微信小程序实现手写签名的示例代码
目录
- 1.效果图
- 2.相关代码
- canvas代码
- js相关
在微信小程序上实现手写签名,获取canvascontext新版本和旧版本有点坑,新版本在获取canvas后如果页面有滑动,则签名坐标出现异常(在微信开发者工具上会出现2022-2-17),但是在真机上即使滑动也不会出现异常,为了防止出现问题,暂时使用旧版本获取canvascontext
1.效果图
2.相关代码
canvas代码
新版2d canvas
<canvas id="canvas" class="canvas" canvas-id="canvas" type="2d" :disable-scroll="true" @touchstart="handleTouchStart" @touchmove="handleTouchMove" @touchend="handleTouchEnd" @touchcancel="handleTouchCancel" ></canvas>
旧版canvas
<canvas class="canvas" canvas-id="canvas" :disable-scroll="true" @touchstart="handleTouchStart" @touchmove="handleTouchMove" @touchend="handleTouchEnd" @touchcancel="handleTouchCancel" ></canvas>
js相关
获取新版2d canvas对象
const query = uni.createSelectorQuery().in(this); query.select('.canvas').node(res => { const { _width, _height } = res.node; /* 获取canvas wxml节点 */ this.canvas = res.node; this.canvasWidth = _width; this.canvasHeight = _height; /* 获取canvas 2dcontext */ this.canvasContext= this.canvas.getContext('2d'); /* 缩放设置canvas画布大小,防止笔迹错位 */ const ratio = wx.getSystemInfoSync().pixelRatio; this.canvas.width = this.canvasWidth * ratio; this.canvas.height = this.canvasHeight * ratio; this.canvasContext.scale(ratio, ratio); /* 设置线条颜色 */ this.canvasContext.strokeStyle = '#2A2A2A'; /* 设置线条粗细 */ this.canvasContext.lineWidth = 4; /* 设置线条的结束端点样式 */ this.canvasContext.lineCap = 'round'; }).exec()
缩放设置canvas画布大小,防止笔迹错位,这点和页面滑动没有关系,不设置也会导致坐标错位
const ratio = wx.getSystemInfoSync().pixelRatio; this.canvas.width = this.canvasWidth * ratio; this.canvas.height = this.canvasHeight * ratio; this.canvasContext.scale(ratio, ratio);
旧版本获取canvas
this.canvasContext = uni.createCanvasContext('canvas', this); /* 设置线条颜色 */ this.canvasContext.setStrokeStyle('#2A2A2A'); /* 设置线条粗细 */ this.canvasContext.setLineWidth(4); /* 设置线条的结束端点样式 */ this.canvasContext.setLineCap('round');
签名js方法,新版本和旧版本只有一个draw的区别,新版本不需要使用draw方法
/* 触摸开始 */ handleTouchStart(e) { this.drawStartX = e.changedTouches[0].x; this.drawStartY = e.changedTouches[0].y; this.canvasContext.beginPath(); }, /* 触摸移动 */ handleTouchMove(e) { /* 记录当前位置 */ const tempX = e.changedTouches[0].x; const tempY = e.changedTouches[0].y; /* 画线 */ this.canvasContext.moveTo(this.drawStartX, this.drawStartY); this.canvasContext.lineTo(tempX, tempY); this.canvasContext.stroke(); /* 旧版draw方法,新版本不需要draw */ this.canvasContext.draw(true); /* 重新记录起始位置 */ this.drawStartX = tempX; this.drawStartY = tempY; }, /* 触摸结束 */ handleTouchEnd(e) { this.canvasContext.save(); }, /* 触摸取消 */ handleTouchCancel(e) { this.canvasContext.save(); }, /* 清空画布 */ clearCanvas() { this.canvasContext.clearRect(0, 0, this.canvasWidth, this.canvasHeight); },
canvas生成本地图片(我这里封装了组件,需要传入this防止this指向异常)
/* 生成签名图片 */ generateSignImage() { return new Promise((resolve, reject) => { uni.canvasToTempFilePath({ x: 0, y: 0, // canvas: this.canvas, // 新版 canvasId: 'canvas', // 旧版使用id width: this.canvasWidth, height: this.canvasHeight, destWidth: this.canvasWidth, destHeight: this.canvasHeight, fileType: 'png', quality: 1, success: res => { resolve(res.tempFilePath) }, fail: err => { reject(err); } }, this) }) },
新版本的canvas主要是canvas wxml节点和canvas context中做了区分,旧版则只有一个canvas context就可以做全部的操作,在生成图片时,新版本是传入wxml对象,旧版本则是传入唯一canvasId,新版本canvas取消了draw方法
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