harmony 鸿蒙OffscreenCanvasRenderingContext2D

  • 2022-08-09
  • 浏览 (731)

OffscreenCanvasRenderingContext2D

OffscreenCanvasRenderingContext2D allows you to draw rectangles, text, images, and other objects on an offscreen canvas, which is a new buffer created by the GPU outside of the current buffer. For details, see OffscreenCanvasRenderingContext2D.

In the following example, you first create an offscreen canvas, and then create a getContext2d object on the canvas, which is an image, and finally set the filter attribute for the image.

<!-- xxx.hml -->
<div class="container">
  <canvas ref="canvas1"></canvas>
  <select @change="change()">
    <option value="blur(5px)">blur</option>
    <option value="grayscale(50%)">grayscale</option>
    <option value="hue-rotate(45deg)">hue-rotate</option>
    <option value="invert(100%)">invert</option>
    <option value="drop-shadow(8px 8px 10px green)">drop-shadow</option>
    <option value="brightness(0.4)">brightness</option>
    <option value="opacity(0.25)">opacity</option>
    <option value="saturate(30%)">saturate</option>
    <option value="sepia(60%)">sepia</option>
    <option value="contrast(200%)">contrast</option>
  </select>
</div>
/* xxx.css */
.container{
  width: 100%;
  height: 100%;
  flex-direction: column;
  justify-content: center;
  align-items: center;
  background-color: #F1F3F5;
}
canvas{
  width: 600px;
  height: 500px;
  background-color: #fdfdfd;
  border: 5px solid red;
}
select{
  margin-top: 50px;
  width: 250px;
  height: 100px;
  background-color: white;
}
// xxx.js
import promptAction from '@ohos.promptAction';
export default {
  data:{
    el: null,
    ctx: null,
    offscreen: null,
    offCanvas: null,
    img: null,
  },
  onShow(){
    this.ctx = this.$refs.canvas1.getContext("2d");
    this.offscreen = new OffscreenCanvas(600, 500);
    this.offCanvas = this.offscreen.getContext("2d");
    this.img = new Image();
    this.img.src = 'common/images/2.png';
    // Invoked when the image is successfully obtained.
    let _this = this;
    this.img.onload = function() {
      _this.offCanvas.drawImage(_this.img, 100, 100, 400, 300);
    };
    this.img.onerror = function() {
      promptAction.showToast({message:"error",duration:2000})
    };
    var bitmap = this.offscreen.transferToImageBitmap();    this.ctx.transferFromImageBitmap(bitmap);
  },
  change(e){
    this.offCanvas.filter = e.newValue;this.offCanvas.drawImage(this.img, 100, 100, 400, 300);
    var bitmap = this.offscreen.transferToImageBitmap();
    this.ctx.transferFromImageBitmap(bitmap);
  },
}

en-us_image_0000001232162292

Determining the Position

Use isPointInPath to determine whether a coordinate is within the path area and use isPointInStroke to determine whether a coordinate is on the edge of the path.

<!-- xxx.hml -->
<div class="container">
  <div class="content">
    <text>Coordinate: {{X}}, {{Y}}</text>
    <text>In path:{{textValue}}</text>
    <text>In stroke:{{textValue1}}</text>
  </div>
  <canvas ref="canvas"></canvas>
  <button onclick="change">Add(50)</button>
</div>
/* xxx.css */
.container{
  width: 100%;
  height: 100%;
  flex-direction: column;
  justify-content: center;
  align-items: center;
  background-color: #F1F3F5;
}
canvas{
  width: 600px;
  height: 500px;
  background-color: #fdfdfd;
  border: 5px solid red;
}
.content{
  flex-direction: column;
  justify-content: center;
  align-items: center; 
}
text{
  font-size: 30px;
  width: 300px;
  height: 80px;
  text-align: center;
}
button{
  width: 180px;
  height: 75px;
  margin-top: 50px;
}
// xxx.js
export default {
  data: {
    textValue: 0,
    textValue1: 0,
    X:0,
    Y:250,
  },
  onShow(){
    let canvas = this.$refs.canvas.getContext('2d');
    let offscreen = new OffscreenCanvas(500,500);
    let offscreenCanvasCtx = offscreen.getContext("2d");
    let offscreenCanvasCtx1 = offscreen.getContext("2d");
    offscreenCanvasCtx1.arc(this.X, this.Y, 2, 0, 6.28);
    offscreenCanvasCtx.lineWidth=20;
    offscreenCanvasCtx.rect(200,150, 200, 200);
    offscreenCanvasCtx.stroke();
    this.textValue1 = offscreenCanvasCtx.isPointInStroke(this.X, this.Y)?'true':'false';
    this.textValue = offscreenCanvasCtx.isPointInPath(this.X, this.Y)?'true':'false';
    let bitmap = offscreen.transferToImageBitmap();
    canvas.transferFromImageBitmap(bitmap);
  },
  change(){
    if(this.X < 500){
      this.X = this.X+50;
    }else{
      this.X = 0;
    }
    let canvas = this.$refs.canvas.getContext('2d');
    let offscreen = new OffscreenCanvas(500,500);
    let offscreenCanvasCtx = offscreen.getContext("2d");
    let offscreenCanvasCtx1 = offscreen.getContext("2d");
    offscreenCanvasCtx1.arc(this.X, this.Y, 1, 0, 6.28)
    offscreenCanvasCtx.lineWidth=20
    offscreenCanvasCtx.rect(200,150, 200, 200);
    offscreenCanvasCtx.stroke();
    this.textValue1 = offscreenCanvasCtx.isPointInStroke(this.X, this.Y)?'true':'false';
    this.textValue = offscreenCanvasCtx.isPointInPath(this.X, this.Y)?'true':'false';
    let bitmap = offscreen.transferToImageBitmap();
    canvas.transferFromImageBitmap(bitmap);
  }
}

en-us_image_0000001178084014

你可能感兴趣的鸿蒙文章

harmony 鸿蒙UI Development

harmony 鸿蒙Animation Smoothing

harmony 鸿蒙Animation Overview

harmony 鸿蒙Property Animation APIs

harmony 鸿蒙Property Animation Overview

harmony 鸿蒙Blur Effect

harmony 鸿蒙Color Effect

harmony 鸿蒙Button

harmony 鸿蒙Custom Dialog Box (CustomDialog)

harmony 鸿蒙Progress Indicator (Progress)

0  赞