canvas.toDataURL() 值改变,即使 canvas 没有改变

canvas.toDataURL() value changing even if canvas didn't change

我一直在研究并尝试编写一个应用程序来获取 HTML5 canvas 元素上的任何图像并将其发送给客户。当尝试使用 canvas.toDataURL() 获取图像、压缩并将其发送回服务器时,客户端有时显示图像,有时不显示发送的内容。首先我认为可能是数据已损坏,但在本地服务器上工作并且有 29/30 损坏的数据对我来说没有意义,所以我试图查看发生了什么并注册了长度base64 图像并注意到它的长度在变化,尽管 canvas 的内容没有变化。为什么会这样?

我写了一个简单的页面,您可以在其中编辑 canvas 内容,方法是在上面绘图,显示发生的情况:

<!DOCTYPE html>
<html>
    <head>
        <title>Draw</title>
        <style>
            body{margin:0;}
        </style>
        <script>
            addEventListener("load", Load, false);

            var board = undefined;
            var ctx = undefined;

            var loaded = false;

            var mousehold = false;
            var mousex = 0;
            var mousey = 0;
            var lastx = 0;
            var lasty = 0;
            var firstclick = false;

            function Load(e)
            {
                loaded = true;
                board = document.getElementById("board");
                ctx = board.getContext("2d");

                board.width = window.innerWidth;
                board.height = window.innerHeight;

                addEventListener("mousedown", function(e)
                {
                    mousehold = true;
                }, false);

                addEventListener("mouseup", function(e)
                {
                    mousehold = false;
                    firstclick = false;
                }, false);

                addEventListener("mousemove", function(e)
                {
                    mousex = e.clientX;
                    mousey = e.clientY;

                    // if(mousehold == true) console.log(mousex + " " + mousey);
                }, false);

                ctx.beginPath();
                ctx.lineWidth = 5;
                UpdateBoard();
            }

            function UpdateBoard()
            {
                if(mousehold == true)
                {
                    if(firstclick == false)
                    {
                        lastx = mousex;
                        lasty = mousey;
                        firstclick = true;
                    }

                    ctx.moveTo(lastx, lasty);
                    ctx.lineTo(mousex, mousey);
                    ctx.stroke();

                    lastx = mousex, lasty = mousey;
                }

                window.requestAnimationFrame(UpdateBoard);
            }

            function send()
            {
                var img = board.toDataURL();
                console.log(img.length);
            }
        </script>
    </head>
    <body>
        <canvas id="board"></canvas>
        <button style="right:10px;bottom:10px;position:fixed;z-index:999999;" onclick="send();">Send</button>
    </body>
</html>

单击"send" 按钮将在控制台上记录base64 图像长度。如果你在屏幕上画东西,canvas 的内容显然会改变,但如果你停止画画并点击 "send" 按钮几次(不触及 canvas 内容)你会看到它似乎生成了不同的 base64 图像。为什么会这样?是否有可能阻止这种情况的发生?我的应用程序需要不断更新内容(压缩,但我试过不压缩,问题是一样的)。

为了演示这个问题,我上传了一张图片到 imgur:http://imgur.com/a/iQ70T(忽略图片中的错别字)。

感谢您的关注。

发生这种情况的原因是您已将所有事件侦听器附加到 window 对象而不是 canvas(mousedown,其他的可以在 window) 当您点击发送按钮时,mousedown 也会被注册。

这意味着为每一帧重新绘制最后一条路径,因为 mousehold 将是真实的,累积影响 alpha 通道的抗锯齿像素,因此将改变位图。

修复示例(只需将 mousedown 处理程序附加到 canvas):

addEventListener("load", Load, false);

var board = undefined;
var ctx = undefined;

var loaded = false;

var mousehold = false;
var mousex = 0;
var mousey = 0;
var lastx = 0;
var lasty = 0;
var firstclick = false;

function Load(e) {
  loaded = true;
  board = document.getElementById("board");
  ctx = board.getContext("2d");

  board.width = window.innerWidth;
  board.height = window.innerHeight;

  // this must be at canvas element
  board.addEventListener("mousedown", function(e) {
    mousehold = true;
  }, false);

  addEventListener("mouseup", function(e) {
    mousehold = false;
    firstclick = false;
  }, false);

  addEventListener("mousemove", function(e) {
    mousex = e.clientX;
    mousey = e.clientY;

    // if(mousehold == true) console.log(mousex + " " + mousey);
  }, false);

  ctx.beginPath();
  ctx.lineWidth = 5;
  UpdateBoard();
}

function UpdateBoard() {
  if (mousehold == true) {
    if (firstclick == false) {
      lastx = mousex;
      lasty = mousey;
      firstclick = true;
    }

    ctx.moveTo(lastx, lasty);
    ctx.lineTo(mousex, mousey);
    ctx.stroke();

    lastx = mousex, lasty = mousey;
  }

  window.requestAnimationFrame(UpdateBoard);
}

function send() {
  var img = board.toDataURL();
  console.log(img.length);
}
body {margin:0}
<canvas id="board"></canvas>
<button style="right:10px;bottom:10px;position:fixed;z-index:999999;" onclick="send();">Send</button>