--- 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"><canvas id="canvas"></canvas> </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 < 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); </pre> <p>修改下面的代码并在线查看 canvas 的变化:</p> <div class="hidden"> <h6 id="Playable_code">Playable code</h6> <pre class="brush: html"><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> </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 < 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); } } } </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> {{Compat("api.CanvasRenderingContext2D.putImageData")}} <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>