UniApp Design and Development Guide for Implementing Drawing Functions and Drawing Board Effects
Introduction:
In the era of mobile Internet, drawing functions and drawing board effects have a wide range of application scenarios in various applications. UniApp, as a cross-platform development framework based on Vue.js, can enable a set of codes to run on multiple platforms at the same time, providing convenience to developers. This article will introduce how to use UniApp to realize drawing functions and drawing board effects, as well as some common development techniques and precautions in actual projects.
1. Design and development of drawing function
<template> <view> <canvas :canvas-id="canvasId" style="width:100%;height:100%;" @touchstart="touchStart" @touchmove="touchMove"> </canvas> </view> </template> <script> export default { data () { return { canvasId: 'myCanvas', startX: 0, startY: 0, endX: 0, endY: 0, ctx: null } }, mounted () { this.ctx = uni.createCanvasContext(this.canvasId) }, methods: { touchStart (e) { const touches = e.touches[0] this.startX = touches.x this.startY = touches.y this.ctx.moveTo(this.startX, this.startY) }, touchMove (e) { const touches = e.touches[0] this.endX = touches.x this.endY = touches.y this.ctx.lineTo(this.endX, this.endY) this.ctx.stroke() this.ctx.draw(true) this.startX = this.endX this.startY = this.endY } } } </script>
In the above code, we use the canvas
component and pass canvas-id
A unique identifier is determined. We also define some state and event handling methods.
When the user starts touching the screen, the touchStart
method will be triggered. In this method, we record the starting point of the user's touch and set the starting point to the current point. When the user slides his finger, the touchMove
method will be triggered. In this method, we record the end point during the sliding process and draw the line. The function of drawing lines is realized by calling the ctx.lineTo
method and the ctx.stroke
method. Finally, we update the drawn content to the canvas through ctx.draw(true)
.
2. Design and development of the drawing board effect
<template> <view> <canvas :canvas-id="canvasId" style="width:100%;height:100%;" @touchstart="touchStart" @touchmove="touchMove"> </canvas> </view> </template> <script> export default { data () { return { canvasId: 'myCanvas', x: 0, y: 0, ctx: null } }, mounted () { this.ctx = uni.createCanvasContext(this.canvasId) }, methods: { touchStart (e) { const touches = e.touches[0] this.x = touches.x this.y = touches.y this.bucketFill(this.x, this.y) }, touchMove (e) { const touches = e.touches[0] this.x = touches.x this.y = touches.y this.bucketFill(this.x, this.y) }, bucketFill (x, y) { const ctx = this.ctx const imageData = ctx.getImageData(0, 0, uni.upx2px(750), uni.upx2px(750)) const width = imageData.width const height = imageData.height const data = imageData.data const index = (y * width + x) * 4 const r = data[index] const g = data[index + 1] const b = data[index + 2] const color = [r, g, b, 255] const fillColor = [255, 0, 0, 255] if (this.isSameColor(color, fillColor)) { return } this.fill(x, y, width, height, data, color, fillColor) ctx.putImageData(imageData, 0, 0) ctx.draw(true) }, isSameColor (color1, color2) { return color1[0] === color2[0] && color1[1] === color2[1] && color1[2] === color2[2] && color1[3] === color2[3] }, fill (x, y, width, height, data, color, fillColor) { if (x < 0 || x >= width || y < 0 || y >= height) { return } const index = (y * width + x) * 4 if (!this.isSameColor([data[index], data[index + 1], data[index + 2], data[index + 3]], color)) { return } data[index] = fillColor[0] data[index + 1] = fillColor[1] data[index + 2] = fillColor[2] data[index + 3] = fillColor[3] this.fill(x - 1, y, width, height, data, color, fillColor) this.fill(x + 1, y, width, height, data, color, fillColor) this.fill(x, y - 1, width, height, data, color, fillColor) this.fill(x, y + 1, width, height, data, color, fillColor) } } } </script>
In the above code, we mainly use the getImageData
method and the putImageData
method to implement the paint bucket Effect.
In the touchStart
method, we obtain the coordinates of the user's click and achieve the paint bucket effect by calling the bucketFill
method.
In the bucketFill
method, we first obtain the pixel data on the canvas by calling the ctx.getImageData
method, and then compare the color and fill color of the pixels one by one, Return if identical. Then the actual filling operation is implemented by calling the fill
method. In the fill
method, we use recursion to implement the filling operation. Stop filling when the colors are different, otherwise continue filling adjacent pixels until all adjacent pixels are filled.
Summary:
This article introduces how to use UniApp to realize drawing functions and drawing board effects, and gives specific code examples. By using the canvas component and related APIs provided by UniApp, we can easily implement various drawing functions and drawing board effects. In actual development, we can also expand more complex and rich functions according to specific needs and scenarios. Hope this article can be helpful to you!
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