canvas 上的缩放和撤消重做无法正常工作

Zooming And undo-redo on canvas not working properly

我正在尝试实现具有撤消和重做功能的油漆桶工具。问题是撤消和重做第一次工作正常,但是当我多次撤消重做时,代码失败了。谁能帮我解决这个问题?这是我的完整代码。您只需复制粘贴即可。

<!DOCTYPE html>
<html>
    <head>
        <title>Painitng</title>
        <style>
            body {
                width: 100%;
                height: auto;
                text-align: center;
            }
            .colorpick {
                widh: 100%;
                height: atuo;
            }
            .pick {
                display: inline-block;
                width: 30px;
                height: 30px;
                margin: 5px;
                cursor: pointer;
            }
            canvas {
                border: 2px solid silver;
            }
        </style>
    </head>
    <body>
        <button id="zoomin">Zoom In</button>
        <button id="zoomout">Zoom Out</button>
        <button onclick="undo()">Undo</button>
        <button onclick="redo()">Redo</button>
        <div id="canvasDiv"></div>
        <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.js"></script> 
        <script type="text/javascript">
            var colorYellow = {
                r: 255,
                g: 207,
                b: 51
            };
            var context;
            var canvasWidth = 500;
            var canvasHeight = 500;
            var myColor = colorYellow;
            var curColor = myColor;
            var outlineImage = new Image();
            var backgroundImage = new Image();
            var drawingAreaX = 0;
            var drawingAreaY = 0;
            var drawingAreaWidth = 500;
            var drawingAreaHeight = 500;
            var colorLayerData;
            var outlineLayerData;
            var totalLoadResources = 2;
            var curLoadResNum = 0;
            var undoarr = new Array();
            var redoarr = new Array();
            var uc = 0;
            var rc = 0;

            // Clears the canvas.
            function clearCanvas() {
                context.clearRect(0, 0, context.canvas.width, context.canvas.height);
            }

            function undo() {
                if (undoarr.length <= 0)
                    return;

                if (uc==0) {
                    redoarr.push(undoarr.pop());
                    uc = 1;
                }
                var a = undoarr.pop();
                colorLayerData = a;
                redoarr.push(a);
                clearCanvas();
                context.putImageData(a, 0, 0);
                context.drawImage(backgroundImage, 0, 0, canvasWidth, canvasHeight);
                context.drawImage(outlineImage, 0, 0, drawingAreaWidth, drawingAreaHeight);
                console.log(undoarr);
            }

            function redo() {
                if (redoarr.length <= 0)
                    return;
                if (rc==0) {
                    undoarr.push(redoarr.pop());
                    rc = 1;
                }
                var a = redoarr.pop();
                colorLayerData = a;
                undoarr.push(a);
                clearCanvas();
                context.putImageData(a, 0, 0);
                context.drawImage(backgroundImage, 0, 0, canvasWidth, canvasHeight);
                context.drawImage(outlineImage, 0, 0, drawingAreaWidth, drawingAreaHeight);
                console.log(redoarr);
            }
            // Draw the elements on the canvas
            function redraw() {
                uc = 0;
                rc = 0;
                var locX,
                        locY;

                // Make sure required resources are loaded before redrawing
                if (curLoadResNum < totalLoadResources) {
                    return; // To check if images are loaded successfully or not.
                }

                clearCanvas();
                // Draw the current state of the color layer to the canvas
                context.putImageData(colorLayerData, 0, 0);

                undoarr.push(context.getImageData(0, 0, canvasWidth, canvasHeight));
                console.log(undoarr);
                redoarr = new Array();
                // Draw the background
                context.drawImage(backgroundImage, 0, 0, canvasWidth, canvasHeight);

                // Draw the outline image on top of everything. We could move this to a separate 
                //   canvas so we did not have to redraw this everyime.
                context.drawImage(outlineImage, 0, 0, drawingAreaWidth, drawingAreaHeight);


            }
            ;

            function matchOutlineColor(r, g, b, a) {

                return (r + g + b < 100 && a === 255);
            }
            ;

            function matchStartColor(pixelPos, startR, startG, startB) {

                var r = outlineLayerData.data[pixelPos],
                        g = outlineLayerData.data[pixelPos + 1],
                        b = outlineLayerData.data[pixelPos + 2],
                        a = outlineLayerData.data[pixelPos + 3];

                // If current pixel of the outline image is black
                if (matchOutlineColor(r, g, b, a)) {
                    return false;
                }

                r = colorLayerData.data[pixelPos];
                g = colorLayerData.data[pixelPos + 1];
                b = colorLayerData.data[pixelPos + 2];

                // If the current pixel matches the clicked color
                if (r === startR && g === startG && b === startB) {
                    return true;
                }

                // If current pixel matches the new color
                if (r === curColor.r && g === curColor.g && b === curColor.b) {
                    return false;
                }

                return true;
            }
            ;

            function colorPixel(pixelPos, r, g, b, a) {
                colorLayerData.data[pixelPos] = r;
                colorLayerData.data[pixelPos + 1] = g;
                colorLayerData.data[pixelPos + 2] = b;
                colorLayerData.data[pixelPos + 3] = a !== undefined ? a : 255;
            }
            ;

            function floodFill(startX, startY, startR, startG, startB) {
                var newPos,
                        x,
                        y,
                        pixelPos,
                        reachLeft,
                        reachRight,
                        drawingBoundLeft = drawingAreaX,
                        drawingBoundTop = drawingAreaY,
                        drawingBoundRight = drawingAreaX + drawingAreaWidth - 1,
                        drawingBoundBottom = drawingAreaY + drawingAreaHeight - 1,
                        pixelStack = [[startX, startY]];

                while (pixelStack.length) {

                    newPos = pixelStack.pop();
                    x = newPos[0];
                    y = newPos[1];

                    // Get current pixel position
                    pixelPos = (y * canvasWidth + x) * 4;

                    // Go up as long as the color matches and are inside the canvas
                    while (y >= drawingBoundTop && matchStartColor(pixelPos, startR, startG, startB)) {
                        y -= 1;
                        pixelPos -= canvasWidth * 4;
                    }

                    pixelPos += canvasWidth * 4;
                    y += 1;
                    reachLeft = false;
                    reachRight = false;

                    // Go down as long as the color matches and in inside the canvas
                    while (y <= drawingBoundBottom && matchStartColor(pixelPos, startR, startG, startB)) {
                        y += 1;

                        colorPixel(pixelPos, curColor.r, curColor.g, curColor.b);

                        if (x > drawingBoundLeft) {
                            if (matchStartColor(pixelPos - 4, startR, startG, startB)) {
                                if (!reachLeft) {
                                    // Add pixel to stack
                                    pixelStack.push([x - 1, y]);
                                    reachLeft = true;
                                }

                            } else if (reachLeft) {
                                reachLeft = false;
                            }
                        }

                        if (x < drawingBoundRight) {
                            if (matchStartColor(pixelPos + 4, startR, startG, startB)) {
                                if (!reachRight) {
                                    // Add pixel to stack
                                    pixelStack.push([x + 1, y]);
                                    reachRight = true;
                                }
                            } else if (reachRight) {
                                reachRight = false;
                            }
                        }

                        pixelPos += canvasWidth * 4;
                    }
                }
            }
            ;

            // Start painting with paint bucket tool starting from pixel specified by startX and startY
            function paintAt(startX, startY) {

                var pixelPos = (startY * canvasWidth + startX) * 4,
                        r = colorLayerData.data[pixelPos],
                        g = colorLayerData.data[pixelPos + 1],
                        b = colorLayerData.data[pixelPos + 2],
                        a = colorLayerData.data[pixelPos + 3];

                if (r === curColor.r && g === curColor.g && b === curColor.b) {
                    // Return because trying to fill with the same color
                    return;
                }

                if (matchOutlineColor(r, g, b, a)) {
                    // Return because clicked outline
                    return;
                }

                floodFill(startX, startY, r, g, b);

                redraw();
            }
            ;

            // Add mouse event listeners to the canvas
            function createMouseEvents() {

                $('#canvas').mousedown(function (e) {
                    // Mouse down location
                    var mouseX = e.pageX - this.offsetLeft,
                            mouseY = e.pageY - this.offsetTop;

                    if ((mouseY > drawingAreaY && mouseY < drawingAreaY + drawingAreaHeight) && (mouseX <= drawingAreaX + drawingAreaWidth)) {
                        paintAt(mouseX, mouseY);
                    }
                });
            }
            ;

            resourceLoaded = function () {

                curLoadResNum += 1;
                //if (curLoadResNum === totalLoadResources) {
                createMouseEvents();
                redraw();
                //}
            };

            function start() {

                var canvas = document.createElement('canvas');
                canvas.setAttribute('width', canvasWidth);
                canvas.setAttribute('height', canvasHeight);
                canvas.setAttribute('id', 'canvas');
                document.getElementById('canvasDiv').appendChild(canvas);

                if (typeof G_vmlCanvasManager !== "undefined") {
                    canvas = G_vmlCanvasManager.initElement(canvas);
                }
                context = canvas.getContext("2d");
                backgroundImage.onload = resourceLoaded();
                backgroundImage.src = "images/t1.png";

                outlineImage.onload = function () {
                    context.drawImage(outlineImage, drawingAreaX, drawingAreaY, drawingAreaWidth, drawingAreaHeight);

                    try {
                        outlineLayerData = context.getImageData(0, 0, canvasWidth, canvasHeight);
                    } catch (ex) {
                        window.alert("Application cannot be run locally. Please run on a server.");
                        return;
                    }
                    clearCanvas();
                    colorLayerData = context.getImageData(0, 0, canvasWidth, canvasHeight);
                    resourceLoaded();
                };
                outlineImage.src = "images/d.png";
            }
            ;

            getColor = function () {

            };

        </script> 
        <script type="text/javascript"> $(document).ready(function () {
                start();
            });</script> 
        <script language="javascript">
            $('#zoomin').click(function () {
                if ($("#canvas").width()==500){
                $("#canvas").width(750);
                $("#canvas").height(750);
                var ctx = canvas.getContext("2d");
                ctx.drawImage(backgroundImage, 0, 0, 749, 749);
                ctx.drawImage(outlineImage, 0, 0, 749, 749);
                redraw();
                 } else if ($("#canvas").width()==750){

                $("#canvas").width(1000);
                $("#canvas").height(1000);
                var ctx = canvas.getContext("2d");
                ctx.drawImage(backgroundImage, 0, 0, 999, 999);
                ctx.drawImage(outlineImage, 0, 0, 999, 999);
                redraw();
                 }
            });
            $('#zoomout').click(function () {
                if ($("#canvas").width() == 1000) {

                $("#canvas").width(750);
                $("#canvas").height(750);
                var ctx = canvas.getContext("2d");
                ctx.drawImage(backgroundImage, 0, 0, 749, 749);
                ctx.drawImage(outlineImage, 0, 0, 749, 749);
                redraw();
                } else if ($("#canvas").width() == 750) {

                $("#canvas").width(500);
                $("#canvas").height(500);
                var ctx = canvas.getContext("2d");
                ctx.drawImage(backgroundImage, 0, 0, 499, 499);
                ctx.drawImage(outlineImage, 0, 0, 499, 499);
                redraw();
                }
            });
        </script>
        <div class="colorpick">
            <div class="pick" style="background-color:rgb(150, 0, 0);" onclick="hello(this.style.backgroundColor);"></div>
            <div class="pick" style="background-color:rgb(0, 0, 152);" onclick="hello(this.style.backgroundColor);"></div>
            <div class="pick" style="background-color:rgb(0, 151, 0);" onclick="hello(this.style.backgroundColor);"></div>
            <div class="pick" style="background-color:rgb(255, 0, 5);" onclick="hello(this.style.backgroundColor);"></div>
            <div class="pick" style="background-color:rgb(255, 255, 0);" onclick="hello(this.style.backgroundColor);"></div>
            <div class="pick" style="background-color:rgb(0, 255, 255);" onclick="hello(this.style.backgroundColor);"></div>
            <div class="pick" style="background-color:rgb(255, 0, 255);" onclick="hello(this.style.backgroundColor);"></div>
            <div class="pick" style="background-color:rgb(255, 150, 0);" onclick="hello(this.style.backgroundColor);"></div>
            <div class="pick" style="background-color:rgb(255, 0, 150);" onclick="hello(this.style.backgroundColor);"></div>
            <div class="pick" style="background-color:rgb(0, 255, 150);" onclick="hello(this.style.backgroundColor);"></div>
            <div class="pick" style="background-color:rgb(150, 0, 255);" onclick="hello(this.style.backgroundColor);"></div>
            <div class="pick" style="background-color:rgb(0, 150, 255);" onclick="hello(this.style.backgroundColor);"></div>
        </div>
        <script>
            function hello(e) {
                var rgb = e.replace(/^(rgb|rgba)\(/, '').replace(/\)$/, '').replace(/\s/g, '').split(',');
                myColor.r = parseInt(rgb[0]);
                myColor.g = parseInt(rgb[1]);
                myColor.b = parseInt(rgb[2]);
                curColor = myColor;
                console.log(curColor);
            }
        </script>
    </body>
</html>

我找不到在您的代码中添加 if (rc==0)if (uc==0) 部分的含义。如果您删除它们,您的代码可以正常工作。

function undo()
{
    if (undoarr.length<=0)
        return;

    var a=undoarr.pop();
    colorLayerData=a;
    redoarr.push(a);
    clearCanvas();
    context.putImageData(a, 0, 0);
    context.drawImage(backgroundImage, 0, 0, canvasWidth, canvasHeight);
    context.drawImage(outlineImage, 0, 0, drawingAreaWidth, drawingAreaHeight);
    console.log(undoarr);
}

function redo()
{
    if (redoarr.length<=0)
        return;
    var a=redoarr.pop();
    colorLayerData=a;
    undoarr.push(a);
    clearCanvas();
    context.putImageData(a, 0, 0);
    context.drawImage(backgroundImage, 0, 0, canvasWidth, canvasHeight);
    context.drawImage(outlineImage, 0, 0, drawingAreaWidth, drawingAreaHeight);
    console.log(redoarr);
}