JSFiddle - React, Tailwind, and code Playground
by eorozco
HTML
<button id="carregar">Load Imagem</button>
<button id="giraresq">Rotate to Left</button>
<button id="girardir">Rotate to Right</button>
<button id="zoomIn">+ Zoom</button>
<button id="zoomOut" disabled="true">- Zoom</button>
<button id="moveImage" disabled="true">Press do move imagem with mouse</button>
<hr />
<canvas id="canvas" height="300" width="300" data-girar="0" data-scale="0"></canvas>
<img src="http://www.astrosurf.com/santiago/images/lua11_53.jpg" id="image" width="300" height="300" />
CSS
canvas {
border:1px solid red;
background-color:#000;
}
img {
display:none;
}
JavaScript
var canvas = document.getElementById('canvas');
var image = document.getElementById('image');
var element = canvas.getContext("2d");
//set delta for zoom and keep track of current zoom
var zoomDelta = 0.1;
var currentScale = 1;
//set delta for rotation and keep of current rotation
var currentAngle = 0;
var startX, startY, isDown = false;
jQuery('#carregar').click(function () {
element.translate(canvas.width / 2, canvas.height / 2);
//the new refactored function common to all steps
drawImage();
jQuery('#canvas').attr('data-girar', 0);
this.disabled = true;
});
jQuery('#giraresq').click(function () {
angleInDegrees = -90;
currentAngle += angleInDegrees;
drawImage();
});
jQuery('#girardir').click(function () {
angleInDegrees = 90;
currentAngle += angleInDegrees;
drawImage();
});
jQuery('#zoomIn').click(function () {
currentScale += zoomDelta;
drawImage();
});
jQuery('#zoomOut').click(function () {
currentScale -= zoomDelta;
drawImage();
});
canvas.onmousedown = function (e) {
var pos = getMousePos(canvas, e);
startX = pos.x; //store current position
startY = pos.y;
isDown = true; //mark that we are in move operation
}
canvas.onmousemove = function (e) {
if (isDown === true) {
var pos = getMousePos(canvas, e);
var x = pos.x;
var y = pos.y;
//translate difference from now and start
element.translate(x - startX, y - startY);
drawImage();
//update start positions for next loop
startX = x;
startY = y;
}
}
//reset move operation status
canvas.onmouseup = function (e) {
isDown = false;
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
// Function to clear canvas
function clear() {
element.clearRect(0, 0, canvas.width, canvas.height);
}
function drawImage()...