After pressing a button, I'd like to draw a circle at the tip of the mouse pointer on a canvas and then place it when the user clicks again. Here's what I've got so far:
$("#button").click(function(e){
var canvas = document.getElementById('MyCanvas');
var context = canvas.getContext('2d');
canvas.addEventListener('mousemove', function(evt) {
var mousePos = getMousePos(canvas, evt);
var message = 'Mouse position: ' + mousePos.x + ',' + mousePos.y;
console.log(message);
var nodehandle = document.getElementById('circle');
if(mousePos.x && mousePos.y) {
nodehandle.x = mousePos.x;
nodehandle.y = mousePos.y;
flag = 1;
}
}, false);
});
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
My problem is that when I draw a circle like this:
function drawCircle(mouseX, mouseY){
var c = document.getElementById("grid");
var ctx = c.getContext("2d");
ctx.beginPath();
ctx.arc(95,50,5,0,2*Math.PI);
ctx.stroke();
}
I don't know how to select that circle (the getElementById('circle') returns null even if I add ctx.id='circle' to the drawCircle function). I'm also going to need to erase and redraw the circle each time the mouse moves, and I'm sure there's a nice way to do that but I'm not aware of it.
Anything you draw on the canvas--like circles, are just like dried paint on the canvas.
Your circles cannot be selected or moved like html elements.
To move a circle you must clear the canvas and redraw the circle at a different location.
It's convenient to store info about the circle in an object.
var circle1 = { centerX:100, centerY=100, radius=20 }
And you can draw circle1 using that info:
ctx.beginPath();
ctx.arc(circle1.centerX, circle1.centerY, circle1.radius, 0,Math.PI*2);
ctx.closePath();
ctx.fill();
For more than 1 circle you can create a circles array and put each circle object into that array
var circles=[];
circles.push(circle1);
Then to "move" a circle, just change the object's centerX/centerY to the mouse position and redraw all the circles on the canvas.
circle1.centerX=mouseX;
circle1.centerY=mouseY;
// Clear the canvas and redraw all circles
// The "moved" circle will be redrawn at its new position
function drawAll(){
ctx.clearRect(0,0,canvas.width,canvas.height);
for(var i=0;i<circles.length;i++){
var c=circles[i];
ctx.beginPath();
ctx.arc(c.centerX,c.centerY,c.radius,0,Math.PI*2);
ctx.closePath();
ctx.fillStyle=c.color;
ctx.fill();
}
}
You can use Html radio buttons to determine which action a mouse-click will do:
Create a new circle at the mouse position, or
Select the circle under the mouse position, or
"Move" the currently selected circle
Here's example code and a Demo: http://jsfiddle.net/m1erickson/CEB7T/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
#canvas{border:1px solid red;}
</style>
<script>
$(function(){
// get references to the canvas and its context
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var $canvas=$("#canvas");
// get the canvas position on the page
// used to get mouse position
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var scrollX=$canvas.scrollLeft();
var scrollY=$canvas.scrollTop();
ctx.lineWidth=3;
// save info about each circle in an object
var circles=[];
var selectedCircle=-1;
// the html radio buttons indicating what action to do upon mousedown
var $create=$("#rCreate")[0];
var $select=$("#rSelect")[0];
var $move=$("#rMove")[0];
// draw all circles[]
function drawAll(){
ctx.clearRect(0,0,canvas.width,canvas.height);
for(var i=0;i<circles.length;i++){
var c=circles[i];
ctx.beginPath();
ctx.arc(c.cx,c.cy,c.radius,0,Math.PI*2);
ctx.closePath();
ctx.fillStyle=c.color;
ctx.fill();
// if this is the selected circle, highlight it
if(selectedCircle==i){
ctx.strokeStyle="red";
ctx.stroke();
}
}
}
function handleMouseDown(e){
e.preventDefault();
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
if($create.checked){
// create a new circle a the mouse position and select it
circles.push({cx:mouseX,cy:mouseY,radius:10,color:randomColor()});
selectedCircle=circles.length-1;
}
if($select.checked){
// unselect any selected circle
selectedCircle=-1;
// iterate circles[] and select a circle under the mouse
for(var i=0;i<circles.length;i++){
var c=circles[i];
var dx=mouseX-c.cx;
var dy=mouseY-c.cy;
var rr=c.radius*c.radius;
if(dx*dx+dy*dy<rr){ selectedCircle=i; }
}
}
if($move.checked && selectedCircle>=0){
// move the selected circle to the mouse position
var c=circles[selectedCircle];
c.cx=mouseX;
c.cy=mouseY;
}
// redraw all circles
drawAll();
}
// return a random color
function randomColor(){
return('#'+Math.floor(Math.random()*16777215).toString(16));
}
// handle mousedown events
$("#canvas").mousedown(function(e){handleMouseDown(e);});
}); // end $(function(){});
</script>
</head>
<body>
<input type="radio" name="grp1" id="rCreate" checked>Click will create a new circle.<br>
<input type="radio" name="grp1" id="rSelect">Click will select an existing circle.<br>
<input type="radio" name="grp1" id="rMove">Click will move selected circle.<br>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
Related
Basically what I have coded is the ability to type a word into a text box. When a button is pressed to submit it that word is then posted to the HTML5 canvas so people can see it. What I want to do now is to have the ability to drag that word around the HTML5 canvas. I'm having slightly difficulty in achieving this and was wondering if someone could help me with this please? Here's my code what I've done so far:
var fname;
var canvas;
var ctx;
var canvasX;
var canvasY;
var mouseIsDown;
function addTitle2() {
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
canvas.addEventListener("mousedown", mouseDown, false);
canvas.addEventListener("mousemove", mouseXY, false);
document.body.addEventListener("mouseup", mouseUp, false);
var fname = document.forms[0].fname.value;
ctx.fillStyle = "black";
ctx.strokeStyle = "black";
ctx.font = "35px Arial";
ctx.fillText(fname, Math.random() * 500, Math.random() * 400);
ctx.stroke();
}
function mouseUp() {
mouseIsDown = 0;
mouseXY();
}
function mouseDown() {
mouseIsDown = 1;
mouseXY();
}
function mouseXY(e) {
e.preventDefault();
canvasX = e.pageX - canvas.offsetLeft;
canvasY = e.pageY - canvas.offsetTop;
ShowPos();
}
function ShowPos() {
if(mouseIsDown) {
ctx.fillText(fname, canvasX, canvasY);
}
}
Dragging text is largely responding to mouse events.
A Demo: http://jsfiddle.net/m1erickson/9xAGa/
First create text objects to refer to
// some text objects
var texts=[];
// some test texts
texts.push({text:"Hello",x:20,y:20});
texts.push({text:"World",x:20,y:70});
In mousedown
Iterate through each text object and see if the mouse is inside.
// handle mousedown events
// iterate through texts[] and see if the user
// mousedown'ed on one of them
// If yes, set the selectedText to the index of that text
function handleMouseDown(e){
e.preventDefault();
startX=parseInt(e.clientX-offsetX);
startY=parseInt(e.clientY-offsetY);
// Put your mousedown stuff here
for(var i=0;i<texts.length;i++){
if(textHittest(startX,startY,i)){
selectedText=i;
}
}
}
// test if x,y is inside the bounding box of texts[textIndex]
function textHittest(x,y,textIndex){
var text=texts[textIndex];
return(x>=text.x &&
x<=text.x+text.width &&
y>=text.y-text.height &&
y<=text.y);
}
In mousemove
Change the selected text's x,y by the distance the mouse has been dragged:
// handle mousemove events
// calc how far the mouse has been dragged since
// the last mousemove event and move the selected text
// by that distance
function handleMouseMove(e){
if(selectedText<0){return;}
e.preventDefault();
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mousemove stuff here
var dx=mouseX-startX;
var dy=mouseY-startY;
startX=mouseX;
startY=mouseY;
var text=texts[selectedText];
text.x+=dx;
text.y+=dy;
draw();
}
In mouseup
The drag is over:
// done dragging
function handleMouseUp(e){
e.preventDefault();
selectedText=-1;
}
Annotated Code:
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
#canvas{border:1px solid red;}
#theText{width:10em;}
</style>
<script>
$(function(){
// canvas related variables
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// variables used to get mouse position on the canvas
var $canvas=$("#canvas");
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var scrollX=$canvas.scrollLeft();
var scrollY=$canvas.scrollTop();
// variables to save last mouse position
// used to see how far the user dragged the mouse
// and then move the text by that distance
var startX;
var startY;
// an array to hold text objects
var texts=[];
// this var will hold the index of the hit-selected text
var selectedText=-1;
// clear the canvas & redraw all texts
function draw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
for(var i=0;i<texts.length;i++){
var text=texts[i];
ctx.fillText(text.text,text.x,text.y);
}
}
// test if x,y is inside the bounding box of texts[textIndex]
function textHittest(x,y,textIndex){
var text=texts[textIndex];
return(x>=text.x &&
x<=text.x+text.width &&
y>=text.y-text.height &&
y<=text.y);
}
// handle mousedown events
// iterate through texts[] and see if the user
// mousedown'ed on one of them
// If yes, set the selectedText to the index of that text
function handleMouseDown(e){
e.preventDefault();
startX=parseInt(e.clientX-offsetX);
startY=parseInt(e.clientY-offsetY);
// Put your mousedown stuff here
for(var i=0;i<texts.length;i++){
if(textHittest(startX,startY,i)){
selectedText=i;
}
}
}
// done dragging
function handleMouseUp(e){
e.preventDefault();
selectedText=-1;
}
// also done dragging
function handleMouseOut(e){
e.preventDefault();
selectedText=-1;
}
// handle mousemove events
// calc how far the mouse has been dragged since
// the last mousemove event and move the selected text
// by that distance
function handleMouseMove(e){
if(selectedText<0){return;}
e.preventDefault();
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mousemove stuff here
var dx=mouseX-startX;
var dy=mouseY-startY;
startX=mouseX;
startY=mouseY;
var text=texts[selectedText];
text.x+=dx;
text.y+=dy;
draw();
}
// listen for mouse events
$("#canvas").mousedown(function(e){handleMouseDown(e);});
$("#canvas").mousemove(function(e){handleMouseMove(e);});
$("#canvas").mouseup(function(e){handleMouseUp(e);});
$("#canvas").mouseout(function(e){handleMouseOut(e);});
$("#submit").click(function(){
// calc the y coordinate for this text on the canvas
var y=texts.length*20+20;
// get the text from the input element
var text={text:$("#theText").val(),x:20,y:y};
// calc the size of this text for hit-testing purposes
ctx.font="16px verdana";
text.width=ctx.measureText(text.text).width;
text.height=16;
// put this new text in the texts array
texts.push(text);
// redraw everything
draw();
});
}); // end $(function(){});
</script>
</head>
<body>
<input id="theText" type="text">
<button id="submit">Draw text on canvas</button><br>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
Create a transparent div over canvas and position it such a way that it cover only area you filled with text. Make this div draggable. On div position change clear canvas and redraw text on canvas based on new position of div.
You should repeat all fillText stuff when mouse is down, also clear the screen before every draw
function drawText() {
ctx.clearRect(0, 0, 500, 400);
ctx.fillStyle = "black";
ctx.strokeStyle = "black";
ctx.font = "35px Arial";
ctx.fillText(fname, canvasX, canvasY);
ctx.stroke();
}
Here's a jsfiddle
Okay so I just want to point out one problem in the following jsfiddle solution by markE
Dragging text is largely responding to mouse events
the problem is that if your page doesn't fit the window and is scrollable if you have scrolled your page and now you are dragging the text, it won't work because the mouse event will return clientY that couldn't calculate the saved coordinates.
Reproduce by giving height as
<canvas id="canvas" width=300 height=3000></canvas>
and drag text after scrolling.
Say i want to draw a rectangle on canvas. I want to be able to get the co-ordinates from user's mouse. Ideal scenario is user clicks at a point and drags down to another end like those rectangles we draw using paint. How can i draw a rectangle like we do in paint by dragging mouse? (how to get the co-ordinates of the mouse when he clicks mouse and leaves at?)
Here's a outline of how to drag-draw a rectangle on canvas:
In mousedown:
save the starting mouse position
set a flag indicating the drag has begun
In mousemove:
clear the canvas of the previous rectangle
calculate the rectangle width/height based on the starting vs current mouse position
draw a rectangle from the starting XY to the current mouse position
In mouseup:
clear the dragging flag because the drag is over
Here's example code and a Demo: http://jsfiddle.net/m1erickson/6E2yd/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
#canvas{border:1px solid red;}
</style>
<script>
$(function(){
// get references to the canvas and context
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// style the context
ctx.strokeStyle = "blue";
ctx.lineWidth=3;
// calculate where the canvas is on the window
// (used to help calculate mouseX/mouseY)
var $canvas=$("#canvas");
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var scrollX=$canvas.scrollLeft();
var scrollY=$canvas.scrollTop();
// this flage is true when the user is dragging the mouse
var isDown=false;
// these vars will hold the starting mouse position
var startX;
var startY;
function handleMouseDown(e){
e.preventDefault();
e.stopPropagation();
// save the starting x/y of the rectangle
startX=parseInt(e.clientX-offsetX);
startY=parseInt(e.clientY-offsetY);
// set a flag indicating the drag has begun
isDown=true;
}
function handleMouseUp(e){
e.preventDefault();
e.stopPropagation();
// the drag is over, clear the dragging flag
isDown=false;
}
function handleMouseOut(e){
e.preventDefault();
e.stopPropagation();
// the drag is over, clear the dragging flag
isDown=false;
}
function handleMouseMove(e){
e.preventDefault();
e.stopPropagation();
// if we're not dragging, just return
if(!isDown){return;}
// get the current mouse position
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mousemove stuff here
// clear the canvas
ctx.clearRect(0,0,canvas.width,canvas.height);
// calculate the rectangle width/height based
// on starting vs current mouse position
var width=mouseX-startX;
var height=mouseY-startY;
// draw a new rect from the start position
// to the current mouse position
ctx.strokeRect(startX,startY,width,height);
}
// listen for mouse events
$("#canvas").mousedown(function(e){handleMouseDown(e);});
$("#canvas").mousemove(function(e){handleMouseMove(e);});
$("#canvas").mouseup(function(e){handleMouseUp(e);});
$("#canvas").mouseout(function(e){handleMouseOut(e);});
}); // end $(function(){});
</script>
</head>
<body>
<h4>Drag the mouse to create a rectangle</h4>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
clear the
See this, move you mouse over the square, and witness the awesomeness of Process.js
http://processingjs.org/learning/topic/pattern/
Using this function you can get the mousecoordinates
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
this function takes in the canvas object and the event.
Now you just have to add an eventHandler on mousedown and mouseup and you can get both the locations.
var canvas = document.getElementById('canvasId');
var ctx = canvas.getContext('2d');
var locA, locB;
document.addEventListener('mousedown', function(e) {
e.preventDefault();
locA = getMousePos(canvas, e);
});
document.addEventListener('mouseup', function(e) {
e.preventDefault();
locB = getMousePos(canvas, e);
ctx.fillStyle = '#000000';
ctx.fillRect(locA.x, locA.y, (locB.x - locA.x), (locB.y - locA.y));
});
function source: http://www.html5canvastutorials.com/advanced/html5-canvas-mouse-coordinates/
There are still some problems surrounding canvas coordinates vs document coordinates, but I'm sure you'll be able to fix that.
I have this code in my project, here is the link: http://jsfiddle.net/89wgk/
This is my code:
<canvas id="myCanvas" width="188" height="200"></canvas>
var rectWidth = 110;
var rectHeight = 110;
var rectX = 10;
var rectY = 25;
When I put the mouse in curved rectangle starts the shadow, but I want that to happen when I put the mouse over the reeds (rectangle) and not within the canvas.
I wonder how do I run the shadow so when I move the mouse over the rectangle?
Here is how I would do it:
create a function that draws the arc shape because it must be redrawn often
listen for mouseMove events on the canvas
test whether the mouse is inside the arc with context.isPointInside(mouseX,mouseY)
redraw the arc with/without the shadow based on if the mouse is inside the arc
Have Fun!
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/64BHx/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
#canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var context=canvas.getContext("2d");
var $canvas=$("#canvas");
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var w = 110;
var h = 110;
var x = 10;
var y = 25;
var isShadowed=false;
context.strokeStyle="#FF2A2A";
context.shadowBlur = 20;
context.shadowOffsetX = 5;
context.shadowOffsetY = 5;
context.globalAlpha=.250;
context.strokeRect(x,y,w,h);
context.globalAlpha=1.00;
function draw(){
// clear the canvas
context.clearRect(0,0,canvas.width,canvas.height);
// save the context state
context.save();
// set/clear the shadow based on isShadowed
context.shadowColor= isShadowed ? '#7FD4FF' : "#FFFFFF";
// draw the arc shape
context.beginPath();
context.moveTo(x,y);
context.quadraticCurveTo(x+w-2,y+2,x+w,y+h);
context.lineTo(x+w-35,y+h);
context.quadraticCurveTo(x+w-2-35,y+2+35,x,y+35);
context.lineTo(x,y);
context.fillStyle="red";
context.fill();
context.stroke();
// restore the context state
context.restore();
}
// testing: display if mouse is in/out of arc shape
var $status=$("#status");
// listen for mousemove events
$("#canvas").mousemove(function(e){handleMouseMove(e);});
// handle mousemove events
function handleMouseMove(e){
// we alone are using mousemove events
e.preventDefault();
// get current mouse X/Y
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// hit test if mouse is inside the arc shape
var isInside=context.isPointInPath(mouseX,mouseY);
$status.text("Is mouse inside: "+isInside);
// don't redraw unless needed
if(isInside && isShadowed){return;}
if(!isInside && !isShadowed){return;}
// change the shadow and redraw
isShadowed=isInside;
draw();
}
// start by drawing the unshadowed arc
draw();
}); // end $(function(){});
</script>
</head>
<body>
<p id="status">Status</p><br>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
Please help me to understand the events of the canvas.
Take for example two of the square. Each has its own area where you need to process such events:
Hover the square fills it with colour.
Click invokes filling the square third color and displays in a separate block, for example, the ID of the square.
Accordingly, it is possible to work with only one square. Click on the second square will reset the first square and output data from the second.
While moving the mouse in the area of one of the squares near the mouse, a pop-up window that displays the ID of the square.
And how can I make a link to a separate square? That is, to the user clicks a link that invokes the event, similar to a click on a separate square.
HTML code
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<script type="text/javascript" src="scripts/canvas.js"></script>
<script>
window.onload = function()
{
drawCanvas('mainCanvas');
};
</script>
</head>
<body style="margin: 0px;">
<canvas id="mainCanvas" width="300" height="200"></canvas>
<aside>ID of the square</aside>
</body>
</html>
JS code
function makeRect(x, y, w, h)
{
return { x: x, y: y, w: w, h: h };
}
function drawCanvas(canvasId)
{
//// General Declarations
var canvas = document.getElementById(canvasId);
var context = canvas.getContext('2d');
//// Color Declarations
var blackColor = 'rgba(0, 0, 0, 1)';
var whiteColor = 'rgba(255, 255, 255, 1)';
//// Frames
var frameOne = makeRect(64, 70, 50, 50);
var frameTwo = makeRect(194, 70, 50, 50);
//// RectangleOne Drawing
context.beginPath();
context.rect(frameOne.x, frameOne.y, 50, 50);
context.fillStyle = whiteColor;
context.fill();
context.strokeStyle = blackColor;
context.lineWidth = 1;
context.stroke();
//// RectangleTwo Drawing
context.beginPath();
context.rect(frameTwo.x, frameTwo.y, 50, 50);
context.fillStyle = whiteColor;
context.fill();
context.strokeStyle = blackColor;
context.lineWidth = 1;
context.stroke();
}
You ask a really broad question!
This will get you started:
About canvas rectangles
When you draw a rect on the canvas it becomes just “painted pixels” (like a painting of a rectangle on an artists canvas).
Nothing about the rect is “remembered” by canvas.
This means you can’t hit-test the rect to see if your mouse is hovering over that rect. The canvas doesn’t know anything about your rect.
Keeping track of rectangles
You must keep track of each rect’s properties yourself (x-coordinate, y-coordinate, width, height, color).
A convienient way to do this is creating a javascript object with the rect’s properties:
var rect1 = { x:30, y:30, width:50, height:25, color:"blue" };
Then use this rect1 object to draw the rect on your canvas
context.fillStyle=rect1.color;
context.fillRect( rect1.x, rect1.y, rect1.width, rect1.height );
Now you can always refer to rect1 to get the properties of your rectangle.
Mouse events
The canvas mouse events always relate to the canvas element itself, never to a rect drawn on the canvas.
Here’s how to listen to the mouse events on canvas:
// use jQuery to ask the browser to call `handleMouseMove` whenever the mouse is moved
$("#canvas").mousemove(function(e){handleMouseMove(e);});
// this is called every time your mouse moves
function handleMouseMove(e){
// get the mouses current X,Y position
// Note: offsetX/offsetY -- you must adjust for the offset of the canvas relative to the web page
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
}
Testing if the mouse is inside the rect
Remember that canvas knows nothing about your rect1, so use the rect1 object to “hit-test” whether the mouse is inside rect1:
if(
mouseX>=rect1.x &&
mouseX<=rect1.x+rect1.width &&
mouseY>=rect1.y &&
mouseY<=rect1.y+rect1.height
){
// the mouse is inside rect1
ctx.fillStyle="red";
ctx.fillRect(rect1.x,rect1.y,rect1.width,rect1.height);
}else{
// the mouse is not inside rect1
ctx.fillStyle=rect1.color;
ctx.fillRect(rect1.x,rect1.y,rect1.width,rect1.height);
}
This introduction should get you started coding…experiment for yourself!
Here’s a working demo: http://jsfiddle.net/m1erickson/tPjWX/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
#canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var $canvas=$("#canvas");
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var rect1 = { x:30, y:30, width:50, height:25, color:"blue" };
ctx.fillStyle=rect1.color;
ctx.fillRect(rect1.x,rect1.y,rect1.width,rect1.height);
function handleMouseMove(e){
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
if(
mouseX>=rect1.x &&
mouseX<=rect1.x+rect1.width &&
mouseY>=rect1.y &&
mouseY<=rect1.y+rect1.height
){
ctx.fillStyle="red";
ctx.fillRect(rect1.x,rect1.y,rect1.width,rect1.height);
}else{
ctx.fillStyle=rect1.color;
ctx.fillRect(rect1.x,rect1.y,rect1.width,rect1.height);
}
}
$("#canvas").mousemove(function(e){handleMouseMove(e);});
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
Canvas is only an element.
You can catch event for all canvas not for squares, circle, line...
But you can hold the position of square , line, circle and check "if ( mouse's position in square position) and redraw canvas
Personally, you can try to use SVG and you can catch the events for individual element.
I'd like to show a mouse tooltip like this:
with a coordinate system relative to its image.
Whenever the mouse is hovered over one of the 75x75 cells, the position is displayed in text. I can only show the mouse's raw coordinates, but can't figure out the math to display it like it is in the picture.
I'm open to HTML5 implementations as well.
Here’s how to convert mouse coordinates to cell coordinates and display a tooltip
This math calculates which 75x75 cell your mouse is inside:
var col=parseInt(mouseX/75);
var row=parseInt(mouseY/75);
And here is the math to calculate a tip rectangle in the upper-right of that cell:
var tipX=tipCol*75+75-tipWidth;
var tipY=tipRow*75;
You can use canvas to draw the tip inside the cell at your calculated coordinates:
function tip(x,y){
var tipX=tipCol*75+75-tipWidth;
var tipY=tipRow*75;
ctx.beginPath();
ctx.rect(tipX,tipY,tipWidth,tipHeight);
ctx.fillStyle="ivory";
ctx.fill();
ctx.fillStyle="blue";
ctx.fillText(tipCol+","+tipRow,tipX+2,tipY+17);
}
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/9V5QK/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; padding:25px;}
#canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var canvasOffset=$("#canvas").offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var startX;
var startY;
var isDown=false;
var tipWidth=35;
var tipHeight=22;
var tipRow;
var tipCol;
ctx.font="14pt verdana";
draw();
function draw(){
// you would just draw your image here
// ctx.drawImage(0,0,image.width,image.height);
// but for illustration, this just recreates your image
ctx.beginPath();
ctx.rect(0,0,375,225);
for(var x=1;x<5;x++){ ctx.moveTo(x*75,0); ctx.lineTo(x*75,canvas.height); }
for(var y=1;y<3;y++){ ctx.moveTo(0,y*75); ctx.lineTo(canvas.width,y*75); }
ctx.fillStyle="black";
ctx.fill();
ctx.strokeStyle="gray";
ctx.lineWidth=2;
ctx.stroke();
}
function tip(x,y){
var tipX=tipCol*75+75-tipWidth;
var tipY=tipRow*75;
ctx.beginPath();
ctx.rect(tipX,tipY,tipWidth,tipHeight);
ctx.fillStyle="ivory";
ctx.fill();
ctx.fillStyle="blue";
ctx.fillText(tipCol+","+tipRow,tipX+2,tipY+17);
}
function handleMouseMove(e){
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
$("#movelog").html("Move: "+ mouseX + " / " + mouseY);
// Put your mousemove stuff here
var col=parseInt(mouseX/75);
var row=parseInt(mouseY/75);
if(!(row==tipRow && col==tipCol)){
tipCol=col;
tipRow=row;
draw();
tip();
}
}
$("#canvas").mousemove(function(e){handleMouseMove(e);});
}); // end $(function(){});
</script>
</head>
<body>
<p>Move mouse over grid to display current cell</p>
<p id="movelog">Move</p>
<canvas id="canvas" width=375 height=225></canvas>
</body>
</html>