173 lines
4.2 KiB
Vue
173 lines
4.2 KiB
Vue
<template>
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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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<canvas @touchstart="handleCanvasTouch" @touchmove="handleCanvasTouchMove" @touchend="handleCanvasTouchEnd"
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canvas-id="canvas" id="canvas" style="border: 1px solid red;height: 600px;width: 1000px;"></canvas>
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<!-- 添加一个按钮,用于触发绘图 -->
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<button @click="handleDraw">点击绘制圆形</button>
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</view>
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</template>
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<script setup>
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import {
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ref,
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onMounted,
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getCurrentInstance
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} from 'vue'
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// 平移和缩放状态
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const translateX = ref(0);
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const translateY = ref(0);
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const scale = ref(1);
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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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const instance = getCurrentInstance()
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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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// 设置平移和缩放
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const imgUrl = "https://assets.sx25.troyrc.com/sx25/images/events/XBDT.jpg"
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const ctx = uni.createCanvasContext('canvas', instance) // 创建canvas绘图上下文
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ctx.translate(translateX.value, translateY.value );
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ctx.scale(scale.value, scale.value);
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const res = await uni.getImageInfo({
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src: imgUrl,
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})
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ctx.drawImage(res.path, 0, 0,canvasWidth.value ,canvasHeight.value);
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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.draw()
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}
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// 处理canvas触摸移动事件
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function handleCanvasTouchMove(event) {
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if (event.touches.length === 1) {
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// 单指平移
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translateX.value += event.touches[0].x - event.touches[0].startX;
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translateY.value += event.touches[0].y - event.touches[0].startY;
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} else if (event.touches.length === 2) {
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// 双指缩放
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const distance1 = Math.sqrt(
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(event.touches[0].x - event.touches[1].x) ** 2 +
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(event.touches[0].y - event.touches[1].y) ** 2
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);
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const distance2 = Math.sqrt(
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(event.touches[0].startX - event.touches[1].startX) ** 2 +
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(event.touches[0].startY - event.touches[1].startY) ** 2
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);
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scale.value *= distance1 / distance2;
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}
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draw(); // 重新绘制
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}
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// 处理canvas触摸结束事件
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function handleCanvasTouchEnd(event) {
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// 保存当前触摸点的初始位置
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event.touches.forEach((touch) => {
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touch.startX = touch.x;
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touch.startY = touch.y;
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});
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}
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// 处理canvas触摸事件
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function handleCanvasTouch(event) {
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// 获取触摸点的坐标
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const x = event.touches[0].x;
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const y = event.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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}
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// 按钮点击事件处理函数
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const handleDraw = () => {
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draw(); // 调用绘图函数
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}
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onMounted(() => {
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draw()
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// 确保在组件挂载后可以获取到Canvas元素
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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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button {
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margin-top: 10px;
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}
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</style> |