So, be this code, drawing a line in canvas:
var x = document.getElementById("canvas").onclick = function() {
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
context.moveTo(0, 0);
context.lineTo(300, 150);
context.stroke();
}
I want, for example to alert if the line was drawn. How can I do that? I mean something like if(x===true) alert("aa"); I know it doesn't works in js.
document.getElementById("canvas").onclick = function() {
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
context.moveTo(0, 0);
context.lineTo(300, 150);
context.stroke();
alert("aa"); /* here */
}
There is no change() event for <canvas>, so you cannot attach an event handler to the canvas element as you would to a div or to an input element.
However, this question has some other ideas:
https://stackoverflow.com/a/4649358
Related
I want to change the line width in canvas from 5 to 10 from a click event but it's not working in JavaScript
function draw(e) {
if (!painting) {
return;
}
exitdraw(e);
c.lineWidth = 5;
c.lineTo(e.clientX, e.clientY);
c.lineCap = 'round';
c.strokeStyle = 'aqua';
c.stroke();
c.beginPath();
c.moveTo(e.clientX, e.clientY);
}
//this is the listener i want to change the linewidth
var canvas = document.querySelector('#canvas');
var btn = document.getElementById('button');
btn.addEventListener('click',function(){
canvas.getContext('2d').lineWidth = 10;
})
<button onclick="changeWidth()">Change Width</button>
<br />
<canvas height="150" id="canvas" width="200"></canvas>
<script>
var c = document.getElementById("canvas");
var ctx = c.getContext("2d");
var lineWidth = 5;
function draw() {
ctx.beginPath();
ctx.lineWidth = lineWidth;
ctx.arc(100, 75, 32, 0, 2 * Math.PI);
ctx.stroke();
}
draw();
function changeWidth() {
lineWidth = 10;
draw();
}
</script>
Canvas doesn't store references to what you draw on it so it's impossible to change property that will affect what you draw.
What I mean is in order to change some drawing in your canvas you should render it again with your new style.
Because you use client data on your draw function you should store the data (clientX/Y etc...) in variables (or you may prefer one object that stores all data) and call that function again, but you need to refactor your function to get lineWidth as a param.
Trouble is, you are changing the value after content is drawn. For changes to take affect, you may want to redraw the content after a change. Like:
btn.addEventListener('click',function(){
canvas.getContext('2d').lineWidth = 10;
draw(); // apply changes by redrawing
})
And of course you should omit the c.lineWidth = 5 line from draw function to not to override change. Perhaps do c.lineWidth = 5 in a initializer function ot smt as a default value.
thanks you all for help but i solved it just saved the value in variable and manipulate it like #Whatatimetobealive said
I have a HTML canvas in Ionic app.
<canvas id="canvas" color="{{ color }}" width="800" height="600" style="position:relative;"></canvas>
In this canvas, I am loading an image. Below is the code from controller
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var img = new Image();
img.src = $stateParams.imageId;
img.onload = function() {
context.drawImage(img, 0, 0, canvas.width, canvas.height);
}
After the image is loaded, users need the ability to write on the image and circle/highlight certain areas of the image.
Doesn't HTML canvas provide this feature by default? Right now I am not able to annotate anything on the image. How can I achieve this?
You need to implement this yourself.
You can do it by hooking into the mouse click / move events. using your 2d context, draw small rectangle at the mouse's current position if the most moves and the left mouse button is down.
The effect is similar to a Windows paint pencil tool. Here's a simple example.
<html>
<head>
<style>
canvas{
border: 1px solid black;
}
</style>
</head>
<body>
<canvas id="myCanvas"></canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var isMouseDown = false;
canvas.onmousedown = function(e){
isMouseDown = true;
}
canvas.onmouseup = function(e){
isMouseDown = false;
}
canvas.onmousemove = function(e){
if(isMouseDown === false){
return;
}
var canvasPosition = canvas.getBoundingClientRect();
var x = e.clientX - canvasPosition.left;
var y = e.clientY - canvasPosition.top;
ctx.fillRect(x, y, 2, 2);
};
</script>
</body>
</html>
How to move first element with black fill to mouse cursor? Or just how to move it to my position in event handler?
Javascript:
var drawing = document.getElementById('canvas');
var ctx = drawing.getContext('2d');
ctx.fillStyle = 'black';
ctx.fillRect(188, 50, 200, 100);
ctx.fillStyle = 'yellow';
ctx.fillRect(0, 0, 200, 100);
document.onmousemove = function(e) {
/* How to move rectangle here? */
}
http://jsfiddle.net/9545qbo4/1/
Thanks in advance.
I think it is not possible on canvas, but your function can do it like this:
ctx.clearRect(/* Old rect position */);
ctx.fillRect(/* New rect position*/);
EDIT: The same question is here.
I've created an ember component with a rectangular block inside a green canvas.
What I'm having trouble with is adding a keyboard-input command for A S D W to move the rectangle around the canvas. It's easy enough to do in regular javascript or jquery but inside the component model I'm a bit lost. Any help regarding the function would be very useful.
Linked here is an ember javascript bin: http://emberjs.jsbin.com/miyatoti/1/edit
Here is my present code of the component.
App.BoxGameComponent = Em.Component.extend({
tagName:'canvas',
width: 325,
height: 280,
refresh:30,
attributeBindings:['width', 'height'],
stars:null,
on:false,
build: function(){
var canvas = this.$()[0],
ctx = canvas.getContext('2d'),
shippos = [150, 120],
height = this.get('height'),
width = this.get('width');
this.set('shippos', shippos);
this.set('ctx', ctx);
this.set('on', true);
}.on('didInsertElement'),
kill: function(){
this.set('on', false);
}.on('willDestroyElement'),
clear: function () {
var ctx = this.get('ctx'),
height = this.get('height'),
width = this.get('width');
ctx.fillStyle = 'green';
ctx.clearRect(0, 0, width, height);
ctx.beginPath();
ctx.rect(0, 0, width, height);
ctx.closePath();
ctx.fill();
},
box: function () {
var that = this;
var ctx = this.get('ctx'),
height = this.get('height'),
width = this.get('width'),
shippos = this.get('shippos');
var posx = shippos[0],
posy = shippos[1];
ctx.rect(posx,posy,50,50);
ctx.stroke();
},
game: function(){
if(this.get('on')){
this.loop();
}
}.observes('on'),
loop: function () {
var refreshRate = this.get('refresh');
this.clear();
this.box();
if(this.get('on')){
Em.run.later(this, this.loop, refreshRate);
}
}
});
If anyone can help I've been slamming my brain at this for hours.
Hooking up keyup a canvas element is a bit trickier since the canvas doesn't get focus. So you just hook up to the window (and then destroy it later).
$(window).on('keyup', {self:this}, this.handleKeyUp );
http://emberjs.jsbin.com/miyatoti/2/edit
I found this helpful tutorial
http://www.rgraph.net/blog/2013/february/an-example-of-the-html5-canvas-ispointinpath-function.html
i copied it into my own text editor and nothing happens when I open it. I changed it by adding a declaration
<!DOCTYPE html>
<html lang="en">
<head>
<title>exampleMouseOver</title>
</head>
<script>
window.onload = function (e)
{
var canvas = document.getElementById('cvs');
var context = canvas.getContext('2d');
// Draw the rectangle
context.beginPath();
context.rect(50,50,100,100);
context.fill();
context.fillStyle = 'red';
// Draw the circle
context.beginPath();
context.arc(450,175, 50, 0,2 * Math.PI, false);
context.fill();
context.fillStyle = 'green';
// Draw the shape
context.beginPath();
context.moveTo(250,100);
context.lineTo(350,175);
context.lineTo(325,215);
context.lineTo(185,195);
context.fill();
canvas.onmousemove = function (e)
{
var canvas = e.target;
var context = canvas.getContext('2d');
// This gets the mouse coordinates (relative to the canvas)
var mouseXY = RGraph.getMouseXY(e);
var mouseX = mouseXY[0];
var mouseY = mouseXY[1];
// Replay the rectangle path (no need to fill() it) and test it
context.beginPath();
context.rect(50,50,100,100);
if (context.isPointInPath(mouseX, mouseY)) {
canvas.style.cursor = 'pointer';
return;
}
///////////////////////////////////////////////////////////////
// Replay the circle path (no need to fill() it) and test it
context.beginPath();
context.arc(450,175, 50, 0,2 * Math.PI, false);
if (context.isPointInPath(mouseX, mouseY)) {
canvas.style.cursor = 'pointer';
return;
}
///////////////////////////////////////////////////////////////
// Replay the irregular shape path (no need to fill() it) and test it
context.beginPath();
context.moveTo(250,100);
context.lineTo(350,175);
context.lineTo(325,215);
context.lineTo(185,195);
if (context.isPointInPath(mouseX, mouseY)) {
canvas.style.cursor = 'pointer';
return;
}
///////////////////////////////////////////////////////////////
// Return the cursor to the default style
canvas.style.cursor = 'default';
}
}
</script>
</html>
You'll need a body element and a canvas element. Also your script element needs to be inside either your head element or your body element.
The following is what the sample was using, but did not include in their sample code:
<body>
<canvas id="cvs" width="600" height="250" style="border: 1px solid gray; cursor: pointer;">[No canvas support]</canvas>
</body>
Edit: Additionally the code is calling "RGraph.getMouseXY(e)", which is in a library file that you are not referencing. You can either add a reference to that library or get the mouse position yourself.
If you want to use other parts of the RGraph library, for drawing charts, you should add the library. To add the library you should follow the instructions on the RGraph site related to downloading and starting with RGraph (http://www.rgraph.net/docs/starting-with-rgraph.html).
If this was just a sample that happened to do what you wanted to do, you should get the mouse position yourself. You can do this by changing these lines:
var mouseXY = RGraph.getMouseXY(e);
var mouseX = mouseXY[0];
var mouseY = mouseXY[1];
to these:
var mouseX = e.clientX - canvas.getBoundingClientRect().left;
var mouseY = e.clientY - canvas.getBoundingClientRect().top;
This may not be the most robust solution, but it should suffice for your purposes. Essentially you are getting the mouse position in the window, then subtracting the top-left of the canvas in the window, so that you are left with the mouse position in the canvas.