Drawing a rectangle on Canvas - javascript

I am trying to create a simple canvas program where the user can consistently create new shapes. This one is just a basic rectangle creator (I am hoping to expand it more to circles, lines, and maybe even other stuff). Right now though I have created something that is working in a really weird way.
<html>
<head>
<meta chartset="utf-8">
<title>Dragging a square</title>
<script type="text/javascript">
var canvas, context, startX, endX, startY, endY;
var mouseIsDown = 0;
function init() {
canvas = document.getElementById("canvas");
context = canvas.getContext("2d");
canvas.addEventListener("mousedown", mouseDown, false);
canvas.addEventListener("mousemove", mouseXY, false);
document.body.addEventListener("mouseup", mouseUp, false);
}
function mouseUp() {
mouseIsDown = 0;
//mouseXY();
}
function mouseDown() {
mouseIsDown = 1;
startX = event.clientX;
startY = event.clientY;
mouseXY();
}
function mouseXY(eve) {
if (!eve) {
var eve = event;
}
endX = event.pageX - canvas.offsetLeft;
endY = event.pageY - canvas.offsetTop;
drawSquare();
}
function drawSquare() {
// creating a square
var width = Math.abs(startX - endX);
var height = Math.abs(startY - endY);
context.beginPath();
context.rect(startX, startY, width, height);
context.fillStyle = "yellow";
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
}
</script>
</head>
<body onload="init()">
<canvas id="canvas" width="400" height="400" style="border: 1px solid black; cursor: pointer;"></canvas>
</body>
</html>
Sorry about the slightly weird formatting when I copy and pasted my code. I think the problem is my mouseXY function. What I want is the user to click somewhere on the canvas a drag the mouse to create a rectangle, when the user lets go that is the end of that operation and they can create a whole new rectangle right after. At this point the program kind of just lets me click and create a new rectangle but if I let go of the mouse button it doesn't stop, in fact I have to click again to make it stop which then creates a new rectangle. I am still very new to this and I am having a lot of trouble with this, I will continue to work on this and if I figure it out I will let the site know. Thank you and have a great day!
Well I got this to work (thanks to #Ken) but now I am trying to solve a new problem. I want to be able to put multiple rectangles on the canvas. I created a function that represents the Rectangle and then created a draw function within the rectangle function to draw out a rectangle. I created a new function called addShape() that ideally creates the rectangle object and pushes into an array called square and drawShapes() that is supposed to erase everything on the canvas and redraws everything. Here is what I have so far:
<html>
<head>
<meta chartset="utf-8">
<title>Dragging a square</title>
<script type="text/javascript">
function Rectangle(canvas, x, y, width, height,color) {
//this.context = canvas.getContext("2d");
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.color = color;
this.draw = function() {
this.context.globalAlpha = 0.85;
this.context.beginPath();
this.context.rect(this.x, this.y, this.width, this.height);
this.context.fillStyle = this.color;
this.context.strokeStyle = "black";
this.context.lineWidth = 1;
this.context.fill();
this.context.stroke();
};
};
// hold the canvas and context variable, as well as the
// starting point of X and Y and the end ones
var canvas, context, startX, endX, startY, endY;
var mouseIsDown = 0;
// An array that holds all the squares
var squares = [];
window.onload = function() {
canvas = document.getElementById("canvas");
context = canvas.getContext("2d");
canvas.addEventListener("mousedown", mouseDown, false);
canvas.addEventListener("mousemove", mouseXY, false);
canvas.addEventListener("mouseup", mouseUp, false);
}
function mouseUp(eve) {
if (mouseIsDown !== 0) {
mouseIsDown = 0;
var pos = getMousePos(canvas, eve);
endX = pos.x;
endY = pos.y;
//Square(); //update on mouse-up
addShape(); // Update on mouse-up
}
}
function mouseDown(eve) {
mouseIsDown = 1;
var pos = getMousePos(canvas, eve);
startX = endX = pos.x;
startY = endY = pos.y;
// Square(); //update
addShape();
}
function mouseXY(eve) {
if (mouseIsDown !== 0) {
var pos = getMousePos(canvas, eve);
endX = pos.x;
endY = pos.y;
//Square();
addShape();
}
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
function addShape() {
var w = endX - startX;
var h = endY - startY;
var offsetX = (w < 0) ? w : 0;
var offsetY = (h < 0) ? h : 0;
var width = Math.abs(w);
var height = Math.abs(h);
var s = new Rectangle(startX + offsetX, startY + offsetY, width, height, "yellow");
squares.push(s);
// Update the display
drawShapes();
}
function drawShapes() {
context.clearRect(0,0,canvas.width,canvas.height);
for (var i = 0; i < squares.length; i++) {
var shape = squares[i];
shape.draw();
};
}
function clearCanvas() {
squares = [];
drawShapes();
}
</script>
</head>
<body onload="addShape()">
<canvas id="canvas" width="400" height="400" style="border: 1px solid black; cursor: pointer;"></canvas><br>
<button onclick="clearCanvas()">Clear Canvas</button>
</body>
</html>
I am pretty sure I broke the original code... thank you for any help!

You need to modify a couple of things in the code: (edit: there are many issues with this code. I went through some of them inline here, but haven't tested. If you put it in a fiddle it's easier for us to check)..
Fiddle
When mouse down occur initialize both start and end points. Call a common draw function that is not dependent on the event itself:
function mouseDown(eve) {
mouseIsDown = 1;
var pos = getMousePos(canvas, eve);
startX = endX = pos.x;
startY = endY = pos.y;
drawSquare(); //update
}
At mouse up, only register if isMouseDown is true, else this function will handle all incoming up-events (as you have attatched it to document, which is correct - window could have been used too):
function mouseUp(eve) {
if (mouseIsDown !== 0) {
mouseIsDown = 0;
var pos = getMousePos(canvas, eve);
endX = pos.x;
endY = pos.y;
drawSquare(); //update on mouse-up
}
}
Only draw if mouseisdown is true:
function mouseXY(eve) {
if (mouseIsDown !== 0) {
var pos = getMousePos(canvas, eve);
endX = pos.x;
endY = pos.y;
drawSquare();
}
}
In addition you will need to clear the previous area of the rectangle before drawing a new or else it won't show when you draw a bigger rectangle and then move the mouse back to draw a smaller one.
For simplicity you can do:
function drawSquare() {
// creating a square
var width = Math.abs(startX - endX);
var height = Math.abs(startY - endY);
context.clearRect(0, 0, context.width, context.height);
//or use fillRect if you use a bg color
context.beginPath();
context.rect(startX, startY, width, height);
context.fillStyle = "yellow";
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
}
Use this for mouse position:
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}

Related

How to store boxes from canvas?

I have a canvas, which will display videos taken from file upload on the first layer, and the second layer allow rectangles to be drawn. As I am trying to annotate videos and not still images, I will need the annotations to be saved then cleared, and then redrawn again and again until the video is over. However, I have no clue how I should do so as I am relatively new to JavaScript.
This is the code I have for now for the drawing of the annotations:
// Drawing boxes
function handleMouseDown(e) {
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
console.log(mouseX, mouseY);
$("#downlog").html("Down: " + mouseX + " / " + mouseY);
// Put your mousedown stuff here
if (mouseIsDown) {
console.log('1');
canvas2.style.cursor = "crosshair";
mouseIsDown = false;
mouseIsUp = false;
console.log(mouseIsDown);
} else {
handleMouseUp();
}
mouseIsDown = false;
mouseIsUp = true;
}
function handleMouseUp(e) { // array? user input?
mouseIsDown = false;
startX = parseInt(e.clientX - offsetX);
startY = parseInt(e.clientY - offsetY);
/*if (mouseIsUp) {
console.log('2');*/
draw();
}
function draw() {
/* context2.clearRect(0, 0, canvas2.width, canvas2.height);*/
context2.beginPath();
context2.rect(startX, startY, mouseX - startX, mouseY - startY);
context2.strokeStyle = "limegreen";
context2.lineWidth = 2;
context2.stroke();
canvas2.style.cursor = "default";
}
$("#canvas2").mousedown(function(e) {
handleMouseDown(e);
});
$("#canvas2").mouseup(function(e) {
handleMouseUp(e);
});
function clearcanvas()
{
var canvas2 = document.getElementById('canvas2'),
context2 = canvas2.getContext("2d");
context2.clearRect(0, 0, canvas2.width, canvas2.height);
}
I will really appreciate any help, thank you!
Please read the comments. I hope my code is clear enough.
let c = document.getElementById("canvas");
let ctx = c.getContext("2d");
// the array of all rectangles
let rectsRy = [];
// the actual rectangle, the one that is beeing drawn
let o={};
// a variable to store the mouse position
let m = {},
// a variable to store the point where you begin to draw the rectangle
start = {};
// a boolean
let isDrawing = false;
function handleMouseDown(e) {
start = oMousePos(c, e);
isDrawing = true;
//console.log(start.x, start.y);
c.style.cursor = "crosshair";
}
function handleMouseMove(e) {
if(isDrawing){
m = oMousePos(c, e);
draw();
}
}
function handleMouseUp(e) { // array? user input?
c.style.cursor = "default";
isDrawing = false;
// push a new rectangle into the rects array
rectsRy.push({x:o.x,y:o.y,w:o.w,h:o.h});
}
function draw() {
o.x = start.x;
o.y = start.y;
o.w = m.x - start.x;
o.h = m.y - start.y;
clearcanvas();
// draw all the rectangles saved in the rectsRy
rectsRy.map(r => {drawRect(r)})
// draw the actual rectangle
drawRect(o);
}
c.addEventListener("mousedown", handleMouseDown);
c.addEventListener("mousemove", handleMouseMove);
c.addEventListener("mouseup", handleMouseUp);
function clearcanvas(){
ctx.clearRect(0, 0, c.width, c.height);
}
function drawRect(o){
ctx.strokeStyle = "limegreen";
ctx.lineWidth = 2;
ctx.beginPath(o);
ctx.rect(o.x,o.y,o.w,o.h);
ctx.stroke();
}
// a function to detect the mouse position
// the function returns an object
function oMousePos(canvas, evt) {
let ClientRect = canvas.getBoundingClientRect();
return {
x: Math.round(evt.clientX - ClientRect.left),
y: Math.round(evt.clientY - ClientRect.top)
}
}
canvas{border:1px solid #d9d9d9;}
<canvas id="canvas" width="600" height="300">

How to draw rectangle in canvas which is already in pdf.js

am using pdf.js here am rendering my pdf in canvas,
My code is:
<div id="viewerContainer" tabindex="0">
<div id="viewer" class="pdfViewer"></div>
</div>
The above canvas is generating through viewer.js
Now I am trying to draw rectangle on my pdf, but its not showing my rectangle,
My script is in below:
<script type="text/javascript">
var canvas, context, startX, endX, startY, endY;
var mouseIsDown = 0;
function init() {
canvas = document.getElementById("page1");
context = canvas.getContext("2d");
canvas.addEventListener("mousedown", mouseDown, false);
canvas.addEventListener("mousemove", mouseXY, false);
canvas.addEventListener("mouseup", mouseUp, false);
}
function mouseUp() {
if (mouseIsDown !== 0) {
mouseIsDown = 0;
drawSquare(); //update on mouse-up
}
}
function mouseDown() {
mouseIsDown = 1;
startX = endX = event.clientX - canvas.offsetLeft; //remember to subtract
startY = endY = event.clientY - canvas.offsetTop; //canvas offset
drawSquare(); //update
}
function mouseXY(eve) {
if (mouseIsDown !== 0) {
if (!eve) {
var eve = event;
}
endX = event.pageX - canvas.offsetLeft;
endY = event.pageY - canvas.offsetTop;
drawSquare();
}
}
function drawSquare() {
// creating a square
var width = Math.abs(startX - endX);
var height = Math.abs(startY - endY);
context.clearRect(0, 0, context.width, context.height);
//or use fillRect if you use a bg color
context.beginPath();
context.rect(startX, startY, width, height);
context.fillStyle = "yellow";
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
}
</script>
viwer.js code:
var canvasWrapper = document.createElement('div');
canvasWrapper.style.width = div.style.width;
canvasWrapper.style.height = div.style.height;
canvasWrapper.classList.add('canvasWrapper');
if (this.annotationLayer && this.annotationLayer.div) {
div.insertBefore(canvasWrapper, this.annotationLayer.div);
} else {
div.appendChild(canvasWrapper);
}
var textLayer = null;
if (this.textLayerFactory) {
var textLayerDiv = document.createElement('div');
textLayerDiv.className = 'textLayer';
textLayerDiv.style.width = canvasWrapper.style.width;
textLayerDiv.style.height = canvasWrapper.style.height;
if (this.annotationLayer && this.annotationLayer.div) {
div.insertBefore(textLayerDiv, this.annotationLayer.div);
} else {
div.appendChild(textLayerDiv);
}
textLayer = this.textLayerFactory.createTextLayerBuilder(textLayerDiv, this.id - 1, this.viewport, this.enhanceTextSelection);
}
var viewport = this.viewport;
var canvas = document.createElement('canvas');
canvas.id = this.renderingId;
canvas.setAttribute('hidden', 'hidden');
var isCanvasHidden = true;
var showCanvas = function showCanvas() {
if (isCanvasHidden) {
canvas.removeAttribute('hidden');
isCanvasHidden = false;
}
};
canvasWrapper.appendChild(canvas);
Is there any mistake in my code? I have searched many source but I could not able to find the correct one. Kindly help me in this issue.

how to draw control on canvas using mobile touch while having scroll on screen

I'm trying to create a mobile app in which user can draw multiple controls (rectangle) on a canvas.
It works fine if canvas fits the screen, but the controls are not drawn well when I increase the canvas height and width out of the screen (a scroll appear when i increase the size of canvas more than the size of mobile screen).
How to fix this in scroll mode?
Use Chrome Inspect mobile view (iPhone 6/7/8) to test this code
Use Pointer drag to draw controls
<html>
<body>
<canvas id="canvas_transparent" height="3000" width="1000" style="border: 1px solid black;"></canvas>
</body>
</html>
<script type="text/javascript">
var canvas = document.getElementById("canvas_transparent");
var ctx = canvas.getContext("2d");
var endX;
var startX;
var endY;
var startY;
var positions = [];
//--------------------------------------------------------
canvas.addEventListener("touchstart", function(e) {
mousePos = getTouchPos(canvas, e);
startX = mousePos.x;
startY = mousePos.y;
var touch = e.touches[0];
var mouseEvent = new MouseEvent("mousedown", {
clientX: touch.clientX,
clientY: touch.clientY
});
canvas.dispatchEvent(mouseEvent);
}, false);
//---------------------------------------------------------
canvas.addEventListener("touchend", function(e) {
positions.push({
s_x: startX,
s_y: startY,
e_x: endX,
e_y: endY
});
drawAllControls();
console.log(positions);
var mouseEvent = new MouseEvent("mouseup", {});
canvas.dispatchEvent(mouseEvent);
}, false);
//---------------------------------------------------------
canvas.addEventListener("touchmove", function(e) {
var touch = e.touches[0];
endX = touch.clientX;
endY = touch.clientY;
drawSquare()
var mouseEvent = new MouseEvent("mousemove", {
clientX: touch.clientX,
clientY: touch.clientY
});
canvas.dispatchEvent(mouseEvent);
}, false);
//--------------------------------------------------------
// Get the position of a touch relative to the canvas
function getTouchPos(canvasDom, touchEvent) {
var rect = canvasDom.getBoundingClientRect();
return {
x: touchEvent.touches[0].clientX - rect.left,
y: touchEvent.touches[0].clientY - rect.top
};
}
//--------------------------------------------------------
function drawSquare() {
// creating a square
var w = endX - startX;
var h = endY - startY;
var offsetX = (w < 0) ? w : 0;
var offsetY = (h < 0) ? h : 0;
var width = Math.abs(w);
var height = Math.abs(h);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.rect(startX + offsetX, startY + offsetY, width, height);
ctx.fillStyle = "#222222";
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = 'black';
ctx.stroke();
}
//----------------------------------------------------------
function drawAllControls() {
for (var i = 0; i < positions.length; i++) {
var w = positions[i].e_x - positions[i].s_x;
var h = positions[i].e_y - positions[i].s_y;
var offsetX = (w < 0) ? w : 0;
var offsetY = (h < 0) ? h : 0;
var width = Math.abs(w);
var height = Math.abs(h);
ctx.beginPath();
ctx.rect(positions[i].s_x + offsetX, positions[i].s_y + offsetY, width, height);
ctx.fillStyle = "#222222";
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = 'black';
ctx.stroke();
}
}
</script>
clientX/clientY do not factor in scroll offset. I think you want pageX/pageY
https://developer.mozilla.org/en-US/docs/Web/API/Touch
// Get the position of a touch relative to the canvas
function getTouchPos(canvasDom, touchEvent) {
var rect = canvasDom.getBoundingClientRect();
return {
x: touchEvent.touches[0].pageX - rect.left,
y: touchEvent.touches[0].pageY - rect.top
};
}
Hi i think this will resolve your problem. Put this in the head tag
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
working link page

Drawing a filled circle in a canvas on mouseclick

I want to draw a filled (or not filled) circle in a canvas on mouseclick, but I can't get my code to work properly, I've tried pretty much everything!
This is my HTML:
<div id="images"></div>
<canvas style="margin:0;padding:0;position:relative;left:50px;top:50px;" id="imgCanvas" width="250" height="250" onclick="draw(e)"></canvas>
and my current script:
var canvas = document.getElementById("imgCanvas");
var context = canvas.getContext("2d");
function createImageOnCanvas(imageId) {
canvas.style.display = "block";
document.getElementById("images").style.overflowY = "hidden";
var img = new Image(300, 300);
img.src = document.getElementById(imageId).src;
context.drawImage(img, (0), (0)); //onload....
}
function draw(e) {
var pos = getMousePos(canvas, e);
posx = pos.x;
posy = pos.y;
context.fillStyle = "#000000";
context.arc(posx, posy, 50, 0, 2 * Math.PI);
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
The code works just fine if and only if I remove the "use strict";, but in this assignment I have to make a code that works even with it, which is my problem.
Here is the jsFiddle
Solved it myself.
function draw(e) {
var canvas = document.getElementById("imgCanvas");
var context = canvas.getContext("2d");
var rect = canvas.getBoundingClientRect();
var posx = e.clientX - rect.left;
var posy = e.clientY - rect.top;
context.fillStyle = "#000000";
context.beginPath();
context.arc(posx, posy, 50, 0, 2 * Math.PI);
context.fill();
}
This script works fine for me.

Drawing a circle in a canvas on mouseclick

I want to draw a filled (or not filled) circle in a canvas on mouseclick, but I can't get my code to work properly, I've tried pretty much everything!
This is my HTML:
<div id="images"></div>
<canvas style="margin:0;padding:0;position:relative;left:50px;top:50px;" id="imgCanvas" width="250" height="250" onclick="draw(e)"></canvas>
and my current script:
var canvas = document.getElementById("imgCanvas");
var context = canvas.getContext("2d");
function createImageOnCanvas(imageId) {
canvas.style.display = "block";
document.getElementById("images").style.overflowY = "hidden";
var img = new Image(300, 300);
img.src = document.getElementById(imageId).src;
context.drawImage(img, (0), (0)); //onload....
}
function draw(e) {
var pos = getMousePos(canvas, e);
posx = pos.x;
posy = pos.y;
context.fillStyle = "#000000";
context.arc(posx, posy, 50, 0, 2 * Math.PI);
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
I think my problem is with function draw(e), even though I feel pretty confident about that part.
Here is the jsFiddle
I have forked and updated your fiddle to make a working example: http://jsfiddle.net/ankr/ds9s7/161/
Besides referencing the event incorrectly - as stated by others - you also did not begin nor end your path when drawing. Added context.beginPath() and context.fill() calls
Here's the relevant JS code
var canvas = document.getElementById("imgCanvas");
var context = canvas.getContext("2d");
function draw(e) {
var pos = getMousePos(canvas, e);
posx = pos.x;
posy = pos.y;
context.fillStyle = "#000000";
context.beginPath();
context.arc(posx, posy, 50, 0, 2*Math.PI);
context.fill();
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}

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