내 확장 성이 없다 이미지를 확대하는 데 사용하는 이미지 클래스는 매우 빠르고 반응이 좋습니다. 어딘가에서 예를 발견하고 좀 더 반응 적으로 만들기 위해 약간의 수정을했습니다. 나는 원래의 출처를 기억하지 못한다.
public class ScalableImage extends Composite implements MouseWheelHandler, MouseDownHandler, MouseMoveHandler, MouseUpHandler {
Canvas canvas = Canvas.createIfSupported();
Context2d context = canvas.getContext2d();
Canvas backCanvas = Canvas.createIfSupported();
Context2d backContext = backCanvas.getContext2d();
int width;
int height;
Image image;
ImageElement imageElement;
double zoom = 1;
double totalZoom = 1;
double offsetX = 0;
double offsetY = 0;
boolean mouseDown = false;
double mouseDownXPos = 0;
double mouseDownYPos = 0;
public ScalableImage(Image image) {
initWidget(canvas);
//width = Window.getClientWidth() - 50;
width = image.getWidth() + 200;
height = image.getHeight() + 200;
//canvas.setWidth(width + "px");
//canvas.setHeight(height + "px");
canvas.setCoordinateSpaceWidth(width);
canvas.setCoordinateSpaceHeight(height);
//backCanvas.setWidth(width + "px");
//backCanvas.setHeight(height + "px");
backCanvas.setCoordinateSpaceWidth(width);
backCanvas.setCoordinateSpaceHeight(height);
canvas.addMouseWheelHandler(this);
canvas.addMouseMoveHandler(this);
canvas.addMouseDownHandler(this);
canvas.addMouseUpHandler(this);
this.image = image;
this.imageElement = (ImageElement) image.getElement().cast();
mainDraw();
}
public void onMouseWheel(MouseWheelEvent event) {
int move = event.getDeltaY();
double xPos = (event.getRelativeX(canvas.getElement()));
double yPos = (event.getRelativeY(canvas.getElement()));
if (move < 0) {
zoom = 1.1;
} else {
zoom = 1/1.1;
}
double newX = (xPos - offsetX)/totalZoom;
double newY = (yPos - offsetY)/totalZoom;
double xPosition = (-newX * zoom) + newX;
double yPosition = (-newY * zoom) + newY;
backContext.clearRect(0, 0, width, height);
backContext.translate(xPosition, yPosition);
backContext.scale(zoom, zoom);
mainDraw();
offsetX += (xPosition * totalZoom);
offsetY += (yPosition * totalZoom);
totalZoom = totalZoom * zoom;
buffer(backContext, context);
}
public void onMouseDown(MouseDownEvent event) {
this.mouseDown = true;
mouseDownXPos = event.getRelativeX(image.getElement());
mouseDownYPos = event.getRelativeY(image.getElement());
}
public void onMouseMove(MouseMoveEvent event) {
if (mouseDown) {
backContext.setFillStyle("white");
backContext.fillRect(-5, -5, width + 5, height + 5);
backContext.setFillStyle("black");
double xPos = event.getRelativeX(image.getElement());
double yPos = event.getRelativeY(image.getElement());
backContext.translate((xPos - mouseDownXPos)/totalZoom, (yPos - mouseDownYPos)/totalZoom);
offsetX += (xPos - mouseDownXPos);
offsetY += (yPos - mouseDownYPos);
mainDraw();
mouseDownXPos = xPos;
mouseDownYPos = yPos;
}
}
public void onMouseUp(MouseUpEvent event) {
this.mouseDown = false;
}
public void mainDraw() {
backContext.drawImage(imageElement, 100, 100);
buffer(backContext, context);
}
public void buffer(Context2d back, Context2d front) {
front.beginPath();
front.clearRect(0, 0, width, height);
front.drawImage(back.getCanvas(), 0, 0);
}
}
광범위한 애니메이션이있는 다른 캔버스 위젯을 만들었으므로 이러한 애니메이션을 한 번 렌더링 한 다음 나중에 캔버스에 다시 저장하는 것이 좋습니다. 이것은 훨씬 더 효율적인 빠른 렌더링을 가능하게합니다. –
이것은 캔버스 요소를 최적화하는 데 사용한 캔버스 성능에 대한 훌륭한 자습서입니다. http://www.html5rocks.com/en/tutorials/canvas/performance/ –