Tema: Paint HTML5.
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Antiguo 09/07/2013, 08:26
EloyFernandes
 
Fecha de Ingreso: marzo-2013
Ubicación: Venezuela
Mensajes: 8
Antigüedad: 11 años, 2 meses
Puntos: 0
Paint HTML5.

Buenas, hace un tiempo conseguí un código en internet de una especie de paint en HTML5 usando canvas...

aquí está:

Código HTML:
<!DOCTYPE html>
<html lang="en">
<head>
   <meta charset="utf-8" />
   <title>Desktops and Tablets</title>
 
   <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js"></script>
 
   <script type="text/javascript">
      $(document).ready(function () {
         initialize();
      });
 

      // works out the X, Y position of the click inside the canvas from the X, Y position on the page
      function getPosition(mouseEvent, sigCanvas) {
         var x, y;
         if (mouseEvent.pageX != undefined && mouseEvent.pageY != undefined) {
            x = mouseEvent.pageX;
            y = mouseEvent.pageY;
         } else {
            x = mouseEvent.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;
            y = mouseEvent.clientY + document.body.scrollTop + document.documentElement.scrollTop;
         }
 
         return { X: x - sigCanvas.offsetLeft, Y: y - sigCanvas.offsetTop };
      }
 
      function initialize() {
         // get references to the canvas element as well as the 2D drawing context
         var sigCanvas = document.getElementById("canvasSignature");
         var context = sigCanvas.getContext("2d");
         context.strokeStyle = 'Black';
 
         // This will be defined on a TOUCH device such as iPad or Android, etc.
         var is_touch_device = 'ontouchstart' in document.documentElement;
 
         if (is_touch_device) {
            // create a drawer which tracks touch movements
            var drawer = {
               isDrawing: false,
               touchstart: function (coors) {
                  context.beginPath();
                  context.moveTo(coors.x, coors.y);
                  this.isDrawing = true;
               },
               touchmove: function (coors) {
                  if (this.isDrawing) {
                     context.lineTo(coors.x, coors.y);
                     context.stroke();
                  }
               },
               touchend: function (coors) {
                  if (this.isDrawing) {
                     this.touchmove(coors);
                     this.isDrawing = false;
                  }
               }
            };
 
            // create a function to pass touch events and coordinates to drawer
            function draw(event) {
 
               // get the touch coordinates.  Using the first touch in case of multi-touch
               var coors = {
                  x: event.targetTouches[0].pageX,
                  y: event.targetTouches[0].pageY
               };
 
               // Now we need to get the offset of the canvas location
               var obj = sigCanvas;
 
               if (obj.offsetParent) {
                  // Every time we find a new object, we add its offsetLeft and offsetTop to curleft and curtop.
                  do {
                     coors.x -= obj.offsetLeft;
                     coors.y -= obj.offsetTop;
                  }
				  // The while loop can be "while (obj = obj.offsetParent)" only, which does return null
				  // when null is passed back, but that creates a warning in some editors (i.e. VS2010).
                  while ((obj = obj.offsetParent) != null);
               }
 
               // pass the coordinates to the appropriate handler
               drawer[event.type](coors);
            }
 

            // attach the touchstart, touchmove, touchend event listeners.
            sigCanvas.addEventListener('touchstart', draw, false);
            sigCanvas.addEventListener('touchmove', draw, false);
            sigCanvas.addEventListener('touchend', draw, false);
 
            // prevent elastic scrolling
            sigCanvas.addEventListener('touchmove', function (event) {
               event.preventDefault();
            }, false); 
         }
         else {
 
            // start drawing when the mousedown event fires, and attach handlers to
            // draw a line to wherever the mouse moves to
            $("#canvasSignature").mousedown(function (mouseEvent) {
               var position = getPosition(mouseEvent, sigCanvas);
 
               context.moveTo(position.X, position.Y);
               context.beginPath();
 
               // attach event handlers
               $(this).mousemove(function (mouseEvent) {
                  drawLine(mouseEvent, sigCanvas, context);
               }).mouseup(function (mouseEvent) {
                  finishDrawing(mouseEvent, sigCanvas, context);
               }).mouseout(function (mouseEvent) {
                  finishDrawing(mouseEvent, sigCanvas, context);
               });
            });
 
         }
      }
 
      // draws a line to the x and y coordinates of the mouse event inside
      // the specified element using the specified context
      function drawLine(mouseEvent, sigCanvas, context) {
 
         var position = getPosition(mouseEvent, sigCanvas);
 
         context.lineTo(position.X, position.Y);
         context.stroke();
      }
 
      // draws a line from the last coordiantes in the path to the finishing
      // coordinates and unbind any event handlers which need to be preceded
      // by the mouse down event
      function finishDrawing(mouseEvent, sigCanvas, context) {
         // draw the line to the finishing coordinates
         drawLine(mouseEvent, sigCanvas, context);
 
         context.closePath();
 
         // unbind any events which could draw
         $(sigCanvas).unbind("mousemove")
                     .unbind("mouseup")
                     .unbind("mouseout");
      }
   </script>
   
</head>
 
<body>
   
   <div id="canvasDiv">
      <div align="center">
        <!-- It's bad practice (to me) to put your CSS here.  I'd recommend the use of a CSS file! -->
        <canvas id="canvasSignature"width="409" height="300" style="border:2px solid #000000;"></canvas>
      </div>
   </div>
</body>
</html> 

Mi duda es, cómo puedo hacer una especie de caputura de pantalla para tomar lo que el usuario dibujó y mandarlo a otra página (por ejemplo, en un foro, está esta opción y el usuario dibuja, acepta y en la publicación sale lo que dibujó)

Gracias