvas = G_vmlCanvasManager.initElement(canvas);
}
context = canvas.getContext("2d"); // Grab the 2d canvas context
// Note: The above code is a workaround for IE 8 and lower. Otherwise we could have used:
// context = document.getElementById('canvas').getContext("2d");
// Load images
// -----------
crayonImage.onload = function() { resourceLoaded();
};
crayonImage.src = "images/crayon-outline.png";
//context.drawImage(crayonImage, 0, 0, 100, 100);
markerImage.onload = function() { resourceLoaded();
};
markerImage.src = "images/marker-outline.png";
eraserImage.onload = function(