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+---
+title: CanvasRenderingContext2D.putImageData()
+slug: Web/API/CanvasRenderingContext2D/putImageData
+translation_of: Web/API/CanvasRenderingContext2D/putImageData
+---
+<div>{{APIRef}}</div>
+
+<p><code><strong>CanvasRenderingContext2D</strong></code><strong><code>.putImageData()</code></strong> 是 Canvas 2D API 将数据从已有的 {{domxref("ImageData")}} 对象绘制到位图的方法。 如果提供了一个绘制过的矩形,则只绘制该矩形的像素。此方法不受画布转换矩阵的影响。</p>
+
+<h2 id="语法">语法</h2>
+
+<pre class="syntaxbox">void <var><em>ctx</em>.putImageData(imagedata, dx, dy);</var>
+void <var><em>ctx</em>.putImageData(imagedata, dx, dy, dirtyX, dirtyY, dirtyWidth, dirtyHeight);</var>
+</pre>
+
+<h3 id="参数">参数</h3>
+
+<p><strong>imageData</strong></p>
+
+<p>     {{domxref("ImageData")}} ,包含像素值的数组对象。</p>
+
+<dl>
+ <dt><code>dx</code></dt>
+ <dd>源图像数据在目标画布中的位置偏移量(x 轴方向的偏移量)。</dd>
+ <dt><code>dy</code></dt>
+ <dd>源图像数据在目标画布中的位置偏移量(y 轴方向的偏移量)。</dd>
+ <dt><code>dirtyX</code> {{optional_inline}}</dt>
+ <dd>在源图像数据中,矩形区域左上角的位置。默认是整个图像数据的左上角(x 坐标)。</dd>
+ <dt><code>dirtyY</code> {{optional_inline}}</dt>
+ <dd>在源图像数据中,矩形区域左上角的位置。默认是整个图像数据的左上角(y 坐标)。</dd>
+ <dt><code>dirtyWidth</code> {{optional_inline}}</dt>
+ <dd>在源图像数据中,矩形区域的宽度。默认是图像数据的宽度。</dd>
+ <dt><code>dirtyHeight</code> {{optional_inline}}</dt>
+ <dd>在源图像数据中,矩形区域的高度。默认是图像数据的高度。</dd>
+</dl>
+
+<h3 id="抛出错误">抛出错误</h3>
+
+<dl>
+ <dt><code>NotSupportedError</code></dt>
+ <dd>如果任何一个变量被设置成无穷大,则会抛出此错误。</dd>
+ <dt><code>InvalidStateError</code></dt>
+ <dd>如果过图像数据对象的数据被分离,会抛出此错误。</dd>
+</dl>
+
+<h2 id="示例">示例</h2>
+
+<h3 id="理解putImageData">理解<code>putImageData</code></h3>
+
+<p>通过{{domxref("CanvasRenderingContext2D.fillRect()")}}方法实现,更好地理解putImageData的执行算法. 获取更多信息,参见 <a href="/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas">使用Canvas控制像素</a> 和 {{domxref("ImageData")}} 对象。</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">var canvas = document.getElementById("canvas");
+var ctx = canvas.getContext("2d");
+
+function putImageData(ctx, imageData, dx, dy,
+ dirtyX, dirtyY, dirtyWidth, dirtyHeight) {
+ var data = imageData.data;
+ var height = imageData.height;
+ var width = imageData.width;
+ dirtyX = dirtyX || 0;
+ dirtyY = dirtyY || 0;
+ dirtyWidth = dirtyWidth !== undefined? dirtyWidth: width;
+ dirtyHeight = dirtyHeight !== undefined? dirtyHeight: height;
+ var limitBottom = dirtyY + dirtyHeight;
+ var limitRight = dirtyX + dirtyWidth;
+ for (var y = dirtyY; y &lt; limitBottom; y++) {
+ for (var x = dirtyX; x &lt; limitRight; x++) {
+ var pos = y * width + x;
+ ctx.fillStyle = 'rgba(' + data[pos*4+0]
+ + ',' + data[pos*4+1]
+ + ',' + data[pos*4+2]
+ + ',' + (data[pos*4+3]/255) + ')';
+ ctx.fillRect(x + dx, y + dy, 1, 1);
+ }
+ }
+}
+
+// Draw content onto the canvas
+ctx.fillRect(0,0,100,100);
+// Create an ImageData object from it
+var imagedata = ctx.getImageData(0,0,100,100);
+// use the putImageData function that illustrates how putImageData works
+putImageData(ctx, imagedata, 150, 0, 50, 50, 25, 25);
+</pre>
+
+<p>修改下面的代码并在线查看 canvas 的变化:</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.fillRect(0,0,100,100);
+var imagedata = ctx.getImageData(0,0,100,100);
+putImageData(ctx, imagedata, 150, 0, 50, 50, 25, 25);&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);
+
+function putImageData(ctx, imageData, dx, dy,
+ dirtyX, dirtyY, dirtyWidth, dirtyHeight) {
+ var data = imageData.data;
+ var height = imageData.height;
+ var width = imageData.width;
+ dirtyX = dirtyX || 0;
+ dirtyY = dirtyY || 0;
+ dirtyWidth = dirtyWidth !== undefined? dirtyWidth: width;
+ dirtyHeight = dirtyHeight !== undefined? dirtyHeight: height;
+ var limitBottom = dirtyY + dirtyHeight;
+ var limitRight = dirtyX + dirtyWidth;
+ for (var y = dirtyY; y &lt; limitBottom; y++) {
+ for (var x = dirtyX; x &lt; limitRight; x++) {
+ var pos = y * width + x;
+ ctx.fillStyle = 'rgba(' + data[pos*4+0]
+ + ',' + data[pos*4+1]
+ + ',' + data[pos*4+2]
+ + ',' + (data[pos*4+3]/255) + ')';
+ ctx.fillRect(x + dx, y + dy, 1, 1);
+ }
+ }
+}
+</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-putimagedata", "CanvasRenderingContext2D.putImageData")}}</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>
+ </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>
+ </tbody>
+</table>
+</div>
+
+<h3 id="兼容性注解">兼容性注解</h3>
+
+<ul>
+ <li>从 Gecko 10.0 {{ geckoRelease("10.0") }}开始,给任何参数设置非限定性的值并调用 <code>putImageData()</code> 将会被忽略,而不是抛出异常。</li>
+ <li>为了遵循说明,从 Gecko 16.0 {{geckoRelease("16.0")}}开始,使用无效的变量数量调用该方法(只有3个或7个数的变量是有效的), 将会抛出一个错误 ({{bug(762657)}})。</li>
+</ul>
+
+<h2 id="参见">参见</h2>
+
+<ul>
+ <li>接口定义, {{domxref("CanvasRenderingContext2D")}}.</li>
+ <li>{{domxref("ImageData")}}</li>
+ <li><a href="/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas">Pixel manipulation with canvas</a></li>
+</ul>