HTML5画布的大小和分辨率有什么关系

What is the relation between the size and resolution of HTML5 canvas(HTML5画布的大小和分辨率有什么关系)

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问题描述

有没有一种方法可以创建大尺寸但低分辨率的画布.我使用语法 <canvas id="mycanvas" width="700" height="1000"></canvas> 声明画布.我在 7 英寸平板电脑上运行上述代码,画布横跨画布屏幕的一半.有没有一种方法可以创建一个再次覆盖一半屏幕但分辨率较低(图像质量较低)的画布.实际上,我在画布上画了一些东西,然后使用 canvas.toDataURL() 将其保存为图像.我不需要获得高质量的图像,但我想降低生成的图像的大小.

Is there a way by which I can create a canvas of large size but low resolution. I'm declaring the canvas with the syntax <canvas id="mycanvas" width="700" height="1000"></canvas>. I'm running the above code on a 7 inch tablet and the canvas spans half of the screen of the canvas. Is there a way by which I can create a canvas which again covers half of the screen but has a lower resolution (lower quality of image). Actually I draw something on the canvas and then save it as image by using canvas.toDataURL(). I don't need to get good quality image, but I want to lower the size of the image generated.

如果这是一个愚蠢的问题,请原谅我

Forgive me if it's a silly question

推荐答案

首先,像这样缩放你的画布元素(在 javascript 中):

First, scale your canvas element like this (in javascript):

    canvas.width=canvas1.width*scaleFactor;
    canvas.height=canvas1.height*scaleFactor;

警告:如果您使用 CSS 缩放画布,您可能会扭曲画布上绘制的图像

Warning: If you scale the canvas using CSS, you will likely distort images drawn on the canvas

然后你可以使用一些添加到 context.drawImage

Then you can scale your image using some added arguments to context.drawImage

    var scaleFactor=0.50;

    ctx2.drawImage(img, 0,0,img.width,img.height,
                            0,0,img.width*scaleFactor,img.height*scaleFactor);

这是代码和小提琴:http://jsfiddle.net/m1erickson/6m8kg/

<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>

<style>
    body{ background-color: ivory; padding:15px;}
    canvas{border:1px solid red;}
</style>

<script>
$(function(){

    var canvas1=document.getElementById("canvas1");
    var ctx1=canvas1.getContext("2d");
    var canvas2=document.getElementById("canvas2");
    var ctx2=canvas2.getContext("2d");

    var scaleFactor=0.50;

    var img=document.createElement("img");
    img.onload=function(){

        // draw the image full-size on the larger canvas
        ctx1.drawImage(img,0,0);

        // resize the canvas 
        // Don't use css to resize, it will distort your image
        // The scaling is done with the added drawImage arguements
        canvas2.width=canvas1.width*scaleFactor;
        canvas2.height=canvas1.height*scaleFactor;

        // draw a scaled-down image into the second canvas
        ctx2.drawImage(img, 0,0,img.width,img.height,
                            0,0,img.width*scaleFactor,img.height*scaleFactor);

    }
    img.src="faces.png";


}); // end $(function(){});
</script>

</head>

<body>
    <p>Top canvas is full-sized</p>
    <canvas id="canvas1" width=400 height=242></canvas><br>
    <p>Bottom canvas is scaled down</p>
    <canvas id="canvas2" width=300 height=300></canvas>
</body>
</html>

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