canvas使用步骤:
首先,找到 <canvas> 元素:
var c=document.getElementById("myCanvas");然后,创建 context 对象:getContext("2d") 对象是内建的 HTML5 对象,拥有多种绘制路径、矩形、圆形、字符以及添加图像的方法。
var ctx=c.getContext("2d");绘图:
ctx.fillStyle="#FF0000"; ctx.fillRect(0,0,150,75);
保存绘制的图片数据
<canvas id="canvas" width="5" height="5"></canvas>
获取画布的数据
var canvas = document.getElementById("canvas");
var dataURL = canvas.toDataURL();
console.log(dataURL);
// "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNby
// blAAAADElEQVQImWNgoBMAAABpAAFEI8ARAAAAAElFTkSuQmCC"使用jpegs设置图像质量
var fullQuality = canvas.toDataURL("image/jpeg", 1.0);
// data:image/jpeg;base64,/9j/4AAQSkZJRgABAQ...9oADAMBAAIRAxEAPwD/AD/6AP/Z"
var mediumQuality = canvas.toDataURL("image/jpeg", 0.5);
var lowQuality = canvas.toDataURL("image/jpeg", 0.1);利用canvas实现客户端截图:
下面这个函数可以实现截图功能,写的比较实用改起来很方便,详情使用看下面
/**
* canvas对图片进行裁剪
* @param string canvasId canvas标签的ID
* @param string imageSource 图片的src
* @param int x 开始坐标x
* @param int y 开始坐标y
* @param int width 宽度
* @param int height 高度
*/
var selectObj = null;
function ImageCrop(canvasId, imageSource, x, y, width, height) {
var canvas = $("#" + canvasId);
if (canvas.length == 0 && imageSource) {
return;
}
function canvasMouseDown(e) {
StopSelect(e);
canvas.css("cursor", "default");
}
function canvasMouseMove(e) {
var canvasOffset = canvas.offset();
var pageX = e.pageX || event.targetTouches[0].pageX;
var pageY = e.pageY || event.targetTouches[0].pageY;
iMouseX = Math.floor(pageX - canvasOffset.left);
iMouseY = Math.floor(pageY - canvasOffset.top);
canvas.css("cursor", "default");
if (selectObj.bDragAll) {
canvas.css("cursor", "move");
canvas.data("drag", true);
var cx = iMouseX - selectObj.px;
cx = cx < 0 ? 0 : cx;
mx = ctx.canvas.width - selectObj.w;
cx = cx > mx ? mx : cx;
selectObj.x = cx;
var cy = iMouseY - selectObj.py;
cy = cy < 0 ? 0 : cy;
my = ctx.canvas.height - selectObj.h;
cy = cy > my ? my : cy;
selectObj.y = cy;
}
for (var i = 0; i < 4; i++) {
selectObj.bHow[i] = false;
selectObj.iCSize[i] = selectObj.csize;
}
// hovering over resize cubes
if (iMouseX > selectObj.x - selectObj.csizeh && iMouseX < selectObj.x + selectObj.csizeh &&
iMouseY > selectObj.y - selectObj.csizeh && iMouseY < selectObj.y + selectObj.csizeh) {
canvas.css("cursor", "pointer");
selectObj.bHow[0] = true;
selectObj.iCSize[0] = selectObj.csizeh;
}
if (iMouseX > selectObj.x + selectObj.w - selectObj.csizeh && iMouseX < selectObj.x + selectObj.w + selectObj.csizeh &&
iMouseY > selectObj.y - selectObj.csizeh && iMouseY < selectObj.y + selectObj.csizeh) {
canvas.css("cursor", "pointer");
selectObj.bHow[1] = true;
selectObj.iCSize[1] = selectObj.csizeh;
}
if (iMouseX > selectObj.x + selectObj.w - selectObj.csizeh && iMouseX < selectObj.x + selectObj.w + selectObj.csizeh &&
iMouseY > selectObj.y + selectObj.h - selectObj.csizeh && iMouseY < selectObj.y + selectObj.h + selectObj.csizeh) {
canvas.css("cursor", "pointer");
selectObj.bHow[2] = true;
selectObj.iCSize[2] = selectObj.csizeh;
}
if (iMouseX > selectObj.x - selectObj.csizeh && iMouseX < selectObj.x + selectObj.csizeh &&
iMouseY > selectObj.y + selectObj.h - selectObj.csizeh && iMouseY < selectObj.y + selectObj.h + selectObj.csizeh) {
canvas.css("cursor", "pointer");
selectObj.bHow[3] = true;
selectObj.iCSize[3] = selectObj.csizeh;
}
if (iMouseX > selectObj.x && iMouseX < selectObj.x + selectObj.w && iMouseY > selectObj.y && iMouseY < selectObj.y + selectObj.h) {
canvas.css("cursor", "move");
}
// in case of dragging of resize cubes
var iFW, iFH, iFX, iFY, mx, my;
if (selectObj.bDrag[0]) {
iFX = iMouseX - selectObj.px;
iFY = iMouseY - selectObj.py;
iFW = selectObj.w + selectObj.x - iFX;
iFH = selectObj.h + selectObj.y - iFY;
canvas.data("drag", true);
}
if (selectObj.bDrag[1]) {
iFX = selectObj.x;
iFY = iMouseY - selectObj.py;
iFW = iMouseX - selectObj.px - iFX;
iFH = selectObj.h + selectObj.y - iFY;
canvas.data("drag", true);
}
if (selectObj.bDrag[2]) {
iFX = selectObj.x;
iFY = selectObj.y;
iFW = iMouseX - selectObj.px - iFX;
iFH = iMouseY - selectObj.py - iFY;
canvas.data("drag", true);
}
if (selectObj.bDrag[3]) {
iFX = iMouseX - selectObj.px;
iFY = selectObj.y;
iFW = selectObj.w + selectObj.x - iFX;
iFH = iMouseY - selectObj.py - iFY;
canvas.data("drag", true);
}
if (iFW > selectObj.csizeh * 2 && iFH > selectObj.csizeh * 2) {
selectObj.w = iFW;
selectObj.h = iFH;
selectObj.x = iFX;
selectObj.y = iFY;
}
drawScene();
}
function canvasMouseOut() {
$(canvas).trigger("mouseup");
}
function canvasMouseUp() {
selectObj.bDragAll = false;
for (var i = 0; i < 4; i++) {
selectObj.bDrag[i] = false;
}
canvas.css("cursor", "default");
canvas.data("select", {
x: selectObj.x,
y: selectObj.y,
w: selectObj.w,
h: selectObj.h
});
selectObj.px = 0;
selectObj.py = 0;
}
function Selection(x, y, w, h) {
this.x = x; // initial positions
this.y = y;
this.w = w; // and size
this.h = h;
this.px = x; // extra variables to dragging calculations
this.py = y;
this.csize = 4; // resize cubes size
this.csizeh = 6; // resize cubes size (on hover)
this.bHow = [false, false, false, false]; // hover statuses
this.iCSize = [this.csize, this.csize, this.csize, this.csize]; // resize cubes sizes
this.bDrag = [false, false, false, false]; // drag statuses
this.bDragAll = false; // drag whole selection
}
Selection.prototype.draw = function () {
ctx.strokeStyle = '#666';
ctx.lineWidth = 2;
ctx.strokeRect(this.x, this.y, this.w, this.h);
// draw part of original image
if (this.w > 0 && this.h > 0) {
ctx.drawImage(image, this.x, this.y, this.w, this.h, this.x, this.y, this.w, this.h);
}
// draw resize cubes
ctx.fillStyle = '#999';
ctx.fillRect(this.x - this.iCSize[0], this.y - this.iCSize[0], this.iCSize[0] * 2, this.iCSize[0] * 2);
ctx.fillRect(this.x + this.w - this.iCSize[1], this.y - this.iCSize[1], this.iCSize[1] * 2, this.iCSize[1] * 2);
ctx.fillRect(this.x + this.w - this.iCSize[2], this.y + this.h - this.iCSize[2], this.iCSize[2] * 2, this.iCSize[2] * 2);
ctx.fillRect(this.x - this.iCSize[3], this.y + this.h - this.iCSize[3], this.iCSize[3] * 2, this.iCSize[3] * 2);
};
var drawScene = function () {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); // clear canvas
// draw source image
ctx.drawImage(image, 0, 0, ctx.canvas.width, ctx.canvas.height);
// and make it darker
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
// draw selection
selectObj.draw();
canvas.mousedown(canvasMouseDown);
canvas.on("touchstart", canvasMouseDown);
};
var createSelection = function (x, y, width, height) {
var content = $("#imagePreview");
x = x || Math.ceil((content.width() - width) / 2);
y = y || Math.ceil((content.height() - height) / 2);
return new Selection(x, y, width, height);
};
var ctx = canvas[0].getContext("2d");
var iMouseX = 1;
var iMouseY = 1;
var image = new Image();
image.onload = function () {
selectObj = createSelection(x, y, width, height);
canvas.data("select", {
x: selectObj.x,
y: selectObj.y,
w: selectObj.w,
h: selectObj.h
});
drawScene();
};
image.src = imageSource;
canvas.mousemove(canvasMouseMove);
canvas.on("touchmove", canvasMouseMove);
var StopSelect = function (e) {
var canvasOffset = $(canvas).offset();
var pageX = e.pageX || event.targetTouches[0].pageX;
var pageY = e.pageY || event.targetTouches[0].pageY;
iMouseX = Math.floor(pageX - canvasOffset.left);
iMouseY = Math.floor(pageY - canvasOffset.top);
selectObj.px = iMouseX - selectObj.x;
selectObj.py = iMouseY - selectObj.y;
if (selectObj.bHow[0]) {
selectObj.px = iMouseX - selectObj.x;
selectObj.py = iMouseY - selectObj.y;
}
if (selectObj.bHow[1]) {
selectObj.px = iMouseX - selectObj.x - selectObj.w;
selectObj.py = iMouseY - selectObj.y;
}
if (selectObj.bHow[2]) {
selectObj.px = iMouseX - selectObj.x - selectObj.w;
selectObj.py = iMouseY - selectObj.y - selectObj.h;
}
if (selectObj.bHow[3]) {
selectObj.px = iMouseX - selectObj.x;
selectObj.py = iMouseY - selectObj.y - selectObj.h;
}
if (iMouseX > selectObj.x + selectObj.csizeh &&
iMouseX < selectObj.x + selectObj.w - selectObj.csizeh &&
iMouseY > selectObj.y + selectObj.csizeh &&
iMouseY < selectObj.y + selectObj.h - selectObj.csizeh) {
selectObj.bDragAll = true;
}
for (var i = 0; i < 4; i++) {
if (selectObj.bHow[i]) {
selectObj.bDrag[i] = true;
}
}
};
canvas.mouseout(canvasMouseOut);
canvas.mouseup(canvasMouseUp);
canvas.on("touchend", canvasMouseUp);
this.getImageData = function (previewID) {
var tmpCanvas = $("<canvas></canvas>")[0];
var tmpCtx = tmpCanvas.getContext("2d");
if (tmpCanvas && selectObj) {
tmpCanvas.width = selectObj.w;
tmpCanvas.height = selectObj.h;
tmpCtx.drawImage(image, selectObj.x, selectObj.y, selectObj.w, selectObj.h, 0, 0, selectObj.w, selectObj.h);
if (document.getElementById(previewID)) {
document.getElementById(previewID).src = tmpCanvas.toDataURL();
document.getElementById(previewID).style.border = "1px solid #ccc";
}
return tmpCanvas.toDataURL();
}
};
}crossorigin属性
浏览器对于不同源的内容进行的安全限制当然不仅限于 <script> 标签。既然 XMLHttpRequest 可以通过 CORS 来突破这个限制,为什么直接通过标签引用的资源就不可以呢?这当然是可以的。
针对 <script> 标签引用不同源脚本文件的限制同样作用于 <img> 标签引用不同源图片文件。如果一个 <img> 标签是不同源的话,一旦在 <canvas> 绘图时用到了,该 <canvas> 将变为只写状态,保证网站不能通过 JavaScript 窃取未授权的不同源图片数据。后来 <img> 标签通过引入 crossorigin 属性解决了这个问题。如果使用 crossorigin="anonymous",则相当于匿名 CORS;如果使用 `crossorigin=“use-credentials”,则相当于带认证的 CORS。
既然 <img> 标签能这样做,为什么 <script> 标签就不能这样做?于是浏览器厂商就为 <script> 标签加入了同样的 crossorigin 属性用于解决上述安全限制问题。现在 Chrome 和 Firefox 对这个属性的支持是完全没有问题的。Safari 则会把 crossorigin="anonymous" 当做 crossorigin="use-credentials" 处理,结果是如果服务器只支持匿名 CORS 则 Safari 会当做认证失败。由于 CDN 服务器出于性能的考虑被设计为只能返回静态内容,不可能动态的根据请求返回认证 CORS 所需的 HTTP Header,Safari 相当于不能利用此特性来解决上述问题。
html代码:
<button id="download">下载</button><br/> <canvas id="canvasID"></canvas> <img id="preview" style="max-width:300px;" src=""/>
javascript代码:
<script>
var c = null;
var image = document.createElement('img');
image.src = "http://img.chuxiangyi.com/{$_GET['key']}_800x800.jpg";
image.crossOrigin = "*";
image.onload = function (){
canvas = document.getElementById('canvasID');
canvas.width = this.width;
canvas.height = this.height;
var imageSource = this.src;
var width = 200;
var height = 200;
var x = (canvas.width - width)/2;
var y = (canvas.height - height)/2;
c = new ImageCrop('canvasID', imageSource, x, y, width, height);
}
$('#download').click(function (){
data = c.getImageData('preview');
data = data.replace(/^data:image\/(png|jpeg);base64,/, "");
$.post('__MODULE__/OSS/uploadImage',{data:data},function (data,status){
if(status == 'success'){
if(data.status == 1){
alert(data.info);
}else{
alert(data.info);
}
}
});
});
</script>可能会遇到的错误:
Uncaught SecurityError: Failed to execute 'toDataURL' on 'HTMLCanvasElement': Tainted canvases may not be exported.
解决方案1.
如果想使用toDataURL()生成图片文件的话,在canvas绘图过程中使用的图片应该是当前域下的。
解决方案2.
访问的服务器允许,资源跨域使用,也就是说设置了CORS跨域配置,Access-Control-Allow-Origin
然后在客户端访问图片资源的时候