问题
I am creating a multiple item drag and drop for a project and have a reached a wall.
At present I have 5 square items I have added to the canvas and also stored there x, y, width, height, bgcolour into an array called items. I have detected when the mouse selects one of these squares and can drag an item around. However my issue is that the item I am dragging around is always the same item, the first one added to the canvas. If anybody could help me work out how to detect which item specifically I have selected that would be great.
There is a'lot of code so I will try and post only the required bits.
//Items are added to canvas and values added to items[];
//a click event runs when the canvas is clicked, the following code is then run
var mouseCheck = function(e) {
var length = items.length;
var pos = $('#scalesPlatform').offset(),
top = pos.top,
left = pos.left,
mx = e.pageX - left,
my = e.pageY - top;
var imagedata = ctx.getImageData(mx, my, 1, 1);
if (imagedata.data[3] > 0) {
for (var i = length - 1; i >= 0; i--) {
var hit = items[i];
offsetX = mx - items[i].x;
offsetY = my - items[i].y;
hit.x = mx - offsetX;
hit.y = my - offsetY;
canvas.addEventListener('mousemove', function() {
move(hit, drag, items, event);
});
canvas.addEventListener('mouseup', function() {
drag = false;
move(hit, drag, event);
});
}
}
}
The issue is I need the variable hit to equal the item I have selected. Any help would be greatly apprecaited.
回答1:
Here’s how to drag/drop with multiple items
You have your squares defined in objects:
var items=[]
items.push({x:0,y:10,width:50,height:50,color:"red",isDragging:false});
items.push({x:70,y:10,width:50,height:50,color:"green",isDragging:false});
items.push({x:140,y:10,width:50,height:50,color:"blue",isDragging:false});
So you can hit test like this to detect which item(s) will be dragged:
function setDragging(x,y){
for(var i=0;i<items.length;i++){
var item=items[i];
// if x/y hit this item, set it’s isDragging flag
if(x>=item.x && x<=item.x+item.width && y>=item.y && y<=item.y+item.height){
item.isDragging=true;
}
}
}
Your mousemove handler calculates the distance of the drag.
dragX=mouseX-startX;
dragY=mouseY-startY;
Then in your draw() function you can handle both dragging and non-dragging items.
Items being dragged will be drawn at their original position plus dragX/dragY.
if(item.isDragging){
ctx.rect(item.x+dragX,item.y+dragY,item.width,item.height);
}else{
ctx.rect(item.x,item.y,item.width,item.height);
}
Here is example code and a Fiddle: http://jsfiddle.net/m1erickson/62L9q/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var canvasOffset=$("#canvas").offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var isMouseDown=false;
var startX;
var startY;
var dragX;
var dragY;
var items=[]
items.push({x:0,y:10,width:50,height:50,color:"red",isDragging:false});
items.push({x:70,y:10,width:50,height:50,color:"green",isDragging:false});
items.push({x:140,y:10,width:50,height:50,color:"blue",isDragging:false});
draw();
function draw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
for(var i=0;i<items.length;i++){
var item=items[i];
if(isMouseDown){
}
ctx.beginPath();
if(item.isDragging){
ctx.rect(item.x+dragX,item.y+dragY,item.width,item.height);
}else{
ctx.rect(item.x,item.y,item.width,item.height);
}
ctx.fillStyle=item.color
ctx.fill();
}
}
function setDragging(x,y){
for(var i=0;i<items.length;i++){
var item=items[i];
if(x>=item.x && x<=item.x+item.width && y>=item.y && y<=item.y+item.height){
item.isDragging=true;
}
}
}
function clearDragging(x,y){
for(var i=0;i<items.length;i++){
var item=items[i];
if(item.isDragging){
items[i].isDragging=false;
item.x+=dragX;
item.y+=dragY;
}
}
}
function handleMouseDown(e){
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mousedown stuff here
startX=mouseX;
startY=mouseY;
setDragging(startX,startY);
isMouseDown=true;
}
function handleMouseUp(e){
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mouseup stuff here
isMouseDown=false;
clearDragging();
}
function handleMouseOut(e){
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mouseOut stuff here
isMouseDown=false;
clearDragging();
}
function handleMouseMove(e){
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mousemove stuff here
if(isMouseDown){
dragX=mouseX-startX;
dragY=mouseY-startY;
draw(mouseX,mouseY);
}
}
$("#canvas").mousedown(function(e){handleMouseDown(e);});
$("#canvas").mousemove(function(e){handleMouseMove(e);});
$("#canvas").mouseup(function(e){handleMouseUp(e);});
$("#canvas").mouseout(function(e){handleMouseOut(e);});
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
来源:https://stackoverflow.com/questions/17424623/canvas-drag-and-drop-with-multiple-items