问题
I have a canvas HTML5 drawing pad.
I would like to create a button with an undo function.
How can I do it?
My idea was to have one array stack. Anytime you draw and release the mouse, it saves the canvas image to the undo array stack by push. But as I tried it, it doesn't really work... Is there a better idea?
Thank you in advance!
var canvas = document.getElementById('paint');
var ctx = canvas.getContext('2d');
var sketch = document.getElementById('sketch');
var sketch_style = getComputedStyle(sketch);
var mouse = {x: 0, y: 0};
canvas.addEventListener('mousemove', function(e) {
mouse.x = e.pageX - this.offsetLeft;
mouse.y = e.pageY - this.offsetTop;
}, false);
ctx.lineJoin = 'round';
ctx.lineCap = 'round';
ctx.strokeStyle = "red";
function getColor(colour){ctx.strokeStyle = colour;}
function getSize(size){ctx.lineWidth = size;}
canvas.addEventListener('mousedown', function(e) {
ctx.beginPath();
ctx.moveTo(mouse.x, mouse.y);
canvas.addEventListener('mousemove', onPaint, false);
}, false);
canvas.addEventListener('mouseup', function() {
canvas.removeEventListener('mousemove', onPaint, false);
}, false);
var onPaint = function() {
ctx.lineTo(mouse.x, mouse.y);
ctx.stroke();
};
回答1:
This is how I would do it:
The main idea is: on mouseup
I'm saving the last drawn path in an array. When I click the undo button I remove the last path from the paths array. I'm deleting everything and next I draw all the paths in the paths array.
I'm using a variable drawing
that at the beginning is false.
When I click on the canvas drawing
is true.
on mouseup
drawing
is false.
Only if drawing == true
I can draw.
const canvas = document.getElementById('paint');
const ctx = canvas.getContext('2d');
canvas.width = 600;
canvas.height=200;
ctx.lineJoin = 'round';
ctx.lineCap = 'round';
ctx.strokeStyle = "red";
let drawing = false;
let pathsry = [];
let points = [];
var mouse = {x: 0, y: 0};
var previous = {x: 0, y: 0};
canvas.addEventListener('mousedown', function(e) {
drawing = true;
previous = {x:mouse.x,y:mouse.y};
mouse = oMousePos(canvas, e);
points = [];
points.push({x:mouse.x,y:mouse.y})
});
canvas.addEventListener('mousemove', function(e) {
if(drawing){
previous = {x:mouse.x,y:mouse.y};
mouse = oMousePos(canvas, e);
// saving the points in the points array
points.push({x:mouse.x,y:mouse.y})
// drawing a line from the previous point to the current point
ctx.beginPath();
ctx.moveTo(previous.x,previous.y);
ctx.lineTo(mouse.x,mouse.y);
ctx.stroke();
}
}, false);
canvas.addEventListener('mouseup', function() {
drawing=false;
// Adding the path to the array or the paths
pathsry.push(points);
}, false);
undo.addEventListener("click",Undo);
function drawPaths(){
// delete everything
ctx.clearRect(0,0,canvas.width,canvas.height);
// draw all the paths in the paths array
pathsry.forEach(path=>{
ctx.beginPath();
ctx.moveTo(path[0].x,path[0].y);
for(let i = 1; i < path.length; i++){
ctx.lineTo(path[i].x,path[i].y);
}
ctx.stroke();
})
}
function Undo(){
// remove the last path from the paths array
pathsry.splice(-1,1);
// draw all the paths in the paths array
drawPaths();
}
// a function to detect the mouse position
function oMousePos(canvas, evt) {
var ClientRect = canvas.getBoundingClientRect();
return { //objeto
x: Math.round(evt.clientX - ClientRect.left),
y: Math.round(evt.clientY - ClientRect.top)
}
}
canvas{border:1px solid}
<button id="undo">undo</button><br>
<canvas id="paint"></canvas>
来源:https://stackoverflow.com/questions/53960651/how-to-make-an-undo-function-in-canvas