1# 使用画布绘制自定义图形 (Canvas) 2<!--Kit: ArkUI--> 3<!--Subsystem: ArkUI--> 4<!--Owner: @sd-wu--> 5<!--Designer: @sunbees--> 6<!--Tester: @liuli0427--> 7<!--Adviser: @HelloCrease--> 8 9 10Canvas提供画布组件,用于自定义绘制图形,开发者使用CanvasRenderingContext2D对象和OffscreenCanvasRenderingContext2D对象在Canvas组件上进行绘制,绘制对象可以是基础形状、文本、图片等。 11 12 13## 使用画布组件绘制自定义图形 14 15可以由以下三种形式在画布绘制自定义图形: 16 17 18- 使用[CanvasRenderingContext2D](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md)对象在Canvas画布上绘制。 19 20 ```ts 21 @Entry 22 @Component 23 struct CanvasExample1 { 24 //用来配置CanvasRenderingContext2D对象的参数,包括是否开启抗锯齿,true表明开启抗锯齿。 25 private settings: RenderingContextSettings = new RenderingContextSettings(true); 26 //用来创建CanvasRenderingContext2D对象,通过在canvas中调用CanvasRenderingContext2D对象来绘制。 27 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings); 28 29 build() { 30 Flex({ direction: FlexDirection.Column, alignItems: ItemAlign.Center, justifyContent: FlexAlign.Center }) { 31 //在canvas中调用CanvasRenderingContext2D对象。 32 Canvas(this.context) 33 .width('100%') 34 .height('100%') 35 .backgroundColor('#F5DC62') 36 .onReady(() => { 37 //可以在这里绘制内容。 38 this.context.strokeRect(50, 50, 200, 150); 39 }) 40 } 41 .width('100%') 42 .height('100%') 43 } 44 } 45 ``` 46 47  48 49- 离屏绘制是指将需要绘制的内容先绘制在缓存区,再将其转换成图片,一次性绘制到Canvas上,加快了绘制速度。过程为: 50 1. 通过transferToImageBitmap方法将离屏画布最近渲染的图像创建为一个ImageBitmap对象。 51 2. 通过CanvasRenderingContext2D对象的transferFromImageBitmap方法显示给定的ImageBitmap对象。 52 53 具体使用参考[OffscreenCanvasRenderingContext2D](../reference/apis-arkui/arkui-ts/ts-offscreencanvasrenderingcontext2d.md)对象。 54 55 ```ts 56 @Entry 57 @Component 58 struct CanvasExample2 { 59 //用来配置CanvasRenderingContext2D对象和OffscreenCanvasRenderingContext2D对象的参数,包括是否开启抗锯齿。true表明开启抗锯齿 60 private settings: RenderingContextSettings = new RenderingContextSettings(true); 61 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings); 62 //用来创建OffscreenCanvas对象,width为离屏画布的宽度,height为离屏画布的高度。通过在canvas中调用OffscreenCanvasRenderingContext2D对象来绘制。 63 private offCanvas: OffscreenCanvas = new OffscreenCanvas(600, 600); 64 65 build() { 66 Flex({ direction: FlexDirection.Column, alignItems: ItemAlign.Center, justifyContent: FlexAlign.Center }) { 67 Canvas(this.context) 68 .width('100%') 69 .height('100%') 70 .backgroundColor('#F5DC62') 71 .onReady(() => { 72 let offContext = this.offCanvas.getContext("2d", this.settings) 73 //可以在这里绘制内容 74 offContext.strokeRect(50, 50, 200, 150); 75 //将离屏绘制渲染的图像在普通画布上显示 76 let image = this.offCanvas.transferToImageBitmap(); 77 this.context.transferFromImageBitmap(image); 78 }) 79 } 80 .width('100%') 81 .height('100%') 82 } 83 } 84 ``` 85 86  87 88 >**说明:** 89 > 90 >在画布组件中,通过CanvasRenderingContext2D对象和OffscreenCanvasRenderingContext2D对象在Canvas组件上进行绘制时调用的接口相同,另外,接口参数如无特别说明,单位均为vp。 91 92- 在Canvas上加载Lottie动画时,需要先按照如下方式下载Lottie。 93 94 ```ts 95 import lottie from '@ohos/lottie'; 96 ``` 97 98 具体接口请参考[lottie](https://gitcode.com/openharmony-tpc/lottieArkTS)。 99 100 101## 初始化画布组件 102 103onReady(event: () => void)是Canvas组件初始化完成时的事件回调,调用该事件后,可获取Canvas组件的确定宽高,进一步使用CanvasRenderingContext2D对象和OffscreenCanvasRenderingContext2D对象调用相关API进行图形绘制。 104 105```ts 106Canvas(this.context) 107 .width('100%') 108 .height('100%') 109 .backgroundColor('#F5DC62') 110 .onReady(() => { 111 this.context.fillStyle = '#0097D4'; 112 this.context.fillRect(50, 50, 100, 100); 113 }) 114``` 115 116 117 118 119## 画布组件绘制方式 120 121在Canvas组件生命周期接口onReady()调用之后,开发者可以直接使用canvas组件进行绘制。或者可以脱离Canvas组件和onReady()生命周期,单独定义Path2d对象构造理想的路径,并在onReady()调用之后使用Canvas组件进行绘制。 122 123- 通过CanvasRenderingContext2D对象和OffscreenCanvasRenderingContext2D对象直接调用相关API进行绘制。 124 125 ```ts 126 Canvas(this.context) 127 .width('100%') 128 .height('100%') 129 .backgroundColor('#F5DC62') 130 .onReady(() => { 131 this.context.beginPath(); 132 this.context.moveTo(50, 50); 133 this.context.lineTo(280, 160); 134 this.context.stroke(); 135 }) 136 ``` 137 138  139 140- 先单独定义path2d对象构造理想的路径,再通过调用CanvasRenderingContext2D对象和OffscreenCanvasRenderingContext2D对象的stroke接口或者fill接口进行绘制,具体使用可以参考[Path2D](../reference/apis-arkui/arkui-ts/ts-components-canvas-path2d.md)对象。 141 142 ```ts 143 Canvas(this.context) 144 .width('100%') 145 .height('100%') 146 .backgroundColor('#F5DC62') 147 .onReady(() => { 148 let region = new Path2D(); 149 region.arc(100, 75, 50, 0, 6.28); 150 this.context.stroke(region); 151 }) 152 ``` 153 154  155 156 157## 画布组件常用方法 158 159OffscreenCanvasRenderingContext2D对象和CanvasRenderingContext2D对象提供了大量的属性和方法,可以用来绘制文本、图形,处理像素等,是Canvas组件的核心。常用接口有[fill](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#fill)(对封闭路径进行填充)、[clip](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#clip)(设置当前路径为剪切路径)、[stroke](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#stroke)(进行边框绘制操作)等等,同时提供了[fillStyle](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#fillstyle)(指定绘制的填充色)、[globalAlpha](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#globalalpha)(设置透明度)与[strokeStyle](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#strokestyle)(设置描边的颜色)等属性修改绘制内容的样式。将通过以下几个方面简单介绍画布组件常见使用方法: 160 161- 绘制基础形状。 162 可以通过[arc](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#arc)(绘制弧线路径)、 [ellipse](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#ellipse)(绘制一个椭圆)、[rect](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#rect)(创建矩形路径)等接口绘制基础形状。 163 164 ```ts 165 Canvas(this.context) 166 .width('100%') 167 .height('100%') 168 .backgroundColor('#F5DC62') 169 .onReady(() => { 170 //绘制矩形 171 this.context.beginPath(); 172 this.context.rect(100, 50, 100, 100); 173 this.context.stroke(); 174 //绘制圆形 175 this.context.beginPath(); 176 this.context.arc(150, 250, 50, 0, 6.28); 177 this.context.stroke(); 178 //绘制椭圆 179 this.context.beginPath(); 180 this.context.ellipse(150, 450, 50, 100, Math.PI * 0.25, Math.PI * 0, Math.PI * 2); 181 this.context.stroke(); 182 }) 183 ``` 184 185  186 187- 绘制文本。 188 189 可以通过[fillText](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#filltext)(文本填充)、[strokeText](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#stroketext)(文本描边)等接口进行文本绘制,示例中设置了font为50像素高加粗的"sans-serif"字体,然后调用fillText方法在(50, 100)处绘制文本"Hello World!",设置strokeStyle为红色,lineWidth为2,font为50像素高加粗的"sans-serif"字体,然后调用strokeText方法在(50, 150)处绘制文本"Hello World!"的轮廓。 190 191 ```ts 192 Canvas(this.context) 193 .width('100%') 194 .height('100%') 195 .backgroundColor('#F5DC62') 196 .onReady(() => { 197 // 文本填充 198 this.context.font = '50px bolder sans-serif'; 199 this.context.fillText("Hello World!", 50, 100); 200 // 文本描边 201 this.context.strokeStyle = "#ff0000" 202 this.context.lineWidth = 2 203 this.context.font = '50px bolder sans-serif'; 204 this.context.strokeText("Hello World!", 50, 150); 205 }) 206 ``` 207 208  209 210- 绘制文本边框。 211 212 可以通过[measureText](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#measuretext)(文本测量)计算绘制文本的宽度和高度,使用测量的宽度和高度作为边框的尺寸。在示例中,设置textBaseline为'top',font为30像素的"monospace"字体,通过measureText测量出文本的宽度和高度,然后调用fillText方法在(20, 100)处绘制文本"Hello World!",并调用strokeRect方法在同一位置使用测量的宽度和高度绘制相应尺寸的边框。接着,设置font为60像素的粗体"sans-serif"字体,再次通过measureText测量文本的宽度和高度,接着调用fillText方法在(20, 150)处绘制文本"Hello World!",并调用strokeRect方法在同一位置使用测量的宽度和高度绘制对应尺寸的边框。 213 214 ```ts 215 // xxx.ets 216 @Entry 217 @Component 218 struct measureTextAndRect { 219 drawText: string = "Hello World" 220 private settings: RenderingContextSettings = new RenderingContextSettings(true); 221 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings); 222 223 build() { 224 Flex({ direction: FlexDirection.Column, alignItems: ItemAlign.Center, justifyContent: FlexAlign.Center }) { 225 Canvas(this.context) 226 .width('100%') 227 .height('100%') 228 .backgroundColor('#F5DC62') 229 .onReady(() => { 230 // 文本的水平对齐方式为'top' 231 this.context.textBaseline = 'top' 232 // 文本字号为30px,字体系列为monospace 233 this.context.font = '30px monospace' 234 let textWidth = this.context.measureText(this.drawText).width 235 let textHeight = this.context.measureText(this.drawText).height 236 this.context.fillText(this.drawText, 20, 100) 237 this.context.strokeRect(20, 100, textWidth, textHeight) 238 // 文本字体粗细为粗体,字号为60px,字体系列为sans-serif 239 this.context.font = 'bold 60px sans-serif' 240 textWidth = this.context.measureText(this.drawText).width 241 textHeight = this.context.measureText(this.drawText).height 242 this.context.fillText(this.drawText, 20, 150) 243 this.context.strokeRect(20, 150, textWidth, textHeight) 244 }) 245 } 246 .width('100%') 247 .height('100%') 248 } 249 } 250 ``` 251 252  253 254- 使用自定义字体绘制文本。 255 256 从API version 20开始,可以通过[getGlobalInstance](../reference/apis-arkgraphics2d/js-apis-graphics-text.md#getglobalinstance)获取应用全局字体管理器的实例,然后使用[loadfontsync](../reference/apis-arkgraphics2d/js-apis-graphics-text.md#loadfontsync)接口从设置的路径中加载自定义字体并通过[font](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#font)(设置文本绘制中的字体样式)接口设置文本绘制中的字体样式,接着通过[fillText](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#filltext)(绘制填充类文本)、[strokeText](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#stroketext)(绘制描边类文本)等接口进行文本绘制。 257 258 ```ts 259 import { text } from '@kit.ArkGraphics2D'; 260 261 @Entry 262 @Component 263 struct CustomFont { 264 private settings: RenderingContextSettings = new RenderingContextSettings(true); 265 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings); 266 267 build() { 268 Flex({ direction: FlexDirection.Column, alignItems: ItemAlign.Center, justifyContent: FlexAlign.Center }) { 269 Canvas(this.context) 270 .width('100%') 271 .height('100%') 272 .backgroundColor('#F5DC62') 273 .onReady(() => { 274 //加载自定义字体 275 let fontCollection = text.FontCollection.getGlobalInstance(); 276 fontCollection.loadFontSync('customFont', $rawfile("customFont.ttf")) 277 this.context.font = '30vp customFont' 278 this.context.fillText("Hello World!", 20, 50) 279 this.context.strokeText("Hello World!", 20, 100) 280 }) 281 } 282 .width('100%') 283 .height('100%') 284 } 285 } 286 ``` 287 288  289 290- 绘制图片和图像像素信息处理。 291 292 可以通过[drawImage](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#drawimage)(图像绘制)、[putImageData](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#putimagedata)(使用[ImageData](../reference/apis-arkui/arkui-ts/ts-components-canvas-imagedata.md)数据填充新的矩形区域)等接口绘制图片,通过[createImageData](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#createimagedata)(创建新的ImageData 对象)、[getPixelMap](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#getpixelmap)(以当前canvas指定区域内的像素创建[PixelMap](../reference/apis-image-kit/arkts-apis-image-PixelMap.md)对象)、[getImageData](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#getimagedata)(以当前canvas指定区域内的像素创建ImageData对象)等接口进行图像像素信息处理。 293 294 ```ts 295 @Entry 296 @Component 297 struct GetImageData { 298 private settings: RenderingContextSettings = new RenderingContextSettings(true); 299 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings); 300 private offCanvas: OffscreenCanvas = new OffscreenCanvas(600, 600); 301 // "/common/images/1234.png"需要替换为开发者所需的图像资源文件 302 private img: ImageBitmap = new ImageBitmap("/common/images/1234.png"); 303 304 build() { 305 Flex({ direction: FlexDirection.Column, alignItems: ItemAlign.Center, justifyContent: FlexAlign.Center }) { 306 Canvas(this.context) 307 .width('100%') 308 .height('100%') 309 .backgroundColor('#F5DC62') 310 .onReady(() => { 311 let offContext = this.offCanvas.getContext("2d", this.settings) 312 // 使用drawImage接口将图片画在(0,0)为起点,宽高130的区域 313 offContext.drawImage(this.img, 0, 0, 130, 130); 314 // 使用getImageData接口,获得canvas组件区域中,(50,50)为起点,宽高130范围内的绘制内容 315 let imageData = offContext.getImageData(50, 50, 130, 130); 316 // 使用putImageData接口将得到的ImageData画在起点为(150, 150)的区域中 317 offContext.putImageData(imageData, 150, 150); 318 // 将离屏绘制的内容画到canvas组件上 319 let image = this.offCanvas.transferToImageBitmap(); 320 this.context.transferFromImageBitmap(image); 321 }) 322 } 323 .width('100%') 324 .height('100%') 325 } 326 } 327 ``` 328 329  330 331- 其他方法。 332 333 Canvas中还提供其他类型的方法。渐变([CanvasGradient](../reference/apis-arkui/arkui-ts/ts-components-canvas-canvasgradient.md)对象)相关的方法:[createLinearGradient](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#createlineargradient)(创建一个线性渐变色)、[createRadialGradient](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#createradialgradient)(创建一个径向渐变色)等。 334 335 ```ts 336 Canvas(this.context) 337 .width('100%') 338 .height('100%') 339 .backgroundColor('#F5DC62') 340 .onReady(() => { 341 //创建一个径向渐变色的CanvasGradient对象 342 let grad = this.context.createRadialGradient(200, 200, 50, 200, 200, 200) 343 //为CanvasGradient对象设置渐变断点值,包括偏移和颜色 344 grad.addColorStop(0.0, '#E87361'); 345 grad.addColorStop(0.5, '#FFFFF0'); 346 grad.addColorStop(1.0, '#BDDB69'); 347 //用CanvasGradient对象填充矩形 348 this.context.fillStyle = grad; 349 this.context.fillRect(0, 0, 400, 400); 350 }) 351 ``` 352 353  354 355## 使用状态变量驱动画布刷新 356 357可以使用状态变量来驱动Canvas刷新,将变化的数据通过@Watch监听,并绑定自定义的draw()方法。当数据刷新时,@Watch绑定的方法会执行绘制逻辑,使Canvas刷新。 358 359```ts 360@Entry 361@Component 362struct CanvasContentUpdate { 363 private settings: RenderingContextSettings = new RenderingContextSettings(true); 364 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings); 365 @State @Watch('draw')content: string = 'Hello World'; 366 367 draw() { 368 this.context.clearRect(0, 0, 400, 200); // 清空Canvas的内容 369 this.context.fillText(this.content, 50, 100); // 重新绘制 370 } 371 372 build() { 373 Column() { 374 Canvas(this.context) 375 .width('100%') 376 .height('25%') 377 .backgroundColor('rgb(39, 135, 217)') 378 .onReady(() => { 379 this.context.font = '65px sans-serif'; 380 this.context.fillText(this.content, 50, 100); 381 }) 382 TextInput({ 383 text:$$this.content // 修改文本输入框里的内容时,状态变量的更新会驱动Canvas刷新 384 }) 385 .fontSize(35) 386 } 387 .width('100%') 388 .height('100%') 389 } 390} 391``` 392 393 394 395## 场景示例 396 397- 绘制规则基础形状。 398 399 ```ts 400 @Entry 401 @Component 402 struct ClearRect { 403 private settings: RenderingContextSettings = new RenderingContextSettings(true); 404 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings); 405 406 build() { 407 Flex({ direction: FlexDirection.Column, alignItems: ItemAlign.Center, justifyContent: FlexAlign.Center }) { 408 Canvas(this.context) 409 .width('100%') 410 .height('100%') 411 .backgroundColor('#F5DC62') 412 .onReady(() => { 413 // 设定填充样式,填充颜色设为蓝色 414 this.context.fillStyle = '#0097D4'; 415 // 以(50, 50)为左上顶点,画一个宽高200的矩形 416 this.context.fillRect(50, 50, 200, 200); 417 // 以(70, 70)为左上顶点,清除宽150高100的区域 418 this.context.clearRect(70, 70, 150, 100); 419 }) 420 } 421 .width('100%') 422 .height('100%') 423 } 424 } 425 ``` 426 427  428 429- 绘制不规则图形。 430 431 ```ts 432 @Entry 433 @Component 434 struct Path2d { 435 private settings: RenderingContextSettings = new RenderingContextSettings(true); 436 private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings); 437 438 build() { 439 Row() { 440 Column() { 441 Canvas(this.context) 442 .width('100%') 443 .height('100%') 444 .backgroundColor('#F5DC62') 445 .onReady(() => { 446 // 使用Path2D的接口构造一个五边形 447 let path = new Path2D(); 448 path.moveTo(150, 50); 449 path.lineTo(50, 150); 450 path.lineTo(100, 250); 451 path.lineTo(200, 250); 452 path.lineTo(250, 150); 453 path.closePath(); 454 // 设定填充色为蓝色 455 this.context.fillStyle = '#0097D4'; 456 // 使用填充的方式,将Path2D描述的五边形绘制在canvas组件内部 457 this.context.fill(path); 458 }) 459 } 460 .width('100%') 461 } 462 .height('100%') 463 } 464 } 465 ``` 466 467  468 469- 绘制可拖动的光标。 470 471 可以通过[beginPath](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#beginpath)、[moveTo](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#moveto)、[lineTo](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#lineto)和[arc](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#arc)方法设置光标的位置,使用[stroke](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#stroke)和[fill](../reference/apis-arkui/arkui-ts/ts-canvasrenderingcontext2d.md#fill)方法绘制光标,将是否按下和位置变化通过@Watch监听,并绑定自定义的drawCursor()方法。当拖动光标时,@Watch绑定的方法会执行绘制逻辑,计算并更新光标的颜色和位置。 472 473 ```ts 474 @Entry 475 @Component 476 struct CursorMoving { 477 // 监听是否按下,刷新光标颜色 478 @State @Watch('drawCursor') isTouchDown: boolean = false 479 // 监听位置变化,刷新页面 480 @State @Watch('drawCursor') cursorPosition: RectPosition = { 481 x: 0, 482 y: 0, 483 width: 0, 484 height: 0, 485 } 486 private settings: RenderingContextSettings = new RenderingContextSettings(true); 487 private canvasContext: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings); 488 private sw: number = 360; // Canvas固定宽度 489 private sh: number = 270; // Canvas固定高度 490 private cursorWH: number = 50; // 光标区域宽高 491 private dashedLineW: number = 7; // 光标宽高 492 private arcRadius: number = 6; // 光标中心圆半径 493 private isReadyMove: boolean = false 494 private touchPosition: Position = { 495 x: 0, 496 y: 0, 497 }; 498 private cursorCenterPosition: Position = { 499 x: 0, 500 y: 0, 501 }; 502 503 build() { 504 Column() { 505 // 绘制光标 506 Canvas(this.canvasContext) 507 .width(this.sw) 508 .height(this.sh) 509 .backgroundColor('#D5D5D5') 510 .onReady(() => { 511 this.cursorPosition.x = (this.sw - this.cursorWH) / 2 512 this.cursorPosition.y = (this.sh - this.cursorWH) / 2 513 this.cursorPosition.width = this.cursorWH 514 this.cursorPosition.height = this.cursorWH 515 this.cursorCenterPosition = { 516 x: this.cursorPosition.x + this.cursorPosition.width / 2, 517 y: this.cursorPosition.y + this.cursorPosition.height / 2 518 } 519 this.drawCursor() 520 }) 521 .onTouch(event => { 522 if (event.type === TouchType.Down) { 523 this.isReadyMove = this.isTouchCursorArea(event.touches[0]); 524 if (this.isReadyMove) { 525 this.isTouchDown = true 526 } 527 528 this.touchPosition = { 529 x: event.touches[0].displayX, 530 y: event.touches[0].displayY 531 } 532 } else if (event.type === TouchType.Move) { 533 if (this.isReadyMove) { 534 let moveX = event.changedTouches[0].displayX - this.touchPosition.x; 535 let moveY = event.changedTouches[0].displayY - this.touchPosition.y; 536 this.touchPosition = { 537 x: event.changedTouches[0].displayX, 538 y: event.changedTouches[0].displayY 539 } 540 this.cursorPosition.x += moveX; 541 this.cursorPosition.y += moveY; 542 543 this.cursorCenterPosition = { 544 x: this.cursorPosition.x + this.cursorPosition.width / 2, 545 y: this.cursorPosition.y + this.cursorPosition.height / 2 546 } 547 // 光标区域中心点位置限制 548 if (this.cursorCenterPosition.x < 0) { 549 this.cursorPosition.x = -this.cursorPosition.width / 2 550 } 551 if (this.cursorCenterPosition.y < 0) { 552 this.cursorPosition.y = -this.cursorPosition.height / 2 553 } 554 if (this.cursorCenterPosition.x > this.sw) { 555 this.cursorPosition.x = this.sw - this.cursorPosition.width / 2 556 } 557 if (this.cursorCenterPosition.y > this.sh) { 558 this.cursorPosition.y = this.sh - this.cursorPosition.height / 2 559 } 560 } 561 } else { 562 this.isTouchDown = false 563 } 564 }) 565 } 566 .height('100%') 567 .width('100%') 568 .justifyContent(FlexAlign.Center) 569 } 570 571 // 绘制裁剪框 572 drawCursor() { 573 // 算出菱形四个点 574 let positionL: Position = { x: this.cursorPosition.x, y: this.cursorPosition.y + this.cursorPosition.height / 2 } 575 let positionT: Position = { x: this.cursorPosition.x + this.cursorPosition.width / 2, y: this.cursorPosition.y } 576 let positionR: Position = { 577 x: this.cursorPosition.x + this.cursorPosition.width, 578 y: this.cursorPosition.y + this.cursorPosition.height / 2 579 } 580 let positionB: Position = { 581 x: this.cursorPosition.x + this.cursorPosition.width / 2, 582 y: this.cursorPosition.y + this.cursorPosition.height 583 } 584 let lineWidth = 2 585 this.canvasContext.clearRect(0, 0, this.sw, this.sh); 586 this.canvasContext.lineWidth = lineWidth 587 this.canvasContext.strokeStyle = this.isTouchDown ? '#ff1a5cae' : '#ffffffff' 588 589 // 画出四角 590 this.canvasContext.beginPath() 591 this.canvasContext.moveTo(positionL.x + this.dashedLineW, positionL.y - this.dashedLineW); 592 this.canvasContext.lineTo(positionL.x, positionL.y); 593 this.canvasContext.lineTo(positionL.x + this.dashedLineW, positionL.y + this.dashedLineW); 594 595 this.canvasContext.moveTo(positionT.x - this.dashedLineW, positionT.y + this.dashedLineW); 596 this.canvasContext.lineTo(positionT.x, positionT.y); 597 this.canvasContext.lineTo(positionT.x + this.dashedLineW, positionT.y + this.dashedLineW); 598 599 this.canvasContext.moveTo(positionR.x - this.dashedLineW, positionR.y - this.dashedLineW); 600 this.canvasContext.lineTo(positionR.x, positionR.y); 601 this.canvasContext.lineTo(positionR.x - this.dashedLineW, positionR.y + this.dashedLineW); 602 603 this.canvasContext.moveTo(positionB.x - this.dashedLineW, positionB.y - this.dashedLineW); 604 this.canvasContext.lineTo(positionB.x, positionB.y); 605 this.canvasContext.lineTo(positionB.x + this.dashedLineW, positionB.y - this.dashedLineW); 606 607 this.canvasContext.stroke() 608 609 // 画出中心圆 610 this.canvasContext.beginPath() 611 this.canvasContext.strokeStyle = this.isTouchDown ? '#ff1a5cae' : '#ff9ba59b' 612 this.canvasContext.fillStyle = this.isTouchDown ? '#ff1a5cae' : '#ff9ba59b' 613 this.canvasContext.arc(this.cursorPosition.x + this.cursorPosition.width / 2, 614 this.cursorPosition.y + this.cursorPosition.width / 2, this.arcRadius, 0, 2 * Math.PI) 615 this.canvasContext.fill() 616 this.canvasContext.stroke() 617 618 // 画出四条线 619 this.canvasContext.beginPath(); 620 this.canvasContext.lineWidth = 0.7; 621 this.canvasContext.moveTo(positionL.x, positionL.y); 622 this.canvasContext.lineTo(0, positionL.y); 623 624 this.canvasContext.moveTo(positionT.x, positionT.y); 625 this.canvasContext.lineTo(positionT.x, 0); 626 627 this.canvasContext.moveTo(positionR.x, positionR.y); 628 this.canvasContext.lineTo(this.sw, positionR.y); 629 630 this.canvasContext.moveTo(positionB.x, positionB.y); 631 this.canvasContext.lineTo(positionB.x, this.sh); 632 633 this.canvasContext.stroke(); 634 } 635 636 // 判断点击位置是否在棱形中 637 isTouchCursorArea(touch: TouchObject) { 638 let tempLength = Math.sqrt((touch.x - this.cursorCenterPosition.x) * (touch.x - this.cursorCenterPosition.x) + 639 (touch.y - this.cursorCenterPosition.y) * (touch.y - this.cursorCenterPosition.y)) 640 if (tempLength < (this.cursorWH / 2 / 1.414)) { 641 return true 642 } 643 return false 644 } 645 } 646 647 export interface RectPosition { 648 x: number; 649 y: number; 650 height: number; 651 width: number; 652 } 653 654 export interface Position { 655 x: number; 656 y: number; 657 } 658 ``` 659 660  661 662## 相关实例 663 664使用画布绘制自定义图形,有以下相关实例可供参考: 665 666- [ArkTS组件集(ArkTS)(Full SDK)(API10)](https://gitcode.com/openharmony/applications_app_samples/tree/master/code/UI/ArkTsComponentCollection/ComponentCollection) 667 668- [分布式五子棋(ArkTS)(Full SDK)(API9)](https://gitcode.com/openharmony/applications_app_samples/tree/master/code/Solutions/Game/DistributedDataGobang) 669 670- [ArkTS时钟(ArkTS)(API9)](https://gitcode.com/openharmony/applications_app_samples/tree/master/code/Solutions/Tools/ArkTSClock) 671 672- [Lottie动画](https://gitcode.com/openharmony/applications_app_samples/tree/master/code/Solutions/Game/Lottie) 673 674- [自定义抽奖转盘(ArkTS)(API9)](https://gitee.com/openharmony/codelabs/tree/master/ETSUI/CanvasComponent) 675<!--RP1--><!--RP1End-->