キャンバス内で移動するオブジェクトを制限しようとしていますが、上部と左側に制限領域があるオブジェクトを移動するのが困難になっています。大きなサイズでオブジェクトを拡大縮小すると、移動するオブジェクトを制限することができませんキャンバスの左側と上側
canvas.observe("object:moving", function(e){
var obj = e.target;
// if object is too big ignore
if(obj.currentHeight > obj.canvas.height || obj.currentWidth > obj.canvas.width){
return;
}
var halfw = obj.currentWidth/2;
var halfh = obj.currentHeight/2;
var bounds = {tl: {x: halfw, y:halfh},
br: {x: obj.canvas.width-halfw, y: obj.canvas.height-halfh}
};
// top-left corner
if(obj.top < bounds.tl.y || obj.left < bounds.tl.x){
obj.top = Math.max(obj.top, bounds.tl.y);
obj.left = Math.max(obj.left, bounds.tl.x )
}
// bot-right corner
if(obj.top > bounds.br.y || obj.left > bounds.br.x){
obj.top = Math.min(obj.top, bounds.br.y);
obj.left = Math.min(obj.left, bounds.br.x)
}
});
以下のコードをjsファイルに追加し、キャンバスの高さと幅に応じて、scale X(left) and Y(top))の値を変更します。
// canvas moving limit
canvas.observe("object:moving", function(e){
var obj = e.target;
// if object is too big ignore
var halfw = obj.currentWidth/2;
var halfh = obj.currentHeight/2;
var bounds = {tl: {x: halfw, y:halfh},
br: {x: obj.canvas.width , y: obj.canvas.height }
};
// top-left corner
// alert("text");
if(obj.top < bounds.tl.y || obj.left < bounds.tl.x){
obj.top = Math.max(obj.top, '10' );
obj.left = Math.max(obj.left , '50' )
}
// bot-right corner
if(obj.top > bounds.br.y || obj.left > bounds.br.x ){
obj.top = Math.min(obj.top, '360' );
obj.left = Math.min(obj.left, '470' )
}
});
// end canvas moving limit
canvas.on('object:moving', function (e) {
var obj = e.target;
// if object is too big ignore
if(obj.currentHeight > obj.canvas.height || obj.currentWidth > obj.canvas.width){
return;
}
obj.setCoords();
// top-left corner
if(obj.getBoundingRect().top < 0 || obj.getBoundingRect().left < 0){
obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top);
obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left);
}
// bot-right corner
if(obj.getBoundingRect().top+obj.getBoundingRect().height > obj.canvas.height || obj.getBoundingRect().left+obj.getBoundingRect().width > obj.canvas.width){
obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top);
obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left);
}
});
ここであなたは解決策を見つけることができます:-
var canvas = window._canvas = new fabric.Canvas('c');
canvas.selection = false;
fabric.Object.prototype.set({
transparentCorners: false,
cornerColor: 'red',
cornerSize: 12,
padding: 0
});
text = new fabric.Text('Sample',{
top: canvas.height/2,
left: canvas.width/2,
fill: '#000000'
});
canvas.add(text);
canvas.setActiveObject(text);
canvas.observe('object:scaling', function (e) {
var obj = e.target;
if(obj.getHeight() > obj.canvas.height || obj.getWidth() > obj.canvas.width){
obj.setScaleY(obj.originalState.scaleY);
obj.setScaleX(obj.originalState.scaleX);
}
obj.setCoords();
if(obj.getBoundingRect().top - (obj.cornerSize / 2) < 0 ||
obj.getBoundingRect().left - (obj.cornerSize / 2) < 0) {
obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top + (obj.cornerSize / 2));
obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left + (obj.cornerSize / 2));
}
if(obj.getBoundingRect().top+obj.getBoundingRect().height + obj.cornerSize > obj.canvas.height || obj.getBoundingRect().left+obj.getBoundingRect().width + obj.cornerSize > obj.canvas.width) {
obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top - obj.cornerSize / 2);
obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left - obj.cornerSize /2);
}
});
canvas.observe('object:moving', function (e) {
var obj = e.target;
if(obj.getHeight() > obj.canvas.height || obj.getWidth() > obj.canvas.width){
obj.setScaleY(obj.originalState.scaleY);
obj.setScaleX(obj.originalState.scaleX);
}
obj.setCoords();
if(obj.getBoundingRect().top - (obj.cornerSize / 2) < 0 ||
obj.getBoundingRect().left - (obj.cornerSize / 2) < 0) {
obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top + (obj.cornerSize / 2));
obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left + (obj.cornerSize / 2));
}
if(obj.getBoundingRect().top+obj.getBoundingRect().height + obj.cornerSize > obj.canvas.height || obj.getBoundingRect().left+obj.getBoundingRect().width + obj.cornerSize > obj.canvas.width) {
obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top - obj.cornerSize / 2);
obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left - obj.cornerSize /2);
}
});
これが必要だったので、オフセットを設定するためのBalajiのコードに基づいた過労関数を次に示します。これにより、オブジェクトをキャンバス内で部分的にしか表示できなくなります。
canvas.on('object:moving', function (e) {
var obj = e.target;
// if object is too big ignore
if(obj.currentHeight > obj.canvas.height || obj.currentWidth > obj.canvas.width){
return;
}
// set offset for moving out the canvas (20 % of object persists in canvas)
var offsetWidth = obj.getBoundingRect().width * 0.8;
var offsetHeight = obj.getBoundingRect().height * 0.8;
obj.setCoords();
// top-left corner
if(obj.getBoundingRect().top < -offsetHeight || obj.getBoundingRect().left < -offsetWidth){
obj.top = Math.max(obj.top, obj.top-(obj.getBoundingRect().top+offsetHeight));
obj.left = Math.max(obj.left, obj.left-(obj.getBoundingRect().left+offsetWidth));
}
// bot-right corner
if(obj.getBoundingRect().top+obj.getBoundingRect().height > obj.canvas.height + offsetHeight || obj.getBoundingRect().left+obj.getBoundingRect().width > obj.canvas.width + offsetWidth){
obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top+offsetHeight);
obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left+offsetWidth);
}
});
私はBalajiのコードを少し修正しただけで少しうまくいきます
canvas.on('object:moving', function (e) {
var obj = e.target;
// if object is too big ignore
if(obj.getScaledHeight() > obj.canvas.height || obj.getScaledWidth() > obj.canvas.width){
return;
}
obj.setCoords();
// top-left corner
if(obj.getBoundingRect().top < 0 || obj.getBoundingRect().left < 0){
obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top);
obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left);
}
// bot-right corner
if(obj.getBoundingRect().top+obj.getBoundingRect().height > obj.canvas.height || obj.getBoundingRect().left+obj.getBoundingRect().width > obj.canvas.width){
obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top);
obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left);
}});