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用于编写文本的"撤消"画布转换

如何解决《用于编写文本的"撤消"画布转换》经验,为你挑选了2个好方法。

使用画布应用变换时,结果文本(显然)也会被转换.有没有办法阻止影响文本的某些转换,如反射?

例如,我设置了一个全局变换矩阵,因此Y轴指向上方,X轴指向右侧,(0, 0)点位于屏幕的中心(您对数学坐标系的期望).

但是,这也使文本颠倒了.

const size = 200;

const canvas = document.getElementsByTagName('canvas')[0]
canvas.width = canvas.height = size;
const ctx = canvas.getContext('2d');

ctx.setTransform(1, 0, 0, -1, size / 2, size / 2);

const triangle = [
  {x: -70, y: -70, label: 'A'},
  {x:  70, y: -70, label: 'B'},
  {x:   0, y:  70, label: 'C'},
];

// draw lines  
ctx.beginPath();
ctx.strokeStyle = 'black';
ctx.moveTo(triangle[2].x, triangle[2].y);
triangle.forEach(v => ctx.lineTo(v.x, v.y));
ctx.stroke();
ctx.closePath();
  
// draw labels
ctx.textAlign = 'center';
ctx.font = '24px Arial';
triangle.forEach(v => ctx.fillText(v.label, v.x, v.y - 8));

除了手动重置转换矩阵之外,是否有一种"智能"方式使文本处于"正确"方向?



1> Tai Le..:

我的解决方案是旋转画布然后绘制文本.

ctx.scale(1,-1); // rotate the canvas
triangle.forEach(v => {
ctx.fillText(v.label, v.x, -v.y + 25); // draw with a bit adapt position
});

希望有帮助:)

const size = 200;

const canvas = document.getElementsByTagName('canvas')[0]
canvas.width = canvas.height = size;
const ctx = canvas.getContext('2d');

ctx.setTransform(1, 0, 0, -1, size / 2, size / 2);

const triangle = [
  {x: -70, y: -70, label: 'A'},
  {x:  70, y: -70, label: 'B'},
  {x:   0, y:  70, label: 'C'},
];

// draw lines  

ctx.beginPath();
ctx.strokeStyle = 'black';
ctx.moveTo(triangle[2].x, triangle[2].y);
triangle.forEach(v => ctx.lineTo(v.x, v.y));
ctx.stroke();
ctx.closePath();

// draw labels
ctx.textAlign = 'center';
ctx.font = '24px Arial';
ctx.scale(1,-1);
triangle.forEach(v => {
ctx.fillText(v.label, v.x, -v.y + 25);
});


2> cjg..:

为了建立Tai的答案,这很棒,你可能想要考虑以下几点:

    const size = 200;

    const canvas = document.getElementsByTagName('canvas')[0]
    canvas.width = canvas.height = size;
    const ctx = canvas.getContext('2d');

    // Create a custom fillText funciton that flips the canvas, draws the text, and then flips it back
    ctx.fillText = function(text, x, y) {
      this.save();       // Save the current canvas state
      this.scale(1, -1); // Flip to draw the text
      this.fillText.dummyCtx.fillText.call(this, text, x, -y); // Draw the text, invert y to get coordinate right
      this.restore();    // Restore the initial canvas state
    }
    // Create a dummy canvas context to use as a source for the original fillText function
    ctx.fillText.dummyCtx = document.createElement('canvas').getContext('2d');

    ctx.setTransform(1, 0, 0, -1, size / 2, size / 2);

    const triangle = [
      {x: -70, y: -70, label: 'A'},
      {x:  70, y: -70, label: 'B'},
      {x:   0, y:  70, label: 'C'},
    ];

    // draw lines  
    ctx.beginPath();
    ctx.strokeStyle = 'black';
    ctx.moveTo(triangle[2].x, triangle[2].y);
    triangle.forEach(v => ctx.lineTo(v.x, v.y));
    ctx.stroke();
    ctx.closePath();
      
    // draw labels
    ctx.textAlign = 'center';
    ctx.font = '24px Arial';
    // For this particular example, multiplying x and y by small factors >1 offsets the labels from the triangle vertices
    triangle.forEach(v => ctx.fillText(v.label, 1.2*v.x, 1.1*v.y));
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