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pages/index/.DS_Store
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pages/index/.DS_Store
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@ -2,16 +2,11 @@
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<view>
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<!-- 定义canvas画布 // 设置canvas大小为200x200像素 -->
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<!-- // @touchstart="handleCanvasTouch" -->
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<canvas
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@touchstart="handleTouchStart"
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@touchmove="handleTouchMove"
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@touchend="handleTouchEnd"
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:style="{
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<canvas @touchstart="handleTouchStart" @touchmove="handleTouchMove" @touchend="handleTouchEnd" :style="{
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width: 1000 + 'px',
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height: 800 + 'px',
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transform: `translate(${offsetX}px, ${offsetY}px) scale(${scale})`
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}"
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canvas-id="canvas" id="canvas" ></canvas>
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}" canvas-id="canvas" id="canvas"></canvas>
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<!-- style="border: 1px solid red;height: 600px;width: 100vw;" -->
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<image src="https://assets.sx25.troyrc.com/sx25/images/events/XBDT.jpg"></image>
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<!-- 添加一个按钮,用于触发绘图 -->
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@ -25,7 +20,9 @@
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onMounted,
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getCurrentInstance
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} from 'vue'
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import { onReady } from '@dcloudio/uni-app'
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import {
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onReady
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} from '@dcloudio/uni-app'
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const canvasWidth = ref(375) // 动态设置Canvas宽度
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const canvasHeight = ref(400) // 动态设置Canvas高度
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@ -38,7 +35,28 @@
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const startY = ref(0)
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const isDragging = ref(false)
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const imgUrl = ref('https://assets.sx25.troyrc.com/sx25/images/events/XBDT.jpg'); // 修改为ref
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// 定义图形数组
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const blocks = ref([{
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points: [{
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x: 50,
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y: 50
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}, // 左下角点
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{
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x: 150,
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y: 50
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}, // 右下角点
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{
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x: 200,
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y: 100
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}, // 右上角点
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{
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x: 100,
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y: 100
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}, // 左上角点
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],
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message: '点击了四边形',
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type: 'quadrilateral'
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}]);
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async function draw() {
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const ctx = uni.createCanvasContext('canvas', instance) // 创建canvas绘图上下文
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ctx.scale(scale.value, scale.value);
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@ -47,6 +65,25 @@
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})
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ctx.drawImage(res.path, 0, 0);
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// 绘制每个图形
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blocks.value.forEach((block) => {
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ctx.beginPath();
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ctx.fillStyle = block.color;
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switch (block.type) {
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case 'quadrilateral': // 四边形
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ctx.moveTo(block.points[0].x, block.points[0].y);
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for (let i = 1; i < block.points.length; i++) {
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ctx.lineTo(block.points[i].x, block.points[i].y);
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}
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ctx.closePath();
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break;
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}
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ctx.stroke(); // 绘制边框
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});
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// ctx.beginPath();
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// ctx.moveTo(50, 50); // 左下角点
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// ctx.lineTo(150, 50); // 右下角点
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@ -90,7 +127,26 @@
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// 触摸开始
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const handleTouchStart = (e) => {
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console.log('handleTouchStart')
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const x = e.touches[0].x;
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const y = e.touches[0].y;
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// 判断点击位置
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blocks.value.forEach((block) => {
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if (isPointInQuadrilateral(x, y, block.points)) {
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uni.showModal({
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title: '提示',
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content: block.message,
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showCancel: true, // 显示取消按钮
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success: (res) => {
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if (res.confirm) {
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console.log('用户点击了“确定”按钮');
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} else if (res.cancel) {
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console.log('用户点击了“取消”按钮');
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}
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},
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});
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}
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});
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if (e.touches.length === 1) {
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// 单指拖动
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startX.value = e.touches[0].clientX - offsetX.value
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@ -98,11 +154,23 @@
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isDragging.value = true
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} else if (e.touches.length === 2) {
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// 双指缩放
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const x1 = e.touches[0].clientX
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const y1 = e.touches[0].clientY
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const x2 = e.touches[1].clientX
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const y2 = e.touches[1].clientY
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lastDistance.value = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2))
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// const x1 = e.touches[0].clientX
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// const y1 = e.touches[0].clientY
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// const x2 = e.touches[1].clientX
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// const y2 = e.touches[1].clientY
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// lastDistance.value = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2))
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// 双指缩放逻辑...
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const x1 = e.touches[0].clientX,
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y1 = e.touches[0].clientY;
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const x2 = e.touches[1].clientX,
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y2 = e.touches[1].clientY;
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const distance = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
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if (lastDistance.value > 0) {
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scale.value = Math.min(Math.max(scale.value * (distance / lastDistance.value), 0.5), 4);
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draw(); // 重新绘制Canvas内容
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}
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}
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}
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@ -157,11 +225,31 @@
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console.log(sres, 'sres');
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imgUrl.value = sres.tempFilePath || sres.path
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draw()
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},fail:function(fres){
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},
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fail: function(fres) {
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console.log('fres', fres)
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}
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})
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})
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// 判断点是否在四边形内
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function isPointInQuadrilateral(px, py, points) {
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let inside = false;
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const n = points.length;
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let p1 = points[0];
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for (let i = 1; i <= n; i++) {
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let p2 = points[i % n];
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if (py > Math.min(p1.y, p2.y) && py <= Math.max(p1.y, p2.y) && px <= Math.max(p1.x, p2.x)) {
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if (p1.y !== p2.y) {
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let xinters = (py - p1.y) * (p2.x - p1.x) / (p2.y - p1.y) + p1.x;
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if (p1.x === p2.x || px <= xinters) {
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inside = !inside;
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}
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}
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}
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p1 = p2;
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}
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return inside;
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}
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</script>
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<style scoped>
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