Konvajs 滚动到层的中心
Konvajs scroll to the center of layer
我有点卡在这个问题上了。我想根据图层的中心而不是鼠标指针进行缩放。
这是我从 https://konvajs.org/docs/sandbox/Zooming_Relative_To_Pointer.html 获得的 Konva 演示
形式
state.stage.on('wheel', (e) => {
e.evt.preventDefault();
var oldScale = state.layer.scaleX();
var pointer = state.layer.getPointerPosition();
var mousePointTo = {
x: 0,
y: 0
};
var newScale =
e.evt.deltaY > 0 ? oldScale * scaleBy : oldScale / scaleBy;
stage.scale({ x: newScale, y: newScale });
var newPos = {
x: newScale,
y: newScale,
};
state.layer.position(newPos);
state.layer.batchDraw();
});
我也想有办法让它回到原来的位置。
您只需要通过认为 "mouse pointer" 位于 canvas 的中心来更新该示例。它可以是这样的:
var scaleBy = 1.01;
stage.on('wheel', (e) => {
e.evt.preventDefault();
var oldScale = stage.scaleX();
var pointer = {
x: stage.width() / 2,
y: stage.height() / 2
};
var origin = {
x: (pointer.x - stage.x()) / oldScale,
y: (pointer.y - stage.y()) / oldScale,
};
var newScale =
e.evt.deltaY > 0 ? oldScale * scaleBy : oldScale / scaleBy;
stage.scale({ x: newScale, y: newScale });
var newPos = {
x: pointer.x - origin.x * newScale,
y: pointer.y - origin.y * newScale,
};
stage.position(newPos);
stage.batchDraw();
});
我有点卡在这个问题上了。我想根据图层的中心而不是鼠标指针进行缩放。 这是我从 https://konvajs.org/docs/sandbox/Zooming_Relative_To_Pointer.html 获得的 Konva 演示 形式
state.stage.on('wheel', (e) => {
e.evt.preventDefault();
var oldScale = state.layer.scaleX();
var pointer = state.layer.getPointerPosition();
var mousePointTo = {
x: 0,
y: 0
};
var newScale =
e.evt.deltaY > 0 ? oldScale * scaleBy : oldScale / scaleBy;
stage.scale({ x: newScale, y: newScale });
var newPos = {
x: newScale,
y: newScale,
};
state.layer.position(newPos);
state.layer.batchDraw();
});
我也想有办法让它回到原来的位置。
您只需要通过认为 "mouse pointer" 位于 canvas 的中心来更新该示例。它可以是这样的:
var scaleBy = 1.01;
stage.on('wheel', (e) => {
e.evt.preventDefault();
var oldScale = stage.scaleX();
var pointer = {
x: stage.width() / 2,
y: stage.height() / 2
};
var origin = {
x: (pointer.x - stage.x()) / oldScale,
y: (pointer.y - stage.y()) / oldScale,
};
var newScale =
e.evt.deltaY > 0 ? oldScale * scaleBy : oldScale / scaleBy;
stage.scale({ x: newScale, y: newScale });
var newPos = {
x: pointer.x - origin.x * newScale,
y: pointer.y - origin.y * newScale,
};
stage.position(newPos);
stage.batchDraw();
});