uniapp,执行canvas的ctx.draw()后,为什么清除了之前绘制的内容
时间: 2024-12-08 14:21:00 浏览: 30
UniApp是一个基于Vue.js的跨平台框架,它允许开发者使用一套代码构建同时运行在iOS、Android、Web以及H5等平台的应用。关于Canvas API,在uniapp中,`ctx.draw()`方法通常用于将当前画布的内容绘制到目标位置,例如屏幕或其他元素上。
当你调用`ctx.draw()`时,如果没有特别指定目的地,这实际上可能会清除画布上的内容。因为默认情况下,`draw()`方法会把当前画布的内容(包括之前的绘制)复制到新的位置,然后替换掉原有的位置,而不是像在某些其他库中那样合并历史记录。
如果你想要保留之前的内容,可以采取一些策略,比如先保存当前状态,再绘制新内容,最后恢复保存的状态:
```javascript
// 保存当前状态
ctx.save();
// 绘制新内容
ctx.fillStyle = 'red';
ctx.fillRect(0, 0, 100, 100);
// 渲染到另一个位置并不清除原有内容
ctx.translate(200, 0); // 移动到新位置
ctx.draw();
// 恢复到之前的状态,不会清除
ctx.restore();
```
相关问题
import QtQuick 2.4 import QtQuick.Controls 2.5 import QtQuick.Window 2.3 ApplicationWindow { visible: true width: 800 height: 600 title: "Drawing Board Example" Item { width: 700 height: 500 property int gridSize: 20 property int scaleFactor: 100 Canvas { id: canvas anchors.fill: parent onPaint: { var ctx = getContext("2d"); var width = canvas.width; var height = canvas.height; // 清除画布 ctx.clearRect(0, 0, width, height); ctx.lineWidth = 0.002 * parent.scaleFactor; // 绘制网格线 ctx.strokeStyle = "black"; for (var x = 0; x <= width; x += parent.gridSize) { ctx.beginPath(); ctx.moveTo(x, 0); ctx.lineTo(x, height); ctx.stroke(); } for (var y = 0; y <= height; y += parent.gridSize) { ctx.beginPath(); ctx.moveTo(0, y); ctx.lineTo(width, y); ctx.stroke(); } } } MouseArea { anchors.fill: parent property int gridSize: parent.gridSize property int scaleFactor: parent.scaleFactor onWheel: { // 根据滚轮事件的delta属性,计算缩放比例 parent.scaleFactor += wheel.angleDelta.y / 120; parent.scaleFactor = Math.max(parent.scaleFactor, 10); // 最小值为10% // 根据缩放比例重新计算gridSize和canvas的宽度和高度 parent.gridSize = parent.scaleFactor / 5; canvas.width = width * parent.scaleFactor / 100; canvas.height = height * parent.scaleFactor / 100; canvas.requestPaint(); } } } }我需要在这段代码的基础上增加一个button按钮,他的功能是点击后,鼠标具有一个长按绘制矩形的功能,在按下的期间保留该矩形的绘制过程
您可以按照以下的步骤来增加一个button按钮,并实现长按绘制矩形的功能:
1. 在Item内部增加一个Button组件,如下:
```
Button {
id: rectButton
text: "Draw Rectangle"
anchors.bottom: parent.bottom
anchors.horizontalCenter: parent.horizontalCenter
}
```
2. 增加一个矩形绘制的函数`drawRect`,如下:
```
function drawRect(x, y, width, height) {
var ctx = canvas.getContext("2d");
ctx.strokeStyle = "red";
ctx.strokeRect(x, y, width, height);
}
```
3. 在MouseArea内部增加长按事件的处理,如下:
```
MouseArea {
// ...
property var rectStartPos: null
property var rectEndPos: null
onLongPressed: {
rectStartPos = mapToItem(canvas, mouse.x, mouse.y);
}
onLongPressCanceled: {
rectStartPos = null;
rectEndPos = null;
}
onPositionChanged: {
if (rectStartPos !== null) {
rectEndPos = mapToItem(canvas, mouse.x, mouse.y);
canvas.requestPaint();
}
}
}
```
4. 在Canvas的onPaint回调函数中增加绘制矩形的代码,如下:
```
Canvas {
// ...
onPaint: {
// ...
if (mouseArea.rectStartPos !== null && mouseArea.rectEndPos !== null) {
var x = Math.min(mouseArea.rectStartPos.x, mouseArea.rectEndPos.x);
var y = Math.min(mouseArea.rectStartPos.y, mouseArea.rectEndPos.y);
var width = Math.abs(mouseArea.rectStartPos.x - mouseArea.rectEndPos.x);
var height = Math.abs(mouseArea.rectStartPos.y - mouseArea.rectEndPos.y);
drawRect(x, y, width, height);
}
}
}
```
这样,当用户长按button按钮后,鼠标移动时,画布上会实时绘制一个矩形。当用户松开鼠标时,矩形绘制结束。
import QtQuick 2.4 import QtQuick.Controls 2.5 import QtQuick.Window 2.3 ApplicationWindow { visible: true width: 800 height: 600 title: "Drawing Board Example" property var rectStartPos: null property var rectEndPos: null property var rects: [] Item { width: 700 height: 500 property int gridSize: 20 property int scaleFactor: 100 Canvas { id: canvas anchors.fill: parent onPaint: { var ctx = getContext("2d"); var width = canvas.width; var height = canvas.height; // 清除画布 ctx.clearRect(0, 0, width, height); // 绘制网格线 ctx.lineWidth = 0.002 * parent.scaleFactor; ctx.strokeStyle = "black"; for (var x = 0; x <= width; x += parent.gridSize) { ctx.beginPath(); ctx.moveTo(x, 0); ctx.lineTo(x, height); ctx.stroke(); } for (var y = 0; y <= height; y += parent.gridSize) { ctx.beginPath(); ctx.moveTo(0, y); ctx.lineTo(width, y); ctx.stroke(); } // 绘制保存的矩形 function drawRect(x, y, width, height) { var ctx = canvas.getContext("2d"); ctx.strokeStyle = "red"; ctx.strokeRect(x, y, width, height); } for (var i = 0; i < rects.length; i++) { var rect = rects[i]; drawRect(rect.x, rect.y, rect.width, rect.height); } // 绘制正在绘制的矩形 if (rectStartPos !== null && rectEndPos !== null) { var x = Math.min(rectStartPos.x, rectEndPos.x); var y = Math.min(rectStartPos.y, rectEndPos.y); var width = Math.abs(rectStartPos.x - rectEndPos.x); var height = Math.abs(rectStartPos.y - rectEndPos.y); drawRect(x, y, width, height); } } } MouseArea { anchors.fill: parent onWheel: { parent.scaleFactor += wheel.angleDelta.y / 120; parent.scaleFactor = Math.max(parent.scaleFactor, 10); parent.gridSize = parent.scaleFactor / 5; canvas.width = width * parent.scaleFactor / 100; canvas.height = height * parent.scaleFactor / 100; canvas.requestPaint(); } onPressed: { rectStartPos = mapToItem(canvas, mouse.x, mouse.y); } onReleased: { if (rectStartPos !== null && rectEndPos !== null) { var x = Math.min(rectStartPos.x, rectEndPos.x); var y = Math.min(rectStartPos.y, rectEndPos.y); var width = Math.abs(rectStartPos.x - rectEndPos.x); var height = Math.abs(rectStartPos.y - rectEndPos.y); rects.push({x: x, y: y, width: width, height: height}); canvas.requestPaint(); } rectStartPos = null; rectEndPos = null; } onPositionChanged: { if (rectStartPos !== null) { rectEndPos = mapToItem(canvas, mouse.x, mouse.y); canvas.requestPaint(); } } } Button { id: rectButton text: "Draw Rectangle" anchors.bottom: parent.bottom anchors.horizontalCenter: parent.horizontalCenter onClicked: { console.log("Button clicked"); } } } }我希望将当前的button按钮做成一个开关控制,当按下这个开关后,绘制矩形的能力才能够触发,再次按下则失去绘制矩形的能力,
你可以在Button的onClicked事件中添加一个变量来表示当前是否可以绘制矩形,再根据这个变量来判断是否绘制矩形。代码如下:
```
import QtQuick 2.4
import QtQuick.Controls 2.5
import QtQuick.Window 2.3
ApplicationWindow {
visible: true
width: 800
height: 600
title: "Drawing Board Example"
property var rectStartPos: null
property var rectEndPos: null
property var rects: []
property bool drawRect: false
Item {
width: 700
height: 500
property int gridSize: 20
property int scaleFactor: 100
Canvas {
id: canvas
anchors.fill: parent
onPaint: {
var ctx = getContext("2d");
var width = canvas.width;
var height = canvas.height;
// 清除画布
ctx.clearRect(0, 0, width, height);
// 绘制网格线
ctx.lineWidth = 0.002 * parent.scaleFactor;
ctx.strokeStyle = "black";
for (var x = 0; x <= width; x += parent.gridSize) {
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, height);
ctx.stroke();
}
for (var y = 0; y <= height; y += parent.gridSize) {
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(width, y);
ctx.stroke();
}
// 绘制保存的矩形
function drawRect(x, y, width, height) {
var ctx = canvas.getContext("2d");
ctx.strokeStyle = "red";
ctx.strokeRect(x, y, width, height);
}
for (var i = 0; i < rects.length; i++) {
var rect = rects[i];
drawRect(rect.x, rect.y, rect.width, rect.height);
}
// 绘制正在绘制的矩形
if (drawRect && rectStartPos !== null && rectEndPos !== null) {
var x = Math.min(rectStartPos.x, rectEndPos.x);
var y = Math.min(rectStartPos.y, rectEndPos.y);
var width = Math.abs(rectStartPos.x - rectEndPos.x);
var height = Math.abs(rectStartPos.y - rectEndPos.y);
drawRect(x, y, width, height);
}
}
}
MouseArea {
anchors.fill: parent
onWheel: {
parent.scaleFactor += wheel.angleDelta.y / 120;
parent.scaleFactor = Math.max(parent.scaleFactor, 10);
parent.gridSize = parent.scaleFactor / 5;
canvas.width = width * parent.scaleFactor / 100;
canvas.height = height * parent.scaleFactor / 100;
canvas.requestPaint();
}
onPressed: {
if (drawRect) {
rectStartPos = mapToItem(canvas, mouse.x, mouse.y);
}
}
onReleased: {
if (drawRect && rectStartPos !== null && rectEndPos !== null) {
var x = Math.min(rectStartPos.x, rectEndPos.x);
var y = Math.min(rectStartPos.y, rectEndPos.y);
var width = Math.abs(rectStartPos.x - rectEndPos.x);
var height = Math.abs(rectStartPos.y - rectEndPos.y);
rects.push({x: x, y: y, width: width, height: height});
canvas.requestPaint();
}
rectStartPos = null;
rectEndPos = null;
}
onPositionChanged: {
if (drawRect && rectStartPos !== null) {
rectEndPos = mapToItem(canvas, mouse.x, mouse.y);
canvas.requestPaint();
}
}
}
Button {
id: rectButton
text: drawRect ? "Stop Drawing" : "Start Drawing"
anchors.bottom: parent.bottom
anchors.horizontalCenter: parent.horizontalCenter
onClicked: {
drawRect = !drawRect;
if (drawRect) {
rectButton.text = "Stop Drawing";
} else {
rectButton.text = "Start Drawing";
}
}
}
}
}
```
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