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authorPeter Bengtsson <mail@peterbe.com>2020-12-08 14:40:17 -0500
committerPeter Bengtsson <mail@peterbe.com>2020-12-08 14:40:17 -0500
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+---
+title: CanvasRenderingContext2D.isPointInPath()
+slug: Web/API/CanvasRenderingContext2D/isPointInPath
+translation_of: Web/API/CanvasRenderingContext2D/isPointInPath
+---
+<div>{{APIRef}}</div>
+
+<p><code style="font-style: normal;"><strong>CanvasRenderingContext2D</strong></code><strong><code>.isPointInPath()</code></strong>是 Canvas 2D API 用于判断在当前路径中是否包含检测点的方法<font face="Courier New, Andale Mono, monospace"><strong>。</strong></font></p>
+
+<h2 id="语法">语法</h2>
+
+<pre class="syntaxbox">boolean <var><em>ctx</em>.isPointInPath(x, y);
+boolean <var><em>ctx</em>.isPointInPath(x, y, fillRule);
+
+boolean <var><em>ctx</em>.isPointInPath(path, x, y);
+boolean <var><em>ctx</em>.isPointInPath(path, x, y, fillRule);</var></var></var></var>
+</pre>
+
+<h3 id="参数">参数</h3>
+
+<dl>
+ <dt>x</dt>
+ <dd>检测点的X坐标</dd>
+ <dt>y</dt>
+ <dd>检测点的Y坐标</dd>
+ <dt><code>fillRule</code></dt>
+ <dd>用来决定点在路径内还是在路径外的算法。<br>
+ 允许的值:
+ <ul>
+ <li><code><strong>"nonzero</strong></code>": <a href="http://en.wikipedia.org/wiki/Nonzero-rule">非零环绕规则 </a>,默认的规则。</li>
+ <li><code><strong>"evenodd"</strong></code>: <a href="http://en.wikipedia.org/wiki/Even%E2%80%93odd_rule">奇偶环绕原则 </a>。</li>
+ </ul>
+ </dd>
+ <dt><code>path</code></dt>
+ <dd>{{domxref("Path2D")}}应用的路径。</dd>
+</dl>
+
+<h3 id="返回值">返回值</h3>
+
+<dl>
+ <dt>{{jsxref("Boolean")}}</dt>
+ <dd>一个Boolean值,当检测点包含在当前或指定的路径内,返回 true;否则返回 false。</dd>
+</dl>
+
+<h2 id="示例">示例</h2>
+
+<h3 id="使用_isPointInPath_方法">使用 <code>isPointInPath</code> 方法</h3>
+
+<p>这是一段简单的代码片段,使用 <code>isPointinPath</code> 方法检查某点是否在当前的路径内。</p>
+
+<h4 id="HTML">HTML</h4>
+
+<pre class="brush: html">&lt;canvas id="canvas"&gt;&lt;/canvas&gt;
+</pre>
+
+<h4 id="JavaScript">JavaScript</h4>
+
+<pre class="brush: js; highlight:[6]">var canvas = document.getElementById("canvas");
+var ctx = canvas.getContext("2d");
+
+ctx.rect(10, 10, 100, 100);
+ctx.stroke();
+console.log(ctx.isPointInPath(10, 10)); // true
+</pre>
+
+<p>修改下面的代码, 在线查看 canvas的变化并在你的 <a href="/en-US/docs/Tools/Browser_Console">控制台</a> 中观察日志信息:</p>
+
+<div style="display: none;">
+<h6 id="Playable_code">Playable code</h6>
+
+<pre class="brush: html">&lt;canvas id="canvas" width="400" height="200" class="playable-canvas"&gt;&lt;/canvas&gt;
+&lt;div class="playable-buttons"&gt;
+  &lt;input id="edit" type="button" value="Edit" /&gt;
+  &lt;input id="reset" type="button" value="Reset" /&gt;
+&lt;/div&gt;
+&lt;textarea id="code" class="playable-code"&gt;
+ctx.rect(10, 10, 100, 100);
+ctx.stroke();
+console.log(ctx.isPointInPath(10, 10)); // true&lt;/textarea&gt;
+</pre>
+
+<pre class="brush: js">var canvas = document.getElementById("canvas");
+var ctx = canvas.getContext("2d");
+var textarea = document.getElementById("code");
+var reset = document.getElementById("reset");
+var edit = document.getElementById("edit");
+var code = textarea.value;
+
+function drawCanvas() {
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
+ eval(textarea.value);
+}
+
+reset.addEventListener("click", function() {
+ textarea.value = code;
+ drawCanvas();
+});
+
+edit.addEventListener("click", function() {
+ textarea.focus();
+})
+
+textarea.addEventListener("input", drawCanvas);
+window.addEventListener("load", drawCanvas);
+</pre>
+</div>
+
+<p>{{ EmbedLiveSample('Playable_code', 700, 360) }}</p>
+
+<h2 id="规范描述">规范描述</h2>
+
+<table class="standard-table">
+ <tbody>
+ <tr>
+ <th scope="col">Specification</th>
+ <th scope="col">Status</th>
+ <th scope="col">Comment</th>
+ </tr>
+ <tr>
+ <td>{{SpecName('HTML WHATWG', "scripting.html#dom-context-2d-ispointinpath", "CanvasRenderingContext2D.isPointInPath")}}</td>
+ <td>{{Spec2('HTML WHATWG')}}</td>
+ <td> </td>
+ </tr>
+ </tbody>
+</table>
+
+<h2 id="浏览器兼容性">浏览器兼容性</h2>
+
+<p>{{ CompatibilityTable() }}</p>
+
+<div id="compat-desktop">
+<table class="compat-table">
+ <tbody>
+ <tr>
+ <th>Feature</th>
+ <th>Chrome</th>
+ <th>Firefox (Gecko)</th>
+ <th>Internet Explorer</th>
+ <th>Opera</th>
+ <th>Safari</th>
+ </tr>
+ <tr>
+ <td>Basic support</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ </tr>
+ <tr>
+ <td>Path parameter</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ <td>{{ CompatGeckoDesktop(31) }}</td>
+ <td>{{ CompatNo }}</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ <td>{{ CompatNo }}</td>
+ </tr>
+ </tbody>
+</table>
+</div>
+
+<div id="compat-mobile">
+<table class="compat-table">
+ <tbody>
+ <tr>
+ <th>Feature</th>
+ <th>Android</th>
+ <th>Chrome for Android</th>
+ <th>Firefox Mobile (Gecko)</th>
+ <th>IE Mobile</th>
+ <th>Opera Mobile</th>
+ <th>Safari Mobile</th>
+ </tr>
+ <tr>
+ <td>Basic support</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ <td>{{ CompatVersionUnknown() }}</td>
+ </tr>
+ <tr>
+ <td>Path parameter</td>
+ <td>{{ CompatUnknown() }}</td>
+ <td>{{ CompatUnknown() }}</td>
+ <td>{{ CompatGeckoMobile(31) }}</td>
+ <td>{{ CompatUnknown() }}</td>
+ <td>{{ CompatUnknown() }}</td>
+ <td>{{ CompatUnknown() }}</td>
+ </tr>
+ </tbody>
+</table>
+</div>
+
+<h3 id="Compatibility_注解">Compatibility 注解</h3>
+
+<ul>
+ <li>在 Gecko 7.0 (Firefox 7.0 / Thunderbird 7.0 / SeaMonkey 2.4)之前,这个方法是错误的,在和路径进行比较前,该方法不会根据当前的变形矩阵增加指定点的坐标。现在,该方法可以正确执行,甚至上下文进行旋转、缩放或其他方式的变形。</li>
+</ul>
+
+<h2 id="参见">参见</h2>
+
+<ul>
+ <li>接口定义, {{domxref("CanvasRenderingContext2D")}}.</li>
+</ul>