? ?前段时间做了一个html5的小应用,将电子签名整合到系统的审批中。?还好,发现html5实现起来很方便。
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webkit浏览器,便可以使用canvas来完成画板签名。如下图
代码如下:
在网上收集了些资料,稍微整理修改了下,保证copy即可运行。
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>无标题文档</title> <style type="text/css"> #canvas{ border:1px solid #ccc;} </style> </head> <body> <div id="canvasDiv"></div> <button id="btn_clear">Clear</button> <button id="btn_submit">Submit</button> <script language="javascript"> var canvasDiv = document.getElementById('canvasDiv'); var canvas = document.createElement('canvas'); var canvasWidth = 600, canvasHeight=400; var point = {}; point.notFirst = false; canvas.setAttribute('width', canvasWidth); canvas.setAttribute('height', canvasHeight); canvas.setAttribute('id', 'canvas'); canvasDiv.appendChild(canvas); if(typeof G_vmlCanvasManager != 'undefined') { canvas = G_vmlCanvasManager.initElement(canvas); } var context = canvas.getContext("2d"); canvas.addEventListener("mousedown", function(e){ var mouseX = e.pageX - this.offsetLeft; var mouseY = e.pageY - this.offsetTop; paint = true; addClick(e.pageX - this.offsetLeft, e.pageY - this.offsetTop); redraw(); }); canvas.addEventListener("mousemove", function(e){ if(paint){ addClick(e.pageX - this.offsetLeft, e.pageY - this.offsetTop, true); redraw(); } }); canvas.addEventListener("mouseup", function(e){ paint = false; }); canvas.addEventListener("mouseleave", function(e){ paint = false; }); var clickX = new Array(); var clickY = new Array(); var clickDrag = new Array(); var paint; function addClick(x, y, dragging) { clickX.push(x); clickY.push(y); clickDrag.push(dragging); } function redraw(){ //canvas.width = canvas.width; // Clears the canvas context.strokeStyle = "#df4b26"; context.lineJoin = "round"; context.lineWidth = 5; while (clickX.length > 0 ) { point.bx = point.x; point.by = point.y; point.x = clickX.pop(); point.y = clickY.pop(); point.drag = clickDrag.pop(); context.beginPath(); if (point.drag && point.notFirst) { context.moveTo(point.bx, point.by); } else { point.notFirst = true; context.moveTo(point.x - 1, point.y); } context.lineTo(point.x, point.y); context.closePath(); context.stroke(); } /* for(var i=0; i < clickX.length; i++) { context.beginPath(); if(clickDrag[i] && i){ context.moveTo(clickX[i-1], clickY[i-1]); }else{ context.moveTo(clickX[i]-1, clickY[i]); } context.lineTo(clickX[i], clickY[i]); context.closePath(); context.stroke(); } */ } var clear = document.getElementById("btn_clear"); var submit = document.getElementById("btn_submit"); clear.addEventListener("click", function(){ canvas.width = canvas.width; }); submit.addEventListener("click", function(){ alert(canvas.toDataURL("image/png")); }); </script> </body> </html>
绘图就不说,关键点就是后面的canvas.toDataURL("image/png"),这个方法会返回当前图片被base64编码的字符串
只需在服务端拿到这个字符串解码便可以还原成图片。
既然是webkit浏览器支持canvas,那么用于手机上也没问题,稍微修改mouse事件为touch事件,亲测android2.3.3上的海豚和QQ浏览器都可以。。
但是有个问题,toDataURL目前在android上支持的不是很好,参考http://code.google.com/p/android/issues/detail?id=7901
据说在iphone中支持(未测试)。但是还是有牛肉写了方法自己编码图片,只是效率低了很多,但毕竟能返回数据了。参考附件canvas_pad.html
html5确实比较强大的。这只是一个很小很小的应用。还有很多小游戏,video等等都能用她实现。。

各种检测:http://diveintohtml5.org/detect.html
对于IE9以下的支持网上应该是有控件的,我没再研究了。
html5是一次web变革?

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