I'm scaling the image loaded into an html5 canvas but I con't set limits for scale (eg width > 200 and < 1900):
var zoom = function(clicks){
var pt = ctx.transformedPoint(lastX,lastY);
ctx.translate(pt.x,pt.y);
var factor = Math.pow(scaleFactor,clicks);
ctx.scale(factor,factor);
ctx.translate(-pt.x,-pt.y);
redraw();
}
var handleScroll = function(evt){
var delta = evt.wheelDelta ? evt.wheelDelta/40 : evt.detail ? -evt.detail : 0;
document.querySelector('#brightness-value').value = 0;
document.querySelector('#contrast-value').value = 0;
document.querySelector('#brightness').value = 0;
document.querySelector('#contrast').value = 0;
if (delta) zoom(delta);
return evt.preventDefault() && false;
};
So how do I get the actual size of the context? - then I could check
if (scale) factor*contextWidth
ist to small/big and adopt factor...
The image size is the scaled size.
// img is an image object
// ctx is context
// scale is scaling
ctx.setScale(scale,scale);
var displayWidth = image.width * scale; // the display width.
var displayHeight = image.height * scale; // the display height
To get the max scale you want
// maxImgW the max width you want
var maxImgW = 1900;
var maxScale = maxImgW / image.width; // the scale that will get the max size
var minImgW = 200;
var minScale = minImgW / image.width; // the scale that will get the min size
Solved it myself similiar:
imgRes.src = "img/01_cc.jpg";
var sizeX = imgRes.width;
var sizeY = imgRes.height;
...
oldsizeX = sizeX;
oldsizeY = sizeY;
sizeX = sizeX * factor;
sizeY = sizeY * factor;
// Limit für Skalierung
if (sizeX <= 910) {
factor = 910 / sizeX;
if (factor > 1) factor = 1;
}
if (sizeX >= 4550) {
factor = 4550 / sizeX;
if (factor < 1) factor = 1;
}
sizeX = oldsizeX * factor;
sizeY = oldsizeY * factor;
// console.log(sizeX+" - "+sizeY+" - "+factor);
ctx.scale(factor, factor);
...
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