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Here is the source code of what I'm trying to do:

/

Javascript:

    window.addEventListener('load', function () {
    // get the canvas element and its context
    var canvas = document.getElementById('sketchpad');
    var context = canvas.getContext('2d');

    // create a drawer which tracks touch movements
    var drawer = {
        isDrawing: false,
        touchstart: function (coors) {
            context.beginPath();
            context.moveTo(coors.x, coors.y);
            this.isDrawing = true;
        },
        touchmove: function (coors) {
            if (this.isDrawing) {
                context.lineTo(coors.x, coors.y);
                context.stroke();
            }
        },
        touchend: function (coors) {
            if (this.isDrawing) {
                this.touchmove(coors);
                this.isDrawing = false;
            }
        }
    };
    // create a function to pass touch events and coordinates to drawer
    function draw(event) {
        // get the touch coordinates
        var coors = {
            x: event.targetTouches[0].pageX,
            y: event.targetTouches[0].pageY
        };
        // pass the coordinates to the appropriate handler
        drawer[event.type](coors);
    }

    // attach the touchstart, touchmove, touchend event listeners.
    canvas.addEventListener('touchstart', draw, false);
    canvas.addEventListener('touchmove', draw, false);
    canvas.addEventListener('touchend', draw, false);

    // prevent elastic scrolling
    document.body.addEventListener('touchmove', function (event) {
        event.preventDefault();
    }, false); // end body.onTouchMove

}, false); // end window.onLoad

HTML:

<body>
    <div id="container">
        <canvas id="sketchpad" width="400" height="400">Sorry, your browser is not supported.</canvas>
    </div>
</body>

CSS:

body {
    margin:0;
    padding:0;
    font-family:Arial;
}
#container {
    position:relative;
}
#sketchpad {
    border: 1px solid #000;
}

I tried adding event listeners for mouse down/up/move but those didn't seem to work.

Alternatively, if anyone has any suggestions for open source canvas painting apps that work on puter and tablet I'd rather just use that.

So far the only one that has stood out is but it unfortunately doesn't work on android tablets (at least the ones I've been able to try).

Here is the source code of what I'm trying to do:

http://jsfiddle/3nGtM/

Javascript:

    window.addEventListener('load', function () {
    // get the canvas element and its context
    var canvas = document.getElementById('sketchpad');
    var context = canvas.getContext('2d');

    // create a drawer which tracks touch movements
    var drawer = {
        isDrawing: false,
        touchstart: function (coors) {
            context.beginPath();
            context.moveTo(coors.x, coors.y);
            this.isDrawing = true;
        },
        touchmove: function (coors) {
            if (this.isDrawing) {
                context.lineTo(coors.x, coors.y);
                context.stroke();
            }
        },
        touchend: function (coors) {
            if (this.isDrawing) {
                this.touchmove(coors);
                this.isDrawing = false;
            }
        }
    };
    // create a function to pass touch events and coordinates to drawer
    function draw(event) {
        // get the touch coordinates
        var coors = {
            x: event.targetTouches[0].pageX,
            y: event.targetTouches[0].pageY
        };
        // pass the coordinates to the appropriate handler
        drawer[event.type](coors);
    }

    // attach the touchstart, touchmove, touchend event listeners.
    canvas.addEventListener('touchstart', draw, false);
    canvas.addEventListener('touchmove', draw, false);
    canvas.addEventListener('touchend', draw, false);

    // prevent elastic scrolling
    document.body.addEventListener('touchmove', function (event) {
        event.preventDefault();
    }, false); // end body.onTouchMove

}, false); // end window.onLoad

HTML:

<body>
    <div id="container">
        <canvas id="sketchpad" width="400" height="400">Sorry, your browser is not supported.</canvas>
    </div>
</body>

CSS:

body {
    margin:0;
    padding:0;
    font-family:Arial;
}
#container {
    position:relative;
}
#sketchpad {
    border: 1px solid #000;
}

I tried adding event listeners for mouse down/up/move but those didn't seem to work.

Alternatively, if anyone has any suggestions for open source canvas painting apps that work on puter and tablet I'd rather just use that.

So far the only one that has stood out is https://github./PlayMyCode/SkyBrush but it unfortunately doesn't work on android tablets (at least the ones I've been able to try).

Share Improve this question edited May 18, 2013 at 23:04 Josh asked May 18, 2013 at 21:22 JoshJosh 9459 silver badges19 bronze badges
Add a ment  | 

1 Answer 1

Reset to default 6

Check the modified fiddle

I added a way to detect when running in a touch device and a switch to map the mouse events to touch events.

Also notice that when touchend occurred we need to use event.changedTouches to get the coors correctly.

window.addEventListener('load', function () {
// get the canvas element and its context
var canvas = document.getElementById('sketchpad');
var context = canvas.getContext('2d');

// create a drawer which tracks touch movements
var drawer = {
    isDrawing: false,
    touchstart: function (coors) {
        context.beginPath();
        context.moveTo(coors.x, coors.y);
        this.isDrawing = true;
    },
    touchmove: function (coors) {
        if (this.isDrawing) {
            context.lineTo(coors.x, coors.y);
            context.stroke();
        }
    },
    touchend: function (coors) {
        if (this.isDrawing) {
            this.touchmove(coors);
            this.isDrawing = false;
        }
    }
};
// create a function to pass touch events and coordinates to drawer
function draw(event) { 
    var type = null;
    // map mouse events to touch events
    switch(event.type){
        case "mousedown":
                event.touches = [];
                event.touches[0] = { 
                    pageX: event.pageX,
                    pageY: event.pageY
                };
                type = "touchstart";                  
        break;
        case "mousemove":                
                event.touches = [];
                event.touches[0] = { 
                    pageX: event.pageX,
                    pageY: event.pageY
                };
                type = "touchmove";                
        break;
        case "mouseup":                
                event.touches = [];
                event.touches[0] = { 
                    pageX: event.pageX,
                    pageY: event.pageY
                };
                type = "touchend";
        break;
    }        

    // touchend clear the touches[0], so we need to use changedTouches[0]
    var coors;
    if(event.type === "touchend") {
        coors = {
            x: event.changedTouches[0].pageX,
            y: event.changedTouches[0].pageY
        };
    }
    else {
        // get the touch coordinates
        coors = {
            x: event.touches[0].pageX,
            y: event.touches[0].pageY
        };
    }
    type = type || event.type
    // pass the coordinates to the appropriate handler
    drawer[type](coors);
}

// detect touch capabilities
var touchAvailable = ('createTouch' in document) || ('ontouchstart' in window);

// attach the touchstart, touchmove, touchend event listeners.
if(touchAvailable){
    canvas.addEventListener('touchstart', draw, false);
    canvas.addEventListener('touchmove', draw, false);
    canvas.addEventListener('touchend', draw, false);        
}    
// attach the mousedown, mousemove, mouseup event listeners.
else {
    canvas.addEventListener('mousedown', draw, false);
    canvas.addEventListener('mousemove', draw, false);
    canvas.addEventListener('mouseup', draw, false);
}

// prevent elastic scrolling
document.body.addEventListener('touchmove', function (event) {
    event.preventDefault();
}, false); // end body.onTouchMove

}, false); // end window.onLoad

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