--- title: CanvasRenderingContext2D.putImageData() slug: Web/API/CanvasRenderingContext2D/putImageData translation_of: Web/API/CanvasRenderingContext2D/putImageData ---
CanvasRenderingContext2D.putImageData() 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。
void ctx.putImageData(imagedata, dx, dy); void ctx.putImageData(imagedata, dx, dy, dirtyX, dirtyY, dirtyWidth, dirtyHeight);
imageData
{{domxref("ImageData")}} ,包含像素值的数组对象。
dxdydirtyX {{optional_inline}}dirtyY {{optional_inline}}dirtyWidth {{optional_inline}}dirtyHeight {{optional_inline}}NotSupportedErrorInvalidStateErrorputImageData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 使用Canvas控制像素 和 {{domxref("ImageData")}} 对象。
<canvas id="canvas"></canvas>
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 < limitBottom; y++) {
for (var x = dirtyX; x < 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);
修改下面的代码并在线查看 canvas 的变化:
<canvas id="canvas" width="400" height="200" class="playable-canvas"></canvas> <div class="playable-buttons"> <input id="edit" type="button" value="Edit" /> <input id="reset" type="button" value="Reset" /> </div> <textarea id="code" class="playable-code"> ctx.fillRect(0,0,100,100); var imagedata = ctx.getImageData(0,0,100,100); putImageData(ctx, imagedata, 150, 0, 50, 50, 25, 25);</textarea>
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 < limitBottom; y++) {
for (var x = dirtyX; x < 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);
}
}
}
{{ EmbedLiveSample('Playable_code', 700, 360) }}
| Specification | Status | Comment |
|---|---|---|
| {{SpecName('HTML WHATWG', "scripting.html#dom-context-2d-putimagedata", "CanvasRenderingContext2D.putImageData")}} | {{Spec2('HTML WHATWG')}} |