OffscreenCanvasRenderingContext2D对象

说明: 从API Version 7 开始支持。

使用OffscreenCanvasRenderingContext2D在offscreen canvas上进行绘制,绘制对象可以是矩形、文本、图片等。

属性

除支持与CanvasRenderingContext2D对象相同的属性外,还支持如下属性:

属性

类型

描述

filter

string

设置图像的滤镜,支持的滤镜效果如下:

  • blur:给图像设置高斯模糊
  • brightness:给图片应用一种线性乘法,使其看起来更亮或更暗
  • contrast:调整图像的对比度
  • drop-shadow:给图像设置一个阴影效果
  • grayscale:将图像转换为灰度图像
  • hue-rotate:给图像应用色相旋转
  • invert:反转输入图像
  • opacity:转化图像的透明程度
  • saturate:转换图像饱和度
  • sepia:将图像转换为深褐色
  • 示例
var ctx = this.$refs.canvasid.getContext('2d');
var offscreen = new OffscreenCanvas(360, 500);
var offCanvas2 = offscreen.getContext("2d");
var img = new Image();
img.src = 'common/images/example.jpg';
offCanvas2.drawImage(img, 0, 0, 100, 100);
offCanvas2.filter = 'blur(5px)';
offCanvas2.drawImage(img, 100, 0, 100, 100);

offCanvas2.filter = 'grayscale(50%)';
offCanvas2.drawImage(img, 200, 0, 100, 100);

offCanvas2.filter = 'hue-rotate(90deg)';
offCanvas2.drawImage(img, 0, 100, 100, 100);

offCanvas2.filter = 'invert(100%)';
offCanvas2.drawImage(img, 100, 100, 100, 100);

offCanvas2.filter = 'drop-shadow(8px 8px 10px green)';
offCanvas2.drawImage(img, 200, 100, 100, 100);

offCanvas2.filter = 'brightness(0.4)';
offCanvas2.drawImage(img, 0, 200, 100, 100);

offCanvas2.filter = 'opacity(25%)';
offCanvas2.drawImage(img, 100, 200, 100, 100);

offCanvas2.filter = 'saturate(30%)';
offCanvas2.drawImage(img, 200, 200, 100, 100);

offCanvas2.filter = 'sepia(60%)';
offCanvas2.drawImage(img, 0, 300, 100, 100);

offCanvas2.filter = 'contrast(200%)';
offCanvas2.drawImage(img, 100, 300, 100, 100);
var bitmap = offscreen.transferToImageBitmap();
ctx.transferFromImageBitmap(bitmap);

方法

除支持与CanvasRenderingContext2D对象相同的方法外,还支持如下方法:

名称

参数

描述

isPointInPath

path?: Path2D, x: number, y: number

判断指定点是否在路径的区域内。

path:可选对象,指定用来判断的路径。若没有设置,则使用当前路径

x:待判断点的x轴坐标

y:待判断点的y轴坐标

isPointInStroke

path?: Path2D, x: number, y: number

判断指定点是否在路径的边缘线上。

path:可选对象,指定用来判断的路径。若没有设置,则使用当前路径

x:待判断点的x轴坐标

y:待判断点的y轴坐标

resetTransform

将当前变换重置为单位矩阵。

  • isPointInPath示例

    <!-- xxx.hml -->
    <div style="width: 180px; height: 60px;">
      <text>In path:{{textValue}}</text>
    </div>
    <canvas ref="canvasId" style="width: 500px; height: 500px; background-color: #ffff00;"></canvas>
    
    // xxx.js
    export default {
      data: {
        textValue: 0
      },
      onShow(){
        var canvas = this.$refs.canvas.getContext('2d');
        var offscreen = new OffscreenCanvas(500,500);
        var offscreenCanvasCtx = offscreen.getContext("2d");
    
        offscreenCanvasCtx.rect(10, 10, 100, 100);
        offscreenCanvasCtx.fill();
        this.textValue = offscreenCanvasCtx.isPointInPath(30, 70);
    
        var bitmap = offscreen.transferToImageBitmap();
        canvas.transferFromImageBitmap(bitmap);
      }
    }
    
  • isPointInStroke示例

    <!-- xxx.hml -->
    <div style="width: 180px; height: 60px;">
      <text>In path:{{textValue}}</text>
    </div>
    <canvas ref="canvasId" style="width: 500px; height: 500px; background-color: #ffff00;"></canvas>
    
    // xxx.js
    export default {
      data: {
        textValue: 0
      },
      onShow(){
        var canvas = this.$refs.canvas.getContext('2d');
        var offscreen = new OffscreenCanvas(500,500);
        var offscreenCanvasCtx = offscreen.getContext("2d");
    
        offscreenCanvasCtx.rect(10, 10, 100, 100);
        offscreenCanvasCtx.stroke();
        this.textValue = offscreenCanvasCtx.isPointInStroke(50, 10);
    
        var bitmap = offscreen.transferToImageBitmap();
        canvas.transferFromImageBitmap(bitmap);
      }
    }
    
  • resetTransform示例

    var canvas = this.$refs.canvas.getContext('2d');
    var offscreen = new OffscreenCanvas(500,500);
    var offscreenCanvasCtx = offscreen.getContext("2d");
    
    offscreenCanvasCtx.transform(1, 0, 1.7, 1, 0, 0);
    offscreenCanvasCtx.fillStyle = 'gray';
    offscreenCanvasCtx.fillRect(40, 40, 50, 20);
    offscreenCanvasCtx.fillRect(40, 90, 50, 20);
    
    // Non-skewed rectangles
    offscreenCanvasCtx.resetTransform();
    offscreenCanvasCtx.fillStyle = 'red';
    offscreenCanvasCtx.fillRect(40, 40, 50, 20);
    offscreenCanvasCtx.fillRect(40, 90, 50, 20);
    
    var bitmap = offscreen.transferToImageBitmap();
    canvas.transferFromImageBitmap(bitmap);