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HTML5畫布縮放再次繪制

[英]HTML5 canvas zoom draw again

目前,我正在嘗試放大畫布,並再次繪制整個畫布

var painter = document.getElementById('painter');

var cp = painter.getContext('2d');

var scale = 1;
var originx = 0;
var savedData = [];
var originy = 0;
var zoom = 0;

$('#painter').on('mousewheel', function(event) {

        var imgData = cp.getImageData(0, 0, painter.width, painter.height);
        savedData.push(imgData);
        var mousex = event.clientX - painter.offsetLeft;
        var mousey = event.clientY - painter.offsetTop;
        var wheel = event.deltaY;//n or -n

        var zoom = 1 + wheel/2;

        cp.translate(
            originx,
            originy
        );
        cp.scale(zoom,zoom);
        cp.translate(
            -( mousex / scale + originx - mousex / ( scale * zoom ) ),
            -( mousey / scale + originy - mousey / ( scale * zoom ) )
        );

         if (savedData.length > 0) {
                var imgData = savedData.pop();
                cp.putImageData(imgData, 0, 0);
            }

        originx = ( mousex / scale + originx - mousex / ( scale * zoom ) );
        originy = ( mousey / scale + originy - mousey / ( scale * zoom ) );
        scale *= zoom;

    });

事情是行不通的。 畫布從未更新過...變量似乎很好,因為我需要再次繪制整個畫布,因此我將所有數據保存到數組中

getImageData & context.putImageData是非常昂貴的操作。

相反,您可以將原始內容存儲在使用創建的第二個僅限內存的畫布中

var secondCanvas = document.createElement('canvas')
var secondContext = secondCanvas.getContext('2d');
secondCanvas.width=mainCanvas.width;
secondCanvas.height=mainCanvas.height;
secondContext.drawImage(mainCanvas,0,0);

然后將第二個畫布用作您在主畫布上的縮放繪圖的圖像源:

mainContext.drawImage(secondCanvas,x,y);

將內容緩存到第二個畫布后,可以使用此Stackoverflow答案使用鼠標滾輪進行縮放:

在動畫HTML5畫布中縮放和平移

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