Zoom in on a point (using scale and translate) - javascript

I want to be able to zoom in on the point under the mouse in an HTML 5 canvas, like zooming on Google Maps. How can I achieve that?

The better solution is to simply move the position of the viewport based on the change in the zoom. The zoom point is simply the point in the old zoom and the new zoom that you want to remain the same. Which is to say the viewport pre-zoomed and the viewport post-zoomed have the same zoompoint relative to the viewport. Given that we're scaling relative to the origin. You can adjust the viewport position accordingly:
scalechange = newscale - oldscale;
offsetX = -(zoomPointX * scalechange);
offsetY = -(zoomPointY * scalechange);
So really you can just pan over down and to the right when you zoom in, by a factor of how much you zoomed in, relative to the point you zoomed at.

Finally solved it:
const zoomIntensity = 0.2;
const canvas = document.getElementById("canvas");
let context = canvas.getContext("2d");
const width = 600;
const height = 200;
let scale = 1;
let originx = 0;
let originy = 0;
let visibleWidth = width;
let visibleHeight = height;
function draw(){
// Clear screen to white.
context.fillStyle = "white";
context.fillRect(originx, originy, width/scale, height/scale);
// Draw the black square.
context.fillStyle = "black";
context.fillRect(50, 50, 100, 100);
// Schedule the redraw for the next display refresh.
window.requestAnimationFrame(draw);
}
// Begin the animation loop.
draw();
canvas.onwheel = function (event){
event.preventDefault();
// Get mouse offset.
const mousex = event.clientX - canvas.offsetLeft;
const mousey = event.clientY - canvas.offsetTop;
// Normalize mouse wheel movement to +1 or -1 to avoid unusual jumps.
const wheel = event.deltaY < 0 ? 1 : -1;
// Compute zoom factor.
const zoom = Math.exp(wheel * zoomIntensity);
// Translate so the visible origin is at the context's origin.
context.translate(originx, originy);
// Compute the new visible origin. Originally the mouse is at a
// distance mouse/scale from the corner, we want the point under
// the mouse to remain in the same place after the zoom, but this
// is at mouse/new_scale away from the corner. Therefore we need to
// shift the origin (coordinates of the corner) to account for this.
originx -= mousex/(scale*zoom) - mousex/scale;
originy -= mousey/(scale*zoom) - mousey/scale;
// Scale it (centered around the origin due to the translate above).
context.scale(zoom, zoom);
// Offset the visible origin to it's proper position.
context.translate(-originx, -originy);
// Update scale and others.
scale *= zoom;
visibleWidth = width / scale;
visibleHeight = height / scale;
}
<canvas id="canvas" width="600" height="200"></canvas>
The key, as #Tatarize pointed out, is to compute the axis position such that the zoom point (mouse pointer) remains in the same place after the zoom.
Originally the mouse is at a distance mouse/scale from the corner, we want the point under the mouse to remain in the same place after the zoom, but this is at mouse/new_scale away from the corner. Therefore we need to shift the origin (coordinates of the corner) to account for this.
originx -= mousex/(scale*zoom) - mousex/scale;
originy -= mousey/(scale*zoom) - mousey/scale;
scale *= zoom
The remaining code then needs to apply the scaling and translate to the draw context so it's origin coincides with the canvas corner.

This is actually a very difficult problem (mathematically), and I'm working on the same thing almost. I asked a similar question on Stackoverflow but got no response, but posted in DocType (StackOverflow for HTML/CSS) and got a response. Check it out http://doctype.com/javascript-image-zoom-css3-transforms-calculate-origin-example
I'm in the middle of building a jQuery plugin that does this (Google Maps style zoom using CSS3 Transforms). I've got the zoom to mouse cursor bit working fine, still trying to figure out how to allow the user to drag the canvas around like you can do in Google Maps. When I get it working I'll post code here, but check out above link for the mouse-zoom-to-point part.
I didn't realise there was scale and translate methods on Canvas context, you can achieve the same thing using CSS3 eg. using jQuery:
$('div.canvasContainer > canvas')
.css('transform', 'scale(1) translate(0px, 0px)');
Make sure you set the CSS3 transform-origin to 0, 0 (transform-origin: 0 0). Using CSS3 transform allows you to zoom in on anything, just make sure the container DIV is set to overflow: hidden to stop the zoomed edges spilling out of the sides.
Whether you use CSS3 transforms, or canvas' own scale and translate methods is up to you, but check the above link for the calculations.
Update: Meh! I'll just post the code here rather than get you to follow a link:
$(document).ready(function()
{
var scale = 1; // scale of the image
var xLast = 0; // last x location on the screen
var yLast = 0; // last y location on the screen
var xImage = 0; // last x location on the image
var yImage = 0; // last y location on the image
// if mousewheel is moved
$("#mosaicContainer").mousewheel(function(e, delta)
{
// find current location on screen
var xScreen = e.pageX - $(this).offset().left;
var yScreen = e.pageY - $(this).offset().top;
// find current location on the image at the current scale
xImage = xImage + ((xScreen - xLast) / scale);
yImage = yImage + ((yScreen - yLast) / scale);
// determine the new scale
if (delta > 0)
{
scale *= 2;
}
else
{
scale /= 2;
}
scale = scale < 1 ? 1 : (scale > 64 ? 64 : scale);
// determine the location on the screen at the new scale
var xNew = (xScreen - xImage) / scale;
var yNew = (yScreen - yImage) / scale;
// save the current screen location
xLast = xScreen;
yLast = yScreen;
// redraw
$(this).find('div').css('transform', 'scale(' + scale + ')' + 'translate(' + xNew + 'px, ' + yNew + 'px' + ')')
.css('transform-origin', xImage + 'px ' + yImage + 'px')
return false;
});
});
You will of course need to adapt it to use the canvas scale and translate methods.

I like Tatarize's answer, but I'll provide an alternative. This is a trivial linear algebra problem, and the method I present works well with pan, zoom, skew, etc. That is, it works well if your image is already transformed.
When a matrix is scaled, the scale is at point (0, 0). So, if you have an image and scale it by a factor of 2, the bottom-right point will double in both the x and y directions (using the convention that [0, 0] is the top-left of the image).
If instead you would like to zoom the image about the center, then a solution is as follows: (1) translate the image such that its center is at (0, 0); (2) scale the image by x and y factors; (3) translate the image back. i.e.
myMatrix
.translate(image.width / 2, image.height / 2) // 3
.scale(xFactor, yFactor) // 2
.translate(-image.width / 2, -image.height / 2); // 1
More abstractly, the same strategy works for any point. If, for example, you want to scale the image at a point P:
myMatrix
.translate(P.x, P.y)
.scale(xFactor, yFactor)
.translate(-P.x, -P.y);
And lastly, if the image is already transformed in some manner (for example, if it's rotated, skewed, translated, or scaled), then the current transformation needs to be preserved. Specifically, the transform defined above needs to be post-multiplied (or right-multiplied) by the current transform.
myMatrix
.translate(P.x, P.y)
.scale(xFactor, yFactor)
.translate(-P.x, -P.y)
.multiply(myMatrix);
There you have it. Here's a plunk that shows this in action. Scroll with the mousewheel on the dots and you'll see that they consistently stay put. (Tested in Chrome only.) http://plnkr.co/edit/3aqsWHPLlSXJ9JCcJzgH?p=preview

I ran into this problem using c++, which I probably shouldn't have had i just used OpenGL matrices to begin with...anyways, if you're using a control whose origin is the top left corner, and you want pan/zoom like google maps, here's the layout (using allegro as my event handler):
// initialize
double originx = 0; // or whatever its base offset is
double originy = 0; // or whatever its base offset is
double zoom = 1;
.
.
.
main(){
// ...set up your window with whatever
// tool you want, load resources, etc
.
.
.
while (running){
/* Pan */
/* Left button scrolls. */
if (mouse == 1) {
// get the translation (in window coordinates)
double scroll_x = event.mouse.dx; // (x2-x1)
double scroll_y = event.mouse.dy; // (y2-y1)
// Translate the origin of the element (in window coordinates)
originx += scroll_x;
originy += scroll_y;
}
/* Zoom */
/* Mouse wheel zooms */
if (event.mouse.dz!=0){
// Get the position of the mouse with respect to
// the origin of the map (or image or whatever).
// Let us call these the map coordinates
double mouse_x = event.mouse.x - originx;
double mouse_y = event.mouse.y - originy;
lastzoom = zoom;
// your zoom function
zoom += event.mouse.dz * 0.3 * zoom;
// Get the position of the mouse
// in map coordinates after scaling
double newx = mouse_x * (zoom/lastzoom);
double newy = mouse_y * (zoom/lastzoom);
// reverse the translation caused by scaling
originx += mouse_x - newx;
originy += mouse_y - newy;
}
}
}
.
.
.
draw(originx,originy,zoom){
// NOTE:The following is pseudocode
// the point is that this method applies so long as
// your object scales around its top-left corner
// when you multiply it by zoom without applying a translation.
// draw your object by first scaling...
object.width = object.width * zoom;
object.height = object.height * zoom;
// then translating...
object.X = originx;
object.Y = originy;
}

Here's my solution for a center-oriented image:
var MIN_SCALE = 1;
var MAX_SCALE = 5;
var scale = MIN_SCALE;
var offsetX = 0;
var offsetY = 0;
var $image = $('#myImage');
var $container = $('#container');
var areaWidth = $container.width();
var areaHeight = $container.height();
$container.on('wheel', function(event) {
event.preventDefault();
var clientX = event.originalEvent.pageX - $container.offset().left;
var clientY = event.originalEvent.pageY - $container.offset().top;
var nextScale = Math.min(MAX_SCALE, Math.max(MIN_SCALE, scale - event.originalEvent.deltaY / 100));
var percentXInCurrentBox = clientX / areaWidth;
var percentYInCurrentBox = clientY / areaHeight;
var currentBoxWidth = areaWidth / scale;
var currentBoxHeight = areaHeight / scale;
var nextBoxWidth = areaWidth / nextScale;
var nextBoxHeight = areaHeight / nextScale;
var deltaX = (nextBoxWidth - currentBoxWidth) * (percentXInCurrentBox - 0.5);
var deltaY = (nextBoxHeight - currentBoxHeight) * (percentYInCurrentBox - 0.5);
var nextOffsetX = offsetX - deltaX;
var nextOffsetY = offsetY - deltaY;
$image.css({
transform : 'scale(' + nextScale + ')',
left : -1 * nextOffsetX * nextScale,
right : nextOffsetX * nextScale,
top : -1 * nextOffsetY * nextScale,
bottom : nextOffsetY * nextScale
});
offsetX = nextOffsetX;
offsetY = nextOffsetY;
scale = nextScale;
});
body {
background-color: orange;
}
#container {
margin: 30px;
width: 500px;
height: 500px;
background-color: white;
position: relative;
overflow: hidden;
}
img {
position: absolute;
top: 0;
bottom: 0;
left: 0;
right: 0;
max-width: 100%;
max-height: 100%;
margin: auto;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<div id="container">
<img id="myImage" src="https://via.placeholder.com/300">
</div>

Here's an alternate way to do it that uses setTransform() instead of scale() and translate(). Everything is stored in the same object. The canvas is assumed to be at 0,0 on the page, otherwise you'll need to subtract its position from the page coords.
this.zoomIn = function (pageX, pageY) {
var zoomFactor = 1.1;
this.scale = this.scale * zoomFactor;
this.lastTranslation = {
x: pageX - (pageX - this.lastTranslation.x) * zoomFactor,
y: pageY - (pageY - this.lastTranslation.y) * zoomFactor
};
this.canvasContext.setTransform(this.scale, 0, 0, this.scale,
this.lastTranslation.x,
this.lastTranslation.y);
};
this.zoomOut = function (pageX, pageY) {
var zoomFactor = 1.1;
this.scale = this.scale / zoomFactor;
this.lastTranslation = {
x: pageX - (pageX - this.lastTranslation.x) / zoomFactor,
y: pageY - (pageY - this.lastTranslation.y) / zoomFactor
};
this.canvasContext.setTransform(this.scale, 0, 0, this.scale,
this.lastTranslation.x,
this.lastTranslation.y);
};
Accompanying code to handle panning:
this.startPan = function (pageX, pageY) {
this.startTranslation = {
x: pageX - this.lastTranslation.x,
y: pageY - this.lastTranslation.y
};
};
this.continuePan = function (pageX, pageY) {
var newTranslation = {x: pageX - this.startTranslation.x,
y: pageY - this.startTranslation.y};
this.canvasContext.setTransform(this.scale, 0, 0, this.scale,
newTranslation.x, newTranslation.y);
};
this.endPan = function (pageX, pageY) {
this.lastTranslation = {
x: pageX - this.startTranslation.x,
y: pageY - this.startTranslation.y
};
};
To derive the answer yourself, consider that the same page coordinates need to match the same canvas coordinates before and after the zoom. Then you can do some algebra starting from this equation:
(pageCoords - translation) / scale = canvasCoords

if(wheel > 0) {
this.scale *= 1.1;
this.offsetX -= (mouseX - this.offsetX) * (1.1 - 1);
this.offsetY -= (mouseY - this.offsetY) * (1.1 - 1);
}
else {
this.scale *= 1/1.1;
this.offsetX -= (mouseX - this.offsetX) * (1/1.1 - 1);
this.offsetY -= (mouseY - this.offsetY) * (1/1.1 - 1);
}

I want to put here some information for those, who do separately drawing of picture and moving -zooming it.
This may be useful when you want to store zooms and position of viewport.
Here is drawer:
function redraw_ctx(){
self.ctx.clearRect(0,0,canvas_width, canvas_height)
self.ctx.save()
self.ctx.scale(self.data.zoom, self.data.zoom) //
self.ctx.translate(self.data.position.left, self.data.position.top) // position second
// Here We draw useful scene My task - image:
self.ctx.drawImage(self.img ,0,0) // position 0,0 - we already prepared
self.ctx.restore(); // Restore!!!
}
Notice scale MUST be first.
And here is zoomer:
function zoom(zf, px, py){
// zf - is a zoom factor, which in my case was one of (0.1, -0.1)
// px, py coordinates - is point within canvas
// eg. px = evt.clientX - canvas.offset().left
// py = evt.clientY - canvas.offset().top
var z = self.data.zoom;
var x = self.data.position.left;
var y = self.data.position.top;
var nz = z + zf; // getting new zoom
var K = (z*z + z*zf) // putting some magic
var nx = x - ( (px*zf) / K );
var ny = y - ( (py*zf) / K);
self.data.position.left = nx; // renew positions
self.data.position.top = ny;
self.data.zoom = nz; // ... and zoom
self.redraw_ctx(); // redraw context
}
and, of course, we would need a dragger:
this.my_cont.mousemove(function(evt){
if (is_drag){
var cur_pos = {x: evt.clientX - off.left,
y: evt.clientY - off.top}
var diff = {x: cur_pos.x - old_pos.x,
y: cur_pos.y - old_pos.y}
self.data.position.left += (diff.x / self.data.zoom); // we want to move the point of cursor strictly
self.data.position.top += (diff.y / self.data.zoom);
old_pos = cur_pos;
self.redraw_ctx();
}
})

Here's a code implementation of #tatarize's answer, using PIXI.js. I have a viewport looking at part of a very big image (e.g. google maps style).
$canvasContainer.on('wheel', function (ev) {
var scaleDelta = 0.02;
var currentScale = imageContainer.scale.x;
var nextScale = currentScale + scaleDelta;
var offsetX = -(mousePosOnImage.x * scaleDelta);
var offsetY = -(mousePosOnImage.y * scaleDelta);
imageContainer.position.x += offsetX;
imageContainer.position.y += offsetY;
imageContainer.scale.set(nextScale);
renderer.render(stage);
});
$canvasContainer is my html container.
imageContainer is my PIXI container that has the image in it.
mousePosOnImage is the mouse position relative to the entire image (not just the view port).
Here's how I got the mouse position:
imageContainer.on('mousemove', _.bind(function(ev) {
mousePosOnImage = ev.data.getLocalPosition(imageContainer);
mousePosOnViewport.x = ev.data.originalEvent.offsetX;
mousePosOnViewport.y = ev.data.originalEvent.offsetY;
},self));

You need to get the point in world space (opposed to screen space) before and after zooming, and then translate by the delta.
mouse_world_position = to_world_position(mouse_screen_position);
zoom();
mouse_world_position_new = to_world_position(mouse_screen_position);
translation += mouse_world_position_new - mouse_world_position;
Mouse position is in screen space, so you have to transform it to world space.
Simple transforming should be similar to this:
world_position = screen_position / scale - translation

One important thing... if you have something like:
body {
zoom: 0.9;
}
You need make the equivilent thing in canvas:
canvas {
zoom: 1.1;
}

Here is my solution:
// helpers
const diffPoints = (p1, p2) => {
return {
x: p1.x - p2.x,
y: p1.y - p2.y,
};
};
const addPoints = (p1, p2) => {
return {
x: p1.x + p2.x,
y: p1.y + p2.y,
};
};
function scalePoint(p1, scale) {
return { x: p1.x / scale, y: p1.y / scale };
}
// constants
const ORIGIN = Object.freeze({ x: 0, y: 0 });
const SQUARE_SIZE = 20;
const ZOOM_SENSITIVITY = 500; // bigger for lower zoom per scroll
const MAX_SCALE = 50;
const MIN_SCALE = 0.1;
// dom
const canvas = document.getElementById("canvas");
const context = canvas.getContext("2d");
const debugDiv = document.getElementById("debug");
// "props"
const initialScale = 0.75;
const initialOffset = { x: 10, y: 20 };
// "state"
let mousePos = ORIGIN;
let lastMousePos = ORIGIN;
let offset = initialOffset;
let scale = initialScale;
// when setting up canvas, set width/height to devicePixelRation times normal
const { devicePixelRatio = 1 } = window;
context.canvas.width = context.canvas.width * devicePixelRatio;
context.canvas.height = context.canvas.height * devicePixelRatio;
function draw() {
window.requestAnimationFrame(draw);
// clear canvas
context.canvas.width = context.canvas.width;
// transform coordinates - scale multiplied by devicePixelRatio
context.scale(scale * devicePixelRatio, scale * devicePixelRatio);
context.translate(offset.x, offset.y);
// draw
context.fillRect(200 + -SQUARE_SIZE / 2, 50 + -SQUARE_SIZE / 2, SQUARE_SIZE, SQUARE_SIZE);
// debugging
context.beginPath();
context.moveTo(0, 0);
context.lineTo(0, 50);
context.moveTo(0, 0);
context.lineTo(50, 0);
context.stroke();
// debugDiv.innerText = `scale: ${scale}
// mouse: ${JSON.stringify(mousePos)}
// offset: ${JSON.stringify(offset)}
// `;
}
// calculate mouse position on canvas relative to top left canvas point on page
function calculateMouse(event, canvas) {
const viewportMousePos = { x: event.pageX, y: event.pageY };
const boundingRect = canvas.getBoundingClientRect();
const topLeftCanvasPos = { x: boundingRect.left, y: boundingRect.top };
return diffPoints(viewportMousePos, topLeftCanvasPos);
}
// zoom
function handleWheel(event) {
event.preventDefault();
// update mouse position
const newMousePos = calculateMouse(event, canvas);
lastMousePos = mousePos;
mousePos = newMousePos;
// calculate new scale/zoom
const zoom = 1 - event.deltaY / ZOOM_SENSITIVITY;
const newScale = scale * zoom;
if (MIN_SCALE > newScale || newScale > MAX_SCALE) {
return;
}
// offset the canvas such that the point under the mouse doesn't move
const lastMouse = scalePoint(mousePos, scale);
const newMouse = scalePoint(mousePos, newScale);
const mouseOffset = diffPoints(lastMouse, newMouse);
offset = diffPoints(offset, mouseOffset);
scale = newScale;
}
canvas.addEventListener("wheel", handleWheel);
// panning
const mouseMove = (event) => {
// update mouse position
const newMousePos = calculateMouse(event, canvas);
lastMousePos = mousePos;
mousePos = newMousePos;
const mouseDiff = scalePoint(diffPoints(mousePos, lastMousePos), scale);
offset = addPoints(offset, mouseDiff);
};
const mouseUp = () => {
document.removeEventListener("mousemove", mouseMove);
document.removeEventListener("mouseup", mouseUp);
};
const startPan = (event) => {
document.addEventListener("mousemove", mouseMove);
document.addEventListener("mouseup", mouseUp);
// set initial mouse position in case user hasn't moved mouse yet
mousePos = calculateMouse(event, canvas);
};
canvas.addEventListener("mousedown", startPan);
// repeatedly redraw
window.requestAnimationFrame(draw);
#canvas {
/*set fixed width and height for what you actually want in css!*/
/*should be the same as what's passed into canvas element*/
width: 500px;
height: 150px;
position: fixed;
border: 2px solid black;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<link rel="stylesheet" href="styles.css" />
</head>
<body>
<!--still need width and height here, same as css-->
<canvas id="canvas" width="500" height="150"></canvas>
<div id="debug"></div>
<script type="module" src="pan_zoom.js"></script>
</body>
</html>

you can use scrollto(x,y) function to handle the position of scrollbar right to the point that you need to be showed after zooming.for finding the position of mouse use event.clientX and event.clientY.
this will help you

Here's an approach I use for tighter control over how things are drawn
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var scale = 1;
var xO = 0;
var yO = 0;
draw();
function draw(){
// Clear screen
ctx.clearRect(0, 0, canvas.offsetWidth, canvas.offsetHeight);
// Original coordinates
const xData = 50, yData = 50, wData = 100, hData = 100;
// Transformed coordinates
const x = xData * scale + xO,
y = yData * scale + yO,
w = wData * scale,
h = hData * scale;
// Draw transformed positions
ctx.fillStyle = "black";
ctx.fillRect(x,y,w,h);
}
canvas.onwheel = function (e){
e.preventDefault();
const r = canvas.getBoundingClientRect(),
xNode = e.pageX - r.left,
yNode = e.pageY - r.top;
const newScale = scale * Math.exp(-Math.sign(e.deltaY) * 0.2),
scaleFactor = newScale/scale;
xO = xNode - scaleFactor * (xNode - xO);
yO = yNode - scaleFactor * (yNode - yO);
scale = newScale;
draw();
}
<canvas id="canvas" width="600" height="200"></canvas>

Adding an answer that worked for me in C# & WPF:
double zoom = scroll > 0 ? 1.2 : (1/1.2);
var CursorPosCanvas = e.GetPosition(Canvas);
pan.X += -(CursorPosCanvas.X - Canvas.RenderSize.Width / 2.0 - pan.X) * (zoom - 1.0);
pan.Y += -(CursorPosCanvas.Y - Canvas.RenderSize.Height / 2.0 - pan.Y) * (zoom - 1.0);
transform.ScaleX *= zoom;
transform.ScaleY *= zoom;

Related

Convert mouse position to Canvas Coordinates and back

I'm creating a canvas with an overlay div to add markers on click and I want markers to change position when I pan zoom the canvas or resize the window. I'm using https://github.com/timmywil/panzoom to pan zoom.
The problem is when I convert mouse position to canvas coordinates it worked correctly but when I convert it back to screen position to render markers on overlay div, the result is not as same as initialized mouse position and recalculate marker's position on resize also not correct.
This canvas is fullscreen with no scroll.
width = 823; height = 411;
scale = 2; panX = 60; panY = 10;
mouse.pageX = 467; mouse.pageY = 144;
// {x: 475, y: 184} correct coords when I use ctx.drawImage(..) to test
canvasCoords = getCanvasCoords(mouse.pageX, mouse.pageY, scale);
// {x: 417, y: 124}
screenCoords = toScreenCoords(canvasCoords.x, canvasCoords.y, scale, panX, panY);
------------------------------
but with scale = 1; it worked correctly.
// convert mouse position to canvas coordinates
getCanvasCoords(pageX: number, pageY: number, scale: number) {
var rect = this.pdfInfo.canvas.getBoundingClientRect();
let x = (pageX - rect.left + this.scrollElement.scrollTop) / scale;
let y = (pageY - rect.top + this.scrollElement.scrollLeft) / scale;
return {
x: Number.parseInt(x.toFixed(0)),
y: Number.parseInt(y.toFixed(0)),
};
}
// convert canvas coords to screen coords
toScreenCoords(
x: number,
y: number,
scale: number
) {
var rect = this.pdfInfo.canvas.getBoundingClientRect();
let wx =
x * scale + rect.left - this.scrollElement.scrollTop / scale;
let wy =
y * scale + rect.top - this.scrollElement.scrollLeft / scale;
return {
x: Number.parseInt(wx.toFixed(0)),
y: Number.parseInt(wy.toFixed(0)),
};
}
getNewPos(x, oldV, newV) {
return (x * oldV) / newV;
}
// update screen coords with new screen width and height
onResize(old, new) {
this.screenCoordList.forEach(el => {
el.x = getNewPos(el.x, old.width, new.width);
el.y = getNewPos(el.y, old.height, new.height);
})
}
How to get it worked with scale and pan? if you know any library can do the job please recommend, thank you.
Here's a code snippet that seems to be working, you can probably adapt it for your purposes.
What I used was:
function toCanvasCoords(pageX, pageY, scale) {
var rect = canvas.getBoundingClientRect();
let x = (pageX - rect.left) / scale;
let y = (pageY - rect.top) / scale;
return toPoint(x, y);
}
and
function toScreenCoords(x, y, scale) {
var rect = canvas.getBoundingClientRect();
let wx = x * scale + rect.left + scrollElement.scrollLeft;
let wy = y * scale + rect.top + scrollElement.scrollTop;
return toPoint(wx, wy);
}
I'm just getting the mouse position from the window object. I'm may be mistaken, but I think this is why scrollLeft and scrollTop don't appear in toCanvasCoords (since the position is relative to the client area of the window itself, the scroll doesn't come into it). But then when you transform back, you have to take it into account.
This ultimately just returns the mouse position relative to the window (which was the input), so it's not really necessary to do the whole transformation in a roundabout way if you just want to attach an element to the mouse pointer. But transforming back is useful if you want to have something attached to a certain point on the canvas image (say, a to feature on the map) - which I'm guessing is something that you're going for, since you said that you want to render markers on an overlay div.
In the code snippet bellow, the red circle is drawn on the canvas itself at the location returned by toCanvasCoords; you'll notice that it scales together with the background.
I didn't use an overlay div covering the entire map, I just placed a couple of small divs on top using absolute positioning. The black triangle is a div (#tracker) that basically tracks the mouse; it is placed at the result of toScreenCoords. It serves as a way to check if the transformations work correctly. It's an independent element, so it doesn't scale with the image.
The red triangle is another such div (#feature), and demonstrates the aforementioned "attach to feature" idea. Suppose the background is a something like a map, and suppose you want to attach a "map pin" icon to something on it, like to a particular intersection; you can take that location on the map (which is a fixed value), and pass it to toScreenCoords. In the code snippet below, I've aligned it with a corner of a square on the background, so that you can track it visually as you change scale and/or scroll. (After you click "Run code snippet", you can click "Full page", and then resize the window to get the scroll bars).
Now, depending on what exactly is going on in your code, you may have tweak a few things, but hopefully, this will help you. If you run into problems, make use of console.log and/or place some debug elements on the page that will display values live for you (e.g. mouse position, client rectangle, etc.), so that you can examine values. And take things one step at the time - e.g. first get the scale to work, but ignore scrolling, then try to get scrolling to work, but keep the scale at 1, etc.
const canvas = document.getElementById('canvas');
const context = canvas.getContext("2d");
const tracker = document.getElementById('tracker');
const feature = document.getElementById('feature');
const slider = document.getElementById("scale-slider");
const scaleDisplay = document.getElementById("scale-display");
const scrollElement = document.querySelector('html');
const bgImage = new Image();
bgImage.src = "https://i.stack.imgur.com/yxtqw.jpg"
var bgImageLoaded = false;
bgImage.onload = () => { bgImageLoaded = true; };
var mousePosition = toPoint(0, 0);
var scale = 1;
function updateMousePosition(evt) {
mousePosition = toPoint(evt.clientX, evt.clientY);
}
function getScale(evt) {
scale = evt.target.value;
scaleDisplay.textContent = scale;
}
function toCanvasCoords(pageX, pageY, scale) {
var rect = canvas.getBoundingClientRect();
let x = (pageX - rect.left) / scale;
let y = (pageY - rect.top) / scale;
return toPoint(x, y);
}
function toScreenCoords(x, y, scale) {
var rect = canvas.getBoundingClientRect();
let wx = x * scale + rect.left + scrollElement.scrollLeft;
let wy = y * scale + rect.top + scrollElement.scrollTop;
return toPoint(wx, wy);
}
function toPoint(x, y) {
return { x: x, y: y }
}
function roundPoint(point) {
return {
x: Math.round(point.x),
y: Math.round(point.y)
}
}
function update() {
context.clearRect(0, 0, 500, 500);
context.save();
context.scale(scale, scale);
if (bgImageLoaded)
context.drawImage(bgImage, 0, 0);
const canvasCoords = toCanvasCoords(mousePosition.x, mousePosition.y, scale);
drawTarget(canvasCoords);
const trackerCoords = toScreenCoords(canvasCoords.x, canvasCoords.y, scale);
updateTrackerLocation(trackerCoords);
updateFeatureLocation()
context.restore();
requestAnimationFrame(update);
}
function drawTarget(location) {
context.fillStyle = "rgba(255, 128, 128, 0.8)";
context.beginPath();
context.arc(location.x, location.y, 8.5, 0, 2*Math.PI);
context.fill();
}
function updateTrackerLocation(location) {
const canvasRectangle = offsetRectangle(canvas.getBoundingClientRect(),
scrollElement.scrollLeft, scrollElement.scrollTop);
if (rectContains(canvasRectangle, location)) {
tracker.style.left = location.x + 'px';
tracker.style.top = location.y + 'px';
}
}
function updateFeatureLocation() {
// suppose the background is a map, and suppose there's a feature of interest
// (e.g. a road intersection) that you want to place the #feature div over
// (I roughly aligned it with a corner of a square).
const featureLoc = toScreenCoords(84, 85, scale);
feature.style.left = featureLoc.x + 'px';
feature.style.top = featureLoc.y + 'px';
}
function offsetRectangle(rect, offsetX, offsetY) {
// copying an object via the spread syntax or
// using Object.assign() doesn't work for some reason
const result = JSON.parse(JSON.stringify(rect));
result.left += offsetX;
result.right += offsetX;
result.top += offsetY;
result.bottom += offsetY;
result.x = result.left;
result.y = result.top;
return result;
}
function rectContains(rect, point) {
const inHorizontalRange = rect.left <= point.x && point.x <= rect.right;
const inVerticalRange = rect.top <= point.y && point.y <= rect.bottom;
return inHorizontalRange && inVerticalRange;
}
window.addEventListener('mousemove', (e) => updateMousePosition(e), false);
slider.addEventListener('input', (e) => getScale(e), false);
requestAnimationFrame(update);
#canvas {
border: 1px solid gray;
}
#tracker, #feature {
position: absolute;
left: 0;
top: 0;
border-left: 5px solid transparent;
border-right: 5px solid transparent;
border-bottom: 10px solid black;
transform: translate(-4px, 0);
}
#feature {
border-bottom: 10px solid red;
}
<div>
<label for="scale-slider">Scale:</label>
<input type="range" id="scale-slider" name="scale-slider" min="0.5" max="2" step="0.02" value="1">
<span id="scale-display">1</span>
</div>
<canvas id="canvas" width="500" height="500"></canvas>
<div id="tracker"></div>
<div id="feature"></div>
P.S. Don't do Number.parseInt(x.toFixed(0)); generally, work with floating point for as long as possible to minimize accumulation of errors, and only convert to int at the last minute. I've included the roundPoint function that rounds the (x, y) coordinates of a point to the nearest integer (via Math.round), but ended up not needing to use it at all.
Note: The image below is used as the background in the code snippet, to serve as a reference point for scaling; it is included here just so that it is hosted on Stack Exchange's imgur.com account, so that the code is not referencing a (potentially volatile) 3rd-pary source.

Distance measurement logic

Boy it was hard to give this problem a name...
I've been working on this "progress bar" logic, that when ever the user moves
his/her mouse - the indicator (in this case its progress bar) shows how close cursor is to the wanted object.
Basically it's like "hot 'n cold" kind of thing.
Here's the fiddle
...and this is the problem part
relativeDistance = ((maxMouseDistance - distance) / maxDistance);
if ((maxMouseDistance - distance) > maxDistance){
relativeDistance = 1- (((maxMouseDistance) / maxDistance) -1);
}
Since my code and distance measurements are based on trigonometry, it has a small problem: There's actually atleast two points on the screen, where the wanted distances are equal.
Try it and you'll notice what I mean.
Any ideas on how I could get rid of that...It's propably because of the logics, but I just don't see it.
Does this jsFiddle do what you want?
It uses the nearest corner to the mouse rather than the farthest corner. It will show 0% when the mouse is in any corner, and a positive percentage as the mouse approaches the target, even if the target is off-centre.
(function () {
var mX
, mY
, distance
, $distance = $('#distance')
, $element = $('#thetarget')
, maxMouseDistance
, relativeDistance;
var theWidth = $(document).width();
var theHeight = $(document).height();
$("#theWidth").text(theWidth);
$("#theHeight").text(theHeight);
function pythagoras(length, height) {
var length2 = length * length
, height2 = height * height
return Math.sqrt((length2 + height2));
}
/**/
var target = $("#thetarget");
target.css({
cursor: "default"
, border: "1px solid black"
, margin: 0});
var position = target.position(); // top left of target element
var tX = Math.floor(position.left)
var tY = Math.floor(position.top)
$("#targetPosition").text(tX + ":" + tY);
var corners = [
[0, 0]
, [theWidth, 0]
, [theWidth, theHeight]
, [0, theHeight]
]
function distanceToNearestCorner(x, y) {
var cornerX = x < tX ? 0 : theWidth
var cornerY = y < tY ? 0 : theHeight
return pythagoras(cornerX - tX, cornerY - tY)
}
/*Mouse movement tracking*/
$(document).mousemove(function (e) {
/*Get mouse coordinates*/
mX = e.pageX;
mY = e.pageY;
/*calculate distance between mouse and element*/
distance = pythagoras(tX - mX, tY - mY);
maxMouseDistance = distanceToNearestCorner(mX, mY)
relativeDistance = ((maxMouseDistance - distance) / maxMouseDistance);
$distance.text(distance);
var decimals = distance / 100;
var percents = 100 - (distance / 100);
$("#mouse").text(mX + ":" + mY);
//$("#distanceDecimals").text(decimals);
//$("#dFarCorner").text(maxDistance);
$("#md2FarCorner").text(maxMouseDistance);
$("#formula").text("(E to C max / M to C max) / (M to E distance/100)");
$("#theNumber").text(relativeDistance);
$('.fill').width((relativeDistance * 100) + "%");
});
})();
It doesn't update all the fields, but it does update the progress bar.
Original answer
You seem to have plenty of functions in there which are not being called.
Here's one that I have rewritten... but it doesn't get called:
function calculateDistance(elem, mouseX, mouseY) {
var deltaX = elem.offset().left - mouseX;
var deltaY = elem.offset().top - mouseY;
var delta2 = deltaX * deltaX + deltaY * deltaY;
var delta = Math.floor(Math.sqrt(delta2))
return delta
}
var elem = document.getElementById("targetPosition")
var relativeDistance = calculateDistance(elem , mX, mY)
In my implementation, elem is the HTML element that you consider to be the target. My function is an application of Pythagoras' theorem: it returns the square root of the sum of the distance from the target along the x and y axes, giving the length of the shortest line between the mouse and the target.
When I insert this into your jsFiddle, I see 0 appearing in the M2E Distance field when my cursor is just above the "T" of "Target".
Is this what you are looking for?
Your logic is correct. It's called a locus. http://www.bbc.co.uk/schools/gcsebitesize/maths/geometry/locirev1.shtml

How can I get Firefox and IE to register a canvas click? [duplicate]

This question already has answers here:
Real mouse position in canvas
(5 answers)
Closed 1 year ago.
What's the simplest way to add a click event handler to a canvas element that will return the x and y coordinates of the click (relative to the canvas element)?
No legacy browser compatibility required, Safari, Opera and Firefox will do.
If you like simplicity but still want cross-browser functionality I found this solution worked best for me. This is a simplification of #Aldekein´s solution but without jQuery.
function getCursorPosition(canvas, event) {
const rect = canvas.getBoundingClientRect()
const x = event.clientX - rect.left
const y = event.clientY - rect.top
console.log("x: " + x + " y: " + y)
}
const canvas = document.querySelector('canvas')
canvas.addEventListener('mousedown', function(e) {
getCursorPosition(canvas, e)
})
Update (5/5/16): patriques' answer should be used instead, as it's both simpler and more reliable.
Since the canvas isn't always styled relative to the entire page, the canvas.offsetLeft/Top doesn't always return what you need. It will return the number of pixels it is offset relative to its offsetParent element, which can be something like a div element containing the canvas with a position: relative style applied. To account for this you need to loop through the chain of offsetParents, beginning with the canvas element itself. This code works perfectly for me, tested in Firefox and Safari but should work for all.
function relMouseCoords(event){
var totalOffsetX = 0;
var totalOffsetY = 0;
var canvasX = 0;
var canvasY = 0;
var currentElement = this;
do{
totalOffsetX += currentElement.offsetLeft - currentElement.scrollLeft;
totalOffsetY += currentElement.offsetTop - currentElement.scrollTop;
}
while(currentElement = currentElement.offsetParent)
canvasX = event.pageX - totalOffsetX;
canvasY = event.pageY - totalOffsetY;
return {x:canvasX, y:canvasY}
}
HTMLCanvasElement.prototype.relMouseCoords = relMouseCoords;
The last line makes things convenient for getting the mouse coordinates relative to a canvas element. All that's needed to get the useful coordinates is
coords = canvas.relMouseCoords(event);
canvasX = coords.x;
canvasY = coords.y;
Edit 2018: This answer is pretty old and it uses checks for old browsers that are not necessary anymore, as the clientX and clientY properties work in all current browsers. You might want to check out Patriques Answer for a simpler, more recent solution.
Original Answer:
As described in an article i found back then but exists no longer:
var x;
var y;
if (e.pageX || e.pageY) {
x = e.pageX;
y = e.pageY;
}
else {
x = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;
y = e.clientY + document.body.scrollTop + document.documentElement.scrollTop;
}
x -= gCanvasElement.offsetLeft;
y -= gCanvasElement.offsetTop;
Worked perfectly fine for me.
Modern browser's now handle this for you. Chrome, IE9, and Firefox support the offsetX/Y like this, passing in the event from the click handler.
function getRelativeCoords(event) {
return { x: event.offsetX, y: event.offsetY };
}
Most modern browsers also support layerX/Y, however Chrome and IE use layerX/Y for the absolute offset of the click on the page including margin, padding, etc. In Firefox, layerX/Y and offsetX/Y are equivalent, but offset didn't previously exist. So, for compatibility with slightly older browsers, you can use:
function getRelativeCoords(event) {
return { x: event.offsetX || event.layerX, y: event.offsetY || event.layerY };
}
According to fresh Quirksmode the clientX and clientY methods are supported in all major browsers.
So, here it goes - the good, working code that works in a scrolling div on a page with scrollbars:
function getCursorPosition(canvas, event) {
var x, y;
canoffset = $(canvas).offset();
x = event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft - Math.floor(canoffset.left);
y = event.clientY + document.body.scrollTop + document.documentElement.scrollTop - Math.floor(canoffset.top) + 1;
return [x,y];
}
This also requires jQuery for $(canvas).offset().
So this is both simple but a slightly more complicated topic than it seems.
First off there are usually to conflated questions here
How to get element relative mouse coordinates
How to get canvas pixel mouse coordinates for the 2D Canvas API or WebGL
so, answers
How to get element relative mouse coordinates
Whether or not the element is a canvas getting element relative mouse coordinates is the same for all elements.
There are 2 simple answers to the question "How to get canvas relative mouse coordinates"
Simple answer #1 use offsetX and offsetY
canvas.addEventListner('mousemove', (e) => {
const x = e.offsetX;
const y = e.offsetY;
});
This answer works in Chrome, Firefox, and Safari. Unlike all the other event values offsetX and offsetY take CSS transforms into account.
The biggest problem with offsetX and offsetY is as of 2019/05 they don't exist on touch events and so can't be used with iOS Safari. They do exist on Pointer Events which exist in Chrome and Firefox but not Safari although apparently Safari is working on it.
Another issue is the events must be on the canvas itself. If you put them on some other element or the window you can not later choose the canvas to be your point of reference.
Simple answer #2 use clientX, clientY and canvas.getBoundingClientRect
If you don't care about CSS transforms the next simplest answer is to call canvas. getBoundingClientRect() and subtract the left from clientX and top from clientY as in
canvas.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
});
This will work as long as there are no CSS transforms. It also works with touch events and so will work with Safari iOS
canvas.addEventListener('touchmove', (e) => {
const rect = canvas. getBoundingClientRect();
const x = e.touches[0].clientX - rect.left;
const y = e.touches[0].clientY - rect.top;
});
How to get canvas pixel mouse coordinates for the 2D Canvas API
For this we need to take the values we got above and convert from the size the canvas is displayed to the number of pixels in the canvas itself
with canvas.getBoundingClientRect and clientX and clientY
canvas.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
const elementRelativeX = e.clientX - rect.left;
const elementRelativeY = e.clientY - rect.top;
const canvasRelativeX = elementRelativeX * canvas.width / rect.width;
const canvasRelativeY = elementRelativeY * canvas.height / rect.height;
});
or with offsetX and offsetY
canvas.addEventListener('mousemove', (e) => {
const elementRelativeX = e.offsetX;
const elementRelativeY = e.offsetY;
const canvasRelativeX = elementRelativeX * canvas.width / canvas.clientWidth;
const canvasRelativeY = elementRelativeY * canvas.height / canvas.clientHeight;
});
Note: In all cases do not add padding or borders to the canvas. Doing so will massively complicate the code. Instead of you want a border or padding surround the canvas in some other element and add the padding and or border to the outer element.
Working example using event.offsetX, event.offsetY
[...document.querySelectorAll('canvas')].forEach((canvas) => {
const ctx = canvas.getContext('2d');
ctx.canvas.width = ctx.canvas.clientWidth;
ctx.canvas.height = ctx.canvas.clientHeight;
let count = 0;
function draw(e, radius = 1) {
const pos = {
x: e.offsetX * canvas.width / canvas.clientWidth,
y: e.offsetY * canvas.height / canvas.clientHeight,
};
document.querySelector('#debug').textContent = count;
ctx.beginPath();
ctx.arc(pos.x, pos.y, radius, 0, Math.PI * 2);
ctx.fillStyle = hsl((count++ % 100) / 100, 1, 0.5);
ctx.fill();
}
function preventDefault(e) {
e.preventDefault();
}
if (window.PointerEvent) {
canvas.addEventListener('pointermove', (e) => {
draw(e, Math.max(Math.max(e.width, e.height) / 2, 1));
});
canvas.addEventListener('touchstart', preventDefault, {passive: false});
canvas.addEventListener('touchmove', preventDefault, {passive: false});
} else {
canvas.addEventListener('mousemove', draw);
canvas.addEventListener('mousedown', preventDefault);
}
});
function hsl(h, s, l) {
return `hsl(${h * 360 | 0},${s * 100 | 0}%,${l * 100 | 0}%)`;
}
.scene {
width: 200px;
height: 200px;
perspective: 600px;
}
.cube {
width: 100%;
height: 100%;
position: relative;
transform-style: preserve-3d;
animation-duration: 16s;
animation-name: rotate;
animation-iteration-count: infinite;
animation-timing-function: linear;
}
#keyframes rotate {
from { transform: translateZ(-100px) rotateX( 0deg) rotateY( 0deg); }
to { transform: translateZ(-100px) rotateX(360deg) rotateY(720deg); }
}
.cube__face {
position: absolute;
width: 200px;
height: 200px;
display: block;
}
.cube__face--front { background: rgba(255, 0, 0, 0.2); transform: rotateY( 0deg) translateZ(100px); }
.cube__face--right { background: rgba(0, 255, 0, 0.2); transform: rotateY( 90deg) translateZ(100px); }
.cube__face--back { background: rgba(0, 0, 255, 0.2); transform: rotateY(180deg) translateZ(100px); }
.cube__face--left { background: rgba(255, 255, 0, 0.2); transform: rotateY(-90deg) translateZ(100px); }
.cube__face--top { background: rgba(0, 255, 255, 0.2); transform: rotateX( 90deg) translateZ(100px); }
.cube__face--bottom { background: rgba(255, 0, 255, 0.2); transform: rotateX(-90deg) translateZ(100px); }
<div class="scene">
<div class="cube">
<canvas class="cube__face cube__face--front"></canvas>
<canvas class="cube__face cube__face--back"></canvas>
<canvas class="cube__face cube__face--right"></canvas>
<canvas class="cube__face cube__face--left"></canvas>
<canvas class="cube__face cube__face--top"></canvas>
<canvas class="cube__face cube__face--bottom"></canvas>
</div>
</div>
<pre id="debug"></pre>
Working example using canvas.getBoundingClientRect and event.clientX and event.clientY
const canvas = document.querySelector('canvas');
const ctx = canvas.getContext('2d');
ctx.canvas.width = ctx.canvas.clientWidth;
ctx.canvas.height = ctx.canvas.clientHeight;
let count = 0;
function draw(e, radius = 1) {
const rect = canvas.getBoundingClientRect();
const pos = {
x: (e.clientX - rect.left) * canvas.width / canvas.clientWidth,
y: (e.clientY - rect.top) * canvas.height / canvas.clientHeight,
};
ctx.beginPath();
ctx.arc(pos.x, pos.y, radius, 0, Math.PI * 2);
ctx.fillStyle = hsl((count++ % 100) / 100, 1, 0.5);
ctx.fill();
}
function preventDefault(e) {
e.preventDefault();
}
if (window.PointerEvent) {
canvas.addEventListener('pointermove', (e) => {
draw(e, Math.max(Math.max(e.width, e.height) / 2, 1));
});
canvas.addEventListener('touchstart', preventDefault, {passive: false});
canvas.addEventListener('touchmove', preventDefault, {passive: false});
} else {
canvas.addEventListener('mousemove', draw);
canvas.addEventListener('mousedown', preventDefault);
}
function hsl(h, s, l) {
return `hsl(${h * 360 | 0},${s * 100 | 0}%,${l * 100 | 0}%)`;
}
canvas { background: #FED; }
<canvas width="400" height="100" style="width: 300px; height: 200px"></canvas>
<div>canvas deliberately has differnt CSS size vs drawingbuffer size</div>
I made a full demostration that works in every browser with the full source code of the solution of this problem: Coordinates of a mouse click on Canvas in Javascript. To try the demo, copy the code and paste it into a text editor. Then save it as example.html and, finally, open the file with a browser.
Here is a small modification to Ryan Artecona's answer for canvases with a variable (%) width:
HTMLCanvasElement.prototype.relMouseCoords = function (event) {
var totalOffsetX = 0;
var totalOffsetY = 0;
var canvasX = 0;
var canvasY = 0;
var currentElement = this;
do {
totalOffsetX += currentElement.offsetLeft;
totalOffsetY += currentElement.offsetTop;
}
while (currentElement = currentElement.offsetParent)
canvasX = event.pageX - totalOffsetX;
canvasY = event.pageY - totalOffsetY;
// Fix for variable canvas width
canvasX = Math.round( canvasX * (this.width / this.offsetWidth) );
canvasY = Math.round( canvasY * (this.height / this.offsetHeight) );
return {x:canvasX, y:canvasY}
}
Be wary while doing the coordinate conversion; there are multiple non-cross-browser values returned in a click event. Using clientX and clientY alone are not sufficient if the browser window is scrolled (verified in Firefox 3.5 and Chrome 3.0).
This quirks mode article provides a more correct function that can use either pageX or pageY or a combination of clientX with document.body.scrollLeft and clientY with document.body.scrollTop to calculate the click coordinate relative to the document origin.
UPDATE: Additionally, offsetLeft and offsetTop are relative to the padded size of the element, not the interior size. A canvas with the padding: style applied will not report the top-left of its content region as offsetLeft. There are various solutions to this problem; the simplest one may be to clear all border, padding, etc. styles on the canvas itself and instead apply them to a box containing the canvas.
I'm not sure what's the point of all these answers that loop through parent elements and do all kinds of weird stuff.
The HTMLElement.getBoundingClientRect method is designed to to handle actual screen position of any element. This includes scrolling, so stuff like scrollTop is not needed:
(from MDN) The amount of scrolling that has been done of the viewport area (or
any other scrollable element) is taken into account when computing the
bounding rectangle
Normal image
The very simplest approach was already posted here. This is correct as long as no wild CSS rules are involved.
Handling stretched canvas/image
When image pixel width isn't matched by it's CSS width, you'll need to apply some ratio on pixel values:
/* Returns pixel coordinates according to the pixel that's under the mouse cursor**/
HTMLCanvasElement.prototype.relativeCoords = function(event) {
var x,y;
//This is the current screen rectangle of canvas
var rect = this.getBoundingClientRect();
var top = rect.top;
var bottom = rect.bottom;
var left = rect.left;
var right = rect.right;
//Recalculate mouse offsets to relative offsets
x = event.clientX - left;
y = event.clientY - top;
//Also recalculate offsets of canvas is stretched
var width = right - left;
//I use this to reduce number of calculations for images that have normal size
if(this.width!=width) {
var height = bottom - top;
//changes coordinates by ratio
x = x*(this.width/width);
y = y*(this.height/height);
}
//Return as an array
return [x,y];
}
As long as the canvas has no border, it works for stretched images (jsFiddle).
Handling CSS borders
If the canvas has thick border, the things get little complicated. You'll literally need to subtract the border from the bounding rectangle. This can be done using .getComputedStyle. This answer describes the process.
The function then grows up a little:
/* Returns pixel coordinates according to the pixel that's under the mouse cursor**/
HTMLCanvasElement.prototype.relativeCoords = function(event) {
var x,y;
//This is the current screen rectangle of canvas
var rect = this.getBoundingClientRect();
var top = rect.top;
var bottom = rect.bottom;
var left = rect.left;
var right = rect.right;
//Subtract border size
// Get computed style
var styling=getComputedStyle(this,null);
// Turn the border widths in integers
var topBorder=parseInt(styling.getPropertyValue('border-top-width'),10);
var rightBorder=parseInt(styling.getPropertyValue('border-right-width'),10);
var bottomBorder=parseInt(styling.getPropertyValue('border-bottom-width'),10);
var leftBorder=parseInt(styling.getPropertyValue('border-left-width'),10);
//Subtract border from rectangle
left+=leftBorder;
right-=rightBorder;
top+=topBorder;
bottom-=bottomBorder;
//Proceed as usual
...
}
I can't think of anything that would confuse this final function. See yourself at JsFiddle.
Notes
If you don't like modifying the native prototypes, just change the function and call it with (canvas, event) (and replace any this with canvas).
Here is a very nice tutorial-
http://www.html5canvastutorials.com/advanced/html5-canvas-mouse-coordinates/
<canvas id="myCanvas" width="578" height="200"></canvas>
<script>
function writeMessage(canvas, message) {
var context = canvas.getContext('2d');
context.clearRect(0, 0, canvas.width, canvas.height);
context.font = '18pt Calibri';
context.fillStyle = 'black';
context.fillText(message, 10, 25);
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
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;
writeMessage(canvas, message);
}, false);
hope this helps!
Using jQuery in 2016, to get click coordinates relative to the canvas, I do:
$(canvas).click(function(jqEvent) {
var coords = {
x: jqEvent.pageX - $(canvas).offset().left,
y: jqEvent.pageY - $(canvas).offset().top
};
});
This works since both canvas offset() and jqEvent.pageX/Y are relative to the document regardless of scroll position.
Note that if your canvas is scaled then these coordinates are not the same as canvas logical coordinates. To get those, you would also do:
var logicalCoords = {
x: coords.x * (canvas.width / $(canvas).width()),
y: coords.y * (canvas.height / $(canvas).height())
}
I recommend this link-
http://miloq.blogspot.in/2011/05/coordinates-mouse-click-canvas.html
<style type="text/css">
#canvas{background-color: #000;}
</style>
<script type="text/javascript">
document.addEventListener("DOMContentLoaded", init, false);
function init()
{
var canvas = document.getElementById("canvas");
canvas.addEventListener("mousedown", getPosition, false);
}
function getPosition(event)
{
var x = new Number();
var y = new Number();
var canvas = document.getElementById("canvas");
if (event.x != undefined && event.y != undefined)
{
x = event.x;
y = event.y;
}
else // Firefox method to get the position
{
x = event.clientX + document.body.scrollLeft +
document.documentElement.scrollLeft;
y = event.clientY + document.body.scrollTop +
document.documentElement.scrollTop;
}
x -= canvas.offsetLeft;
y -= canvas.offsetTop;
alert("x: " + x + " y: " + y);
}
</script>
In Prototype, use cumulativeOffset() to do the recursive summation as mentioned by Ryan Artecona above.
http://www.prototypejs.org/api/element/cumulativeoffset
You could just do:
var canvas = yourCanvasElement;
var mouseX = (event.clientX - (canvas.offsetLeft - canvas.scrollLeft)) - 2;
var mouseY = (event.clientY - (canvas.offsetTop - canvas.scrollTop)) - 2;
This will give you the exact position of the mouse pointer.
See demo at http://jsbin.com/ApuJOSA/1/edit?html,output .
function mousePositionOnCanvas(e) {
var el=e.target, c=el;
var scaleX = c.width/c.offsetWidth || 1;
var scaleY = c.height/c.offsetHeight || 1;
if (!isNaN(e.offsetX))
return { x:e.offsetX*scaleX, y:e.offsetY*scaleY };
var x=e.pageX, y=e.pageY;
do {
x -= el.offsetLeft;
y -= el.offsetTop;
el = el.offsetParent;
} while (el);
return { x: x*scaleX, y: y*scaleY };
}
I was creating an application having a canvas over a pdf, that involved a lot of resizes of canvas like Zooming the pdf-in and out, and in turn on every zoom-in/out of PDF I had to resize the canvas to adapt the size of the pdf, I went through lot of answers in stackOverflow, and didn't found a perfect solution that will eventually solve the problem.
I was using rxjs and angular 6, and didn't found any answer specific to the newest version.
Here is the entire code snippet that would be helpful, to anyone leveraging rxjs to draw on top of canvas.
private captureEvents(canvasEl: HTMLCanvasElement) {
this.drawingSubscription = fromEvent(canvasEl, 'mousedown')
.pipe(
switchMap((e: any) => {
return fromEvent(canvasEl, 'mousemove')
.pipe(
takeUntil(fromEvent(canvasEl, 'mouseup').do((event: WheelEvent) => {
const prevPos = {
x: null,
y: null
};
})),
takeUntil(fromEvent(canvasEl, 'mouseleave')),
pairwise()
)
})
)
.subscribe((res: [MouseEvent, MouseEvent]) => {
const rect = this.cx.canvas.getBoundingClientRect();
const prevPos = {
x: Math.floor( ( res[0].clientX - rect.left ) / ( rect.right - rect.left ) * this.cx.canvas.width ),
y: Math.floor( ( res[0].clientY - rect.top ) / ( rect.bottom - rect.top ) * this.cx.canvas.height )
};
const currentPos = {
x: Math.floor( ( res[1].clientX - rect.left ) / ( rect.right - rect.left ) * this.cx.canvas.width ),
y: Math.floor( ( res[1].clientY - rect.top ) / ( rect.bottom - rect.top ) * this.cx.canvas.height )
};
this.coordinatesArray[this.file.current_slide - 1].push(prevPos);
this.drawOnCanvas(prevPos, currentPos);
});
}
And here is the snippet that fixes, mouse coordinates relative to size of the canvas, irrespective of how you zoom-in/out the canvas.
const prevPos = {
x: Math.floor( ( res[0].clientX - rect.left ) / ( rect.right - rect.left ) * this.cx.canvas.width ),
y: Math.floor( ( res[0].clientY - rect.top ) / ( rect.bottom - rect.top ) * this.cx.canvas.height )
};
const currentPos = {
x: Math.floor( ( res[1].clientX - rect.left ) / ( rect.right - rect.left ) * this.cx.canvas.width ),
y: Math.floor( ( res[1].clientY - rect.top ) / ( rect.bottom - rect.top ) * this.cx.canvas.height )
};
Here is some modifications of the above Ryan Artecona's solution.
function myGetPxStyle(e,p)
{
var r=window.getComputedStyle?window.getComputedStyle(e,null)[p]:"";
return parseFloat(r);
}
function myGetClick=function(ev)
{
// {x:ev.layerX,y:ev.layerY} doesn't work when zooming with mac chrome 27
// {x:ev.clientX,y:ev.clientY} not supported by mac firefox 21
// document.body.scrollLeft and document.body.scrollTop seem required when scrolling on iPad
// html is not an offsetParent of body but can have non null offsetX or offsetY (case of wordpress 3.5.1 admin pages for instance)
// html.offsetX and html.offsetY don't work with mac firefox 21
var offsetX=0,offsetY=0,e=this,x,y;
var htmls=document.getElementsByTagName("html"),html=(htmls?htmls[0]:0);
do
{
offsetX+=e.offsetLeft-e.scrollLeft;
offsetY+=e.offsetTop-e.scrollTop;
} while (e=e.offsetParent);
if (html)
{
offsetX+=myGetPxStyle(html,"marginLeft");
offsetY+=myGetPxStyle(html,"marginTop");
}
x=ev.pageX-offsetX-document.body.scrollLeft;
y=ev.pageY-offsetY-document.body.scrollTop;
return {x:x,y:y};
}
First, as others have said, you need a function to get the position of the canvas element. Here's a method that's a little more elegant than some of the others on this page (IMHO). You can pass it any element and get its position in the document:
function findPos(obj) {
var curleft = 0, curtop = 0;
if (obj.offsetParent) {
do {
curleft += obj.offsetLeft;
curtop += obj.offsetTop;
} while (obj = obj.offsetParent);
return { x: curleft, y: curtop };
}
return undefined;
}
Now calculate the current position of the cursor relative to that:
$('#canvas').mousemove(function(e) {
var pos = findPos(this);
var x = e.pageX - pos.x;
var y = e.pageY - pos.y;
var coordinateDisplay = "x=" + x + ", y=" + y;
writeCoordinateDisplay(coordinateDisplay);
});
Notice that I've separated the generic findPos function from the event handling code. (As it should be. We should try to keep our functions to one task each.)
The values of offsetLeft and offsetTop are relative to offsetParent, which could be some wrapper div node (or anything else, for that matter). When there is no element wrapping the canvas they're relative to the body, so there is no offset to subtract. This is why we need to determine the position of the canvas before we can do anything else.
Similary, e.pageX and e.pageY give the position of the cursor relative to the document. That's why we subtract the canvas's offset from those values to arrive at the true position.
An alternative for positioned elements is to directly use the values of e.layerX and e.layerY. This is less reliable than the method above for two reasons:
These values are also relative to the entire document when the event does not take place inside a positioned element
They are not part of any standard
ThreeJS r77
var x = event.offsetX == undefined ? event.layerX : event.offsetX;
var y = event.offsetY == undefined ? event.layerY : event.offsetY;
mouse2D.x = ( x / renderer.domElement.width ) * 2 - 1;
mouse2D.y = - ( y / renderer.domElement.height ) * 2 + 1;
After trying many solutions. This worked for me. Might help someone else hence posting. Got it from here
Here is a simplified solution (this doesn't work with borders/scrolling):
function click(event) {
const bound = event.target.getBoundingClientRect();
const xMult = bound.width / can.width;
const yMult = bound.height / can.height;
return {
x: Math.floor(event.offsetX / xMult),
y: Math.floor(event.offsetY / yMult),
};
}
Hey, this is in dojo, just cause it's what I had the code in already for a project.
It should be fairly Obvious how to convert it back to non dojo vanilla JavaScript.
function onMouseClick(e) {
var x = e.clientX;
var y = e.clientY;
}
var canvas = dojo.byId(canvasId);
dojo.connect(canvas,"click",onMouseClick);
Hope that helps.

Pinch to zoom with CSS3

I'm trying to implement pinch-to-zoom gestures exactly as in Google Maps. I watched a talk by Stephen Woods - "Creating Responsive HTML5 Touch Interfaces” - about the issue and used the technique mentioned. The idea is to set the transform origin of the target element at (0, 0) and scale at the point of the transform. Then translate the image to keep it centered at the point of transform.
In my test code scaling works fine. The image zooms in and out fine between subsequent translations. The problem is I am not calculating the translation values properly. I am using jQuery and Hammer.js for touch events. How can I adjust my calculation in the transform callback so that the image stays centered at the point of transform?
The CoffeeScript (#test-resize is a div with a background image)
image = $('#test-resize')
hammer = image.hammer ->
prevent_default: true
scale_treshold: 0
width = image.width()
height = image.height()
toX = 0
toY = 0
translateX = 0
translateY = 0
prevScale = 1
scale = 1
hammer.bind 'transformstart', (event) ->
toX = (event.touches[0].x + event.touches[0].x) / 2
toY = (event.touches[1].y + event.touches[1].y) / 2
hammer.bind 'transform', (event) ->
scale = prevScale * event.scale
shiftX = toX * ((image.width() * scale) - width) / (image.width() * scale)
shiftY = toY * ((image.height() * scale) - height) / (image.height() * scale)
width = image.width() * scale
height = image.height() * scale
translateX -= shiftX
translateY -= shiftY
css = 'translateX(' + #translateX + 'px) translateY(' + #translateY + 'px) scale(' + scale + ')'
image.css '-webkit-transform', css
image.css '-webkit-transform-origin', '0 0'
hammer.bind 'transformend', () ->
prevScale = scale
I managed to get it working.
jsFiddle demo
In the jsFiddle demo, clicking on the image represents a pinch gesture centred at the click point. Subsequent clicks increase the scale factor by a constant amount. To make this useful, you would want to make the scale and translate computations much more often on a transform event (hammer.js provides one).
The key to getting it to work was to correctly compute the point of scale coordinates relative to the image. I used event.clientX/Y to get the screen coordinates. The following lines convert from screen to image coordinates:
x -= offset.left + newX
y -= offset.top + newY
Then we compute a new size for the image and find the distances to translate by. The translation equation is taken from Stephen Woods' talk.
newWidth = image.width() * scale
newHeight = image.height() * scale
newX += -x * (newWidth - image.width) / newWidth
newY += -y * (newHeight - image.height) / newHeight
Finally, we scale and translate
image.css '-webkit-transform', "scale3d(#{scale}, #{scale}, 1)"
wrap.css '-webkit-transform', "translate3d(#{newX}px, #{newY}px, 0)"
We do all our translations on a wrapper element to ensure that the translate-origin stays at the top left of our image.
I successfully used that snippet to resize images on phonegap, using hammer and jquery.
If it interests someone, i translated this to JS.
function attachPinch(wrapperID,imgID)
{
var image = $(imgID);
var wrap = $(wrapperID);
var width = image.width();
var height = image.height();
var newX = 0;
var newY = 0;
var offset = wrap.offset();
$(imgID).hammer().on("pinch", function(event) {
var photo = $(this);
newWidth = photo.width() * event.gesture.scale;
newHeight = photo.height() * event.gesture.scale;
// Convert from screen to image coordinates
var x;
var y;
x -= offset.left + newX;
y -= offset.top + newY;
newX += -x * (newWidth - width) / newWidth;
newY += -y * (newHeight - height) / newHeight;
photo.css('-webkit-transform', "scale3d("+event.gesture.scale+", "+event.gesture.scale+", 1)");
wrap.css('-webkit-transform', "translate3d("+newX+"px, "+newY+"px, 0)");
width = newWidth;
height = newHeight;
});
}
I looked all over the internet, and outernet whatever, until I came across the only working plugin/library - http://cubiq.org/iscroll-4
var myScroll;
myScroll = new iScroll('wrapper');
where wrapper is your id as in id="wrapper"
<div id="wrapper">
<img src="smth.jpg" />
</div>
Not a real answer, but a link to a plug=in that does it all for you. Great work!
https://github.com/timmywil/jquery.panzoom
(Thanks 'Timmywil', who-ever you are)
This is something I wrote a few years back in Java and recently converted to JavaScript
function View()
{
this.pos = {x:0,y:0};
this.Z = 0;
this.zoom = 1;
this.scale = 1.1;
this.Zoom = function(delta,x,y)
{
var X = x-this.pos.x;
var Y = y-this.pos.y;
var scale = this.scale;
if(delta>0) this.Z++;
else
{
this.Z--;
scale = 1/scale;
}
this.zoom = Math.pow(this.scale, this.Z);
this.pos.x+=X-scale*X;
this.pos.y+=Y-scale*Y;
}
}
The this.Zoom = function(delta,x,y) takes:
delta = zoom in or out
x = x position of the zoom origin
y = y position of the zoom origin
A small example:
<script>
var view = new View();
var DivStyle = {x:-123,y:-423,w:300,h:200};
function OnMouseWheel(event)
{
event.preventDefault();
view.Zoom(event.wheelDelta,event.clientX,event.clientY);
div.style.left = (DivStyle.x*view.zoom+view.pos.x)+"px";
div.style.top = (DivStyle.y*view.zoom+view.pos.y)+"px";
div.style.width = (DivStyle.w*view.zoom)+"px";
div.style.height = (DivStyle.h*view.zoom)+"px";
}
function OnMouseMove(event)
{
view.pos = {x:event.clientX,y:event.clientY};
div.style.left = (DivStyle.x*view.zoom+view.pos.x)+"px";
div.style.top = (DivStyle.y*view.zoom+view.pos.y)+"px";
div.style.width = (DivStyle.w*view.zoom)+"px";
div.style.height = (DivStyle.h*view.zoom)+"px";
}
</script>
<body onmousewheel="OnMouseWheel(event)" onmousemove="OnMouseMove(event)">
<div id="div" style="position:absolute;left:-123px;top:-423px;width:300px;height:200px;border:1px solid;"></div>
</body>
This was made with the intention of being used with a canvas and graphics, but it should work perfectly for normal HTML layout

How do I get the coordinates of a mouse click on a canvas element? [duplicate]

This question already has answers here:
Real mouse position in canvas
(5 answers)
Closed 1 year ago.
What's the simplest way to add a click event handler to a canvas element that will return the x and y coordinates of the click (relative to the canvas element)?
No legacy browser compatibility required, Safari, Opera and Firefox will do.
If you like simplicity but still want cross-browser functionality I found this solution worked best for me. This is a simplification of #Aldekein´s solution but without jQuery.
function getCursorPosition(canvas, event) {
const rect = canvas.getBoundingClientRect()
const x = event.clientX - rect.left
const y = event.clientY - rect.top
console.log("x: " + x + " y: " + y)
}
const canvas = document.querySelector('canvas')
canvas.addEventListener('mousedown', function(e) {
getCursorPosition(canvas, e)
})
Update (5/5/16): patriques' answer should be used instead, as it's both simpler and more reliable.
Since the canvas isn't always styled relative to the entire page, the canvas.offsetLeft/Top doesn't always return what you need. It will return the number of pixels it is offset relative to its offsetParent element, which can be something like a div element containing the canvas with a position: relative style applied. To account for this you need to loop through the chain of offsetParents, beginning with the canvas element itself. This code works perfectly for me, tested in Firefox and Safari but should work for all.
function relMouseCoords(event){
var totalOffsetX = 0;
var totalOffsetY = 0;
var canvasX = 0;
var canvasY = 0;
var currentElement = this;
do{
totalOffsetX += currentElement.offsetLeft - currentElement.scrollLeft;
totalOffsetY += currentElement.offsetTop - currentElement.scrollTop;
}
while(currentElement = currentElement.offsetParent)
canvasX = event.pageX - totalOffsetX;
canvasY = event.pageY - totalOffsetY;
return {x:canvasX, y:canvasY}
}
HTMLCanvasElement.prototype.relMouseCoords = relMouseCoords;
The last line makes things convenient for getting the mouse coordinates relative to a canvas element. All that's needed to get the useful coordinates is
coords = canvas.relMouseCoords(event);
canvasX = coords.x;
canvasY = coords.y;
Edit 2018: This answer is pretty old and it uses checks for old browsers that are not necessary anymore, as the clientX and clientY properties work in all current browsers. You might want to check out Patriques Answer for a simpler, more recent solution.
Original Answer:
As described in an article i found back then but exists no longer:
var x;
var y;
if (e.pageX || e.pageY) {
x = e.pageX;
y = e.pageY;
}
else {
x = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;
y = e.clientY + document.body.scrollTop + document.documentElement.scrollTop;
}
x -= gCanvasElement.offsetLeft;
y -= gCanvasElement.offsetTop;
Worked perfectly fine for me.
Modern browser's now handle this for you. Chrome, IE9, and Firefox support the offsetX/Y like this, passing in the event from the click handler.
function getRelativeCoords(event) {
return { x: event.offsetX, y: event.offsetY };
}
Most modern browsers also support layerX/Y, however Chrome and IE use layerX/Y for the absolute offset of the click on the page including margin, padding, etc. In Firefox, layerX/Y and offsetX/Y are equivalent, but offset didn't previously exist. So, for compatibility with slightly older browsers, you can use:
function getRelativeCoords(event) {
return { x: event.offsetX || event.layerX, y: event.offsetY || event.layerY };
}
According to fresh Quirksmode the clientX and clientY methods are supported in all major browsers.
So, here it goes - the good, working code that works in a scrolling div on a page with scrollbars:
function getCursorPosition(canvas, event) {
var x, y;
canoffset = $(canvas).offset();
x = event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft - Math.floor(canoffset.left);
y = event.clientY + document.body.scrollTop + document.documentElement.scrollTop - Math.floor(canoffset.top) + 1;
return [x,y];
}
This also requires jQuery for $(canvas).offset().
So this is both simple but a slightly more complicated topic than it seems.
First off there are usually to conflated questions here
How to get element relative mouse coordinates
How to get canvas pixel mouse coordinates for the 2D Canvas API or WebGL
so, answers
How to get element relative mouse coordinates
Whether or not the element is a canvas getting element relative mouse coordinates is the same for all elements.
There are 2 simple answers to the question "How to get canvas relative mouse coordinates"
Simple answer #1 use offsetX and offsetY
canvas.addEventListner('mousemove', (e) => {
const x = e.offsetX;
const y = e.offsetY;
});
This answer works in Chrome, Firefox, and Safari. Unlike all the other event values offsetX and offsetY take CSS transforms into account.
The biggest problem with offsetX and offsetY is as of 2019/05 they don't exist on touch events and so can't be used with iOS Safari. They do exist on Pointer Events which exist in Chrome and Firefox but not Safari although apparently Safari is working on it.
Another issue is the events must be on the canvas itself. If you put them on some other element or the window you can not later choose the canvas to be your point of reference.
Simple answer #2 use clientX, clientY and canvas.getBoundingClientRect
If you don't care about CSS transforms the next simplest answer is to call canvas. getBoundingClientRect() and subtract the left from clientX and top from clientY as in
canvas.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
});
This will work as long as there are no CSS transforms. It also works with touch events and so will work with Safari iOS
canvas.addEventListener('touchmove', (e) => {
const rect = canvas. getBoundingClientRect();
const x = e.touches[0].clientX - rect.left;
const y = e.touches[0].clientY - rect.top;
});
How to get canvas pixel mouse coordinates for the 2D Canvas API
For this we need to take the values we got above and convert from the size the canvas is displayed to the number of pixels in the canvas itself
with canvas.getBoundingClientRect and clientX and clientY
canvas.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
const elementRelativeX = e.clientX - rect.left;
const elementRelativeY = e.clientY - rect.top;
const canvasRelativeX = elementRelativeX * canvas.width / rect.width;
const canvasRelativeY = elementRelativeY * canvas.height / rect.height;
});
or with offsetX and offsetY
canvas.addEventListener('mousemove', (e) => {
const elementRelativeX = e.offsetX;
const elementRelativeY = e.offsetY;
const canvasRelativeX = elementRelativeX * canvas.width / canvas.clientWidth;
const canvasRelativeY = elementRelativeY * canvas.height / canvas.clientHeight;
});
Note: In all cases do not add padding or borders to the canvas. Doing so will massively complicate the code. Instead of you want a border or padding surround the canvas in some other element and add the padding and or border to the outer element.
Working example using event.offsetX, event.offsetY
[...document.querySelectorAll('canvas')].forEach((canvas) => {
const ctx = canvas.getContext('2d');
ctx.canvas.width = ctx.canvas.clientWidth;
ctx.canvas.height = ctx.canvas.clientHeight;
let count = 0;
function draw(e, radius = 1) {
const pos = {
x: e.offsetX * canvas.width / canvas.clientWidth,
y: e.offsetY * canvas.height / canvas.clientHeight,
};
document.querySelector('#debug').textContent = count;
ctx.beginPath();
ctx.arc(pos.x, pos.y, radius, 0, Math.PI * 2);
ctx.fillStyle = hsl((count++ % 100) / 100, 1, 0.5);
ctx.fill();
}
function preventDefault(e) {
e.preventDefault();
}
if (window.PointerEvent) {
canvas.addEventListener('pointermove', (e) => {
draw(e, Math.max(Math.max(e.width, e.height) / 2, 1));
});
canvas.addEventListener('touchstart', preventDefault, {passive: false});
canvas.addEventListener('touchmove', preventDefault, {passive: false});
} else {
canvas.addEventListener('mousemove', draw);
canvas.addEventListener('mousedown', preventDefault);
}
});
function hsl(h, s, l) {
return `hsl(${h * 360 | 0},${s * 100 | 0}%,${l * 100 | 0}%)`;
}
.scene {
width: 200px;
height: 200px;
perspective: 600px;
}
.cube {
width: 100%;
height: 100%;
position: relative;
transform-style: preserve-3d;
animation-duration: 16s;
animation-name: rotate;
animation-iteration-count: infinite;
animation-timing-function: linear;
}
#keyframes rotate {
from { transform: translateZ(-100px) rotateX( 0deg) rotateY( 0deg); }
to { transform: translateZ(-100px) rotateX(360deg) rotateY(720deg); }
}
.cube__face {
position: absolute;
width: 200px;
height: 200px;
display: block;
}
.cube__face--front { background: rgba(255, 0, 0, 0.2); transform: rotateY( 0deg) translateZ(100px); }
.cube__face--right { background: rgba(0, 255, 0, 0.2); transform: rotateY( 90deg) translateZ(100px); }
.cube__face--back { background: rgba(0, 0, 255, 0.2); transform: rotateY(180deg) translateZ(100px); }
.cube__face--left { background: rgba(255, 255, 0, 0.2); transform: rotateY(-90deg) translateZ(100px); }
.cube__face--top { background: rgba(0, 255, 255, 0.2); transform: rotateX( 90deg) translateZ(100px); }
.cube__face--bottom { background: rgba(255, 0, 255, 0.2); transform: rotateX(-90deg) translateZ(100px); }
<div class="scene">
<div class="cube">
<canvas class="cube__face cube__face--front"></canvas>
<canvas class="cube__face cube__face--back"></canvas>
<canvas class="cube__face cube__face--right"></canvas>
<canvas class="cube__face cube__face--left"></canvas>
<canvas class="cube__face cube__face--top"></canvas>
<canvas class="cube__face cube__face--bottom"></canvas>
</div>
</div>
<pre id="debug"></pre>
Working example using canvas.getBoundingClientRect and event.clientX and event.clientY
const canvas = document.querySelector('canvas');
const ctx = canvas.getContext('2d');
ctx.canvas.width = ctx.canvas.clientWidth;
ctx.canvas.height = ctx.canvas.clientHeight;
let count = 0;
function draw(e, radius = 1) {
const rect = canvas.getBoundingClientRect();
const pos = {
x: (e.clientX - rect.left) * canvas.width / canvas.clientWidth,
y: (e.clientY - rect.top) * canvas.height / canvas.clientHeight,
};
ctx.beginPath();
ctx.arc(pos.x, pos.y, radius, 0, Math.PI * 2);
ctx.fillStyle = hsl((count++ % 100) / 100, 1, 0.5);
ctx.fill();
}
function preventDefault(e) {
e.preventDefault();
}
if (window.PointerEvent) {
canvas.addEventListener('pointermove', (e) => {
draw(e, Math.max(Math.max(e.width, e.height) / 2, 1));
});
canvas.addEventListener('touchstart', preventDefault, {passive: false});
canvas.addEventListener('touchmove', preventDefault, {passive: false});
} else {
canvas.addEventListener('mousemove', draw);
canvas.addEventListener('mousedown', preventDefault);
}
function hsl(h, s, l) {
return `hsl(${h * 360 | 0},${s * 100 | 0}%,${l * 100 | 0}%)`;
}
canvas { background: #FED; }
<canvas width="400" height="100" style="width: 300px; height: 200px"></canvas>
<div>canvas deliberately has differnt CSS size vs drawingbuffer size</div>
I made a full demostration that works in every browser with the full source code of the solution of this problem: Coordinates of a mouse click on Canvas in Javascript. To try the demo, copy the code and paste it into a text editor. Then save it as example.html and, finally, open the file with a browser.
Here is a small modification to Ryan Artecona's answer for canvases with a variable (%) width:
HTMLCanvasElement.prototype.relMouseCoords = function (event) {
var totalOffsetX = 0;
var totalOffsetY = 0;
var canvasX = 0;
var canvasY = 0;
var currentElement = this;
do {
totalOffsetX += currentElement.offsetLeft;
totalOffsetY += currentElement.offsetTop;
}
while (currentElement = currentElement.offsetParent)
canvasX = event.pageX - totalOffsetX;
canvasY = event.pageY - totalOffsetY;
// Fix for variable canvas width
canvasX = Math.round( canvasX * (this.width / this.offsetWidth) );
canvasY = Math.round( canvasY * (this.height / this.offsetHeight) );
return {x:canvasX, y:canvasY}
}
Be wary while doing the coordinate conversion; there are multiple non-cross-browser values returned in a click event. Using clientX and clientY alone are not sufficient if the browser window is scrolled (verified in Firefox 3.5 and Chrome 3.0).
This quirks mode article provides a more correct function that can use either pageX or pageY or a combination of clientX with document.body.scrollLeft and clientY with document.body.scrollTop to calculate the click coordinate relative to the document origin.
UPDATE: Additionally, offsetLeft and offsetTop are relative to the padded size of the element, not the interior size. A canvas with the padding: style applied will not report the top-left of its content region as offsetLeft. There are various solutions to this problem; the simplest one may be to clear all border, padding, etc. styles on the canvas itself and instead apply them to a box containing the canvas.
I'm not sure what's the point of all these answers that loop through parent elements and do all kinds of weird stuff.
The HTMLElement.getBoundingClientRect method is designed to to handle actual screen position of any element. This includes scrolling, so stuff like scrollTop is not needed:
(from MDN) The amount of scrolling that has been done of the viewport area (or
any other scrollable element) is taken into account when computing the
bounding rectangle
Normal image
The very simplest approach was already posted here. This is correct as long as no wild CSS rules are involved.
Handling stretched canvas/image
When image pixel width isn't matched by it's CSS width, you'll need to apply some ratio on pixel values:
/* Returns pixel coordinates according to the pixel that's under the mouse cursor**/
HTMLCanvasElement.prototype.relativeCoords = function(event) {
var x,y;
//This is the current screen rectangle of canvas
var rect = this.getBoundingClientRect();
var top = rect.top;
var bottom = rect.bottom;
var left = rect.left;
var right = rect.right;
//Recalculate mouse offsets to relative offsets
x = event.clientX - left;
y = event.clientY - top;
//Also recalculate offsets of canvas is stretched
var width = right - left;
//I use this to reduce number of calculations for images that have normal size
if(this.width!=width) {
var height = bottom - top;
//changes coordinates by ratio
x = x*(this.width/width);
y = y*(this.height/height);
}
//Return as an array
return [x,y];
}
As long as the canvas has no border, it works for stretched images (jsFiddle).
Handling CSS borders
If the canvas has thick border, the things get little complicated. You'll literally need to subtract the border from the bounding rectangle. This can be done using .getComputedStyle. This answer describes the process.
The function then grows up a little:
/* Returns pixel coordinates according to the pixel that's under the mouse cursor**/
HTMLCanvasElement.prototype.relativeCoords = function(event) {
var x,y;
//This is the current screen rectangle of canvas
var rect = this.getBoundingClientRect();
var top = rect.top;
var bottom = rect.bottom;
var left = rect.left;
var right = rect.right;
//Subtract border size
// Get computed style
var styling=getComputedStyle(this,null);
// Turn the border widths in integers
var topBorder=parseInt(styling.getPropertyValue('border-top-width'),10);
var rightBorder=parseInt(styling.getPropertyValue('border-right-width'),10);
var bottomBorder=parseInt(styling.getPropertyValue('border-bottom-width'),10);
var leftBorder=parseInt(styling.getPropertyValue('border-left-width'),10);
//Subtract border from rectangle
left+=leftBorder;
right-=rightBorder;
top+=topBorder;
bottom-=bottomBorder;
//Proceed as usual
...
}
I can't think of anything that would confuse this final function. See yourself at JsFiddle.
Notes
If you don't like modifying the native prototypes, just change the function and call it with (canvas, event) (and replace any this with canvas).
Here is a very nice tutorial-
http://www.html5canvastutorials.com/advanced/html5-canvas-mouse-coordinates/
<canvas id="myCanvas" width="578" height="200"></canvas>
<script>
function writeMessage(canvas, message) {
var context = canvas.getContext('2d');
context.clearRect(0, 0, canvas.width, canvas.height);
context.font = '18pt Calibri';
context.fillStyle = 'black';
context.fillText(message, 10, 25);
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
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;
writeMessage(canvas, message);
}, false);
hope this helps!
Using jQuery in 2016, to get click coordinates relative to the canvas, I do:
$(canvas).click(function(jqEvent) {
var coords = {
x: jqEvent.pageX - $(canvas).offset().left,
y: jqEvent.pageY - $(canvas).offset().top
};
});
This works since both canvas offset() and jqEvent.pageX/Y are relative to the document regardless of scroll position.
Note that if your canvas is scaled then these coordinates are not the same as canvas logical coordinates. To get those, you would also do:
var logicalCoords = {
x: coords.x * (canvas.width / $(canvas).width()),
y: coords.y * (canvas.height / $(canvas).height())
}
I recommend this link-
http://miloq.blogspot.in/2011/05/coordinates-mouse-click-canvas.html
<style type="text/css">
#canvas{background-color: #000;}
</style>
<script type="text/javascript">
document.addEventListener("DOMContentLoaded", init, false);
function init()
{
var canvas = document.getElementById("canvas");
canvas.addEventListener("mousedown", getPosition, false);
}
function getPosition(event)
{
var x = new Number();
var y = new Number();
var canvas = document.getElementById("canvas");
if (event.x != undefined && event.y != undefined)
{
x = event.x;
y = event.y;
}
else // Firefox method to get the position
{
x = event.clientX + document.body.scrollLeft +
document.documentElement.scrollLeft;
y = event.clientY + document.body.scrollTop +
document.documentElement.scrollTop;
}
x -= canvas.offsetLeft;
y -= canvas.offsetTop;
alert("x: " + x + " y: " + y);
}
</script>
In Prototype, use cumulativeOffset() to do the recursive summation as mentioned by Ryan Artecona above.
http://www.prototypejs.org/api/element/cumulativeoffset
You could just do:
var canvas = yourCanvasElement;
var mouseX = (event.clientX - (canvas.offsetLeft - canvas.scrollLeft)) - 2;
var mouseY = (event.clientY - (canvas.offsetTop - canvas.scrollTop)) - 2;
This will give you the exact position of the mouse pointer.
See demo at http://jsbin.com/ApuJOSA/1/edit?html,output .
function mousePositionOnCanvas(e) {
var el=e.target, c=el;
var scaleX = c.width/c.offsetWidth || 1;
var scaleY = c.height/c.offsetHeight || 1;
if (!isNaN(e.offsetX))
return { x:e.offsetX*scaleX, y:e.offsetY*scaleY };
var x=e.pageX, y=e.pageY;
do {
x -= el.offsetLeft;
y -= el.offsetTop;
el = el.offsetParent;
} while (el);
return { x: x*scaleX, y: y*scaleY };
}
I was creating an application having a canvas over a pdf, that involved a lot of resizes of canvas like Zooming the pdf-in and out, and in turn on every zoom-in/out of PDF I had to resize the canvas to adapt the size of the pdf, I went through lot of answers in stackOverflow, and didn't found a perfect solution that will eventually solve the problem.
I was using rxjs and angular 6, and didn't found any answer specific to the newest version.
Here is the entire code snippet that would be helpful, to anyone leveraging rxjs to draw on top of canvas.
private captureEvents(canvasEl: HTMLCanvasElement) {
this.drawingSubscription = fromEvent(canvasEl, 'mousedown')
.pipe(
switchMap((e: any) => {
return fromEvent(canvasEl, 'mousemove')
.pipe(
takeUntil(fromEvent(canvasEl, 'mouseup').do((event: WheelEvent) => {
const prevPos = {
x: null,
y: null
};
})),
takeUntil(fromEvent(canvasEl, 'mouseleave')),
pairwise()
)
})
)
.subscribe((res: [MouseEvent, MouseEvent]) => {
const rect = this.cx.canvas.getBoundingClientRect();
const prevPos = {
x: Math.floor( ( res[0].clientX - rect.left ) / ( rect.right - rect.left ) * this.cx.canvas.width ),
y: Math.floor( ( res[0].clientY - rect.top ) / ( rect.bottom - rect.top ) * this.cx.canvas.height )
};
const currentPos = {
x: Math.floor( ( res[1].clientX - rect.left ) / ( rect.right - rect.left ) * this.cx.canvas.width ),
y: Math.floor( ( res[1].clientY - rect.top ) / ( rect.bottom - rect.top ) * this.cx.canvas.height )
};
this.coordinatesArray[this.file.current_slide - 1].push(prevPos);
this.drawOnCanvas(prevPos, currentPos);
});
}
And here is the snippet that fixes, mouse coordinates relative to size of the canvas, irrespective of how you zoom-in/out the canvas.
const prevPos = {
x: Math.floor( ( res[0].clientX - rect.left ) / ( rect.right - rect.left ) * this.cx.canvas.width ),
y: Math.floor( ( res[0].clientY - rect.top ) / ( rect.bottom - rect.top ) * this.cx.canvas.height )
};
const currentPos = {
x: Math.floor( ( res[1].clientX - rect.left ) / ( rect.right - rect.left ) * this.cx.canvas.width ),
y: Math.floor( ( res[1].clientY - rect.top ) / ( rect.bottom - rect.top ) * this.cx.canvas.height )
};
Here is some modifications of the above Ryan Artecona's solution.
function myGetPxStyle(e,p)
{
var r=window.getComputedStyle?window.getComputedStyle(e,null)[p]:"";
return parseFloat(r);
}
function myGetClick=function(ev)
{
// {x:ev.layerX,y:ev.layerY} doesn't work when zooming with mac chrome 27
// {x:ev.clientX,y:ev.clientY} not supported by mac firefox 21
// document.body.scrollLeft and document.body.scrollTop seem required when scrolling on iPad
// html is not an offsetParent of body but can have non null offsetX or offsetY (case of wordpress 3.5.1 admin pages for instance)
// html.offsetX and html.offsetY don't work with mac firefox 21
var offsetX=0,offsetY=0,e=this,x,y;
var htmls=document.getElementsByTagName("html"),html=(htmls?htmls[0]:0);
do
{
offsetX+=e.offsetLeft-e.scrollLeft;
offsetY+=e.offsetTop-e.scrollTop;
} while (e=e.offsetParent);
if (html)
{
offsetX+=myGetPxStyle(html,"marginLeft");
offsetY+=myGetPxStyle(html,"marginTop");
}
x=ev.pageX-offsetX-document.body.scrollLeft;
y=ev.pageY-offsetY-document.body.scrollTop;
return {x:x,y:y};
}
First, as others have said, you need a function to get the position of the canvas element. Here's a method that's a little more elegant than some of the others on this page (IMHO). You can pass it any element and get its position in the document:
function findPos(obj) {
var curleft = 0, curtop = 0;
if (obj.offsetParent) {
do {
curleft += obj.offsetLeft;
curtop += obj.offsetTop;
} while (obj = obj.offsetParent);
return { x: curleft, y: curtop };
}
return undefined;
}
Now calculate the current position of the cursor relative to that:
$('#canvas').mousemove(function(e) {
var pos = findPos(this);
var x = e.pageX - pos.x;
var y = e.pageY - pos.y;
var coordinateDisplay = "x=" + x + ", y=" + y;
writeCoordinateDisplay(coordinateDisplay);
});
Notice that I've separated the generic findPos function from the event handling code. (As it should be. We should try to keep our functions to one task each.)
The values of offsetLeft and offsetTop are relative to offsetParent, which could be some wrapper div node (or anything else, for that matter). When there is no element wrapping the canvas they're relative to the body, so there is no offset to subtract. This is why we need to determine the position of the canvas before we can do anything else.
Similary, e.pageX and e.pageY give the position of the cursor relative to the document. That's why we subtract the canvas's offset from those values to arrive at the true position.
An alternative for positioned elements is to directly use the values of e.layerX and e.layerY. This is less reliable than the method above for two reasons:
These values are also relative to the entire document when the event does not take place inside a positioned element
They are not part of any standard
ThreeJS r77
var x = event.offsetX == undefined ? event.layerX : event.offsetX;
var y = event.offsetY == undefined ? event.layerY : event.offsetY;
mouse2D.x = ( x / renderer.domElement.width ) * 2 - 1;
mouse2D.y = - ( y / renderer.domElement.height ) * 2 + 1;
After trying many solutions. This worked for me. Might help someone else hence posting. Got it from here
Here is a simplified solution (this doesn't work with borders/scrolling):
function click(event) {
const bound = event.target.getBoundingClientRect();
const xMult = bound.width / can.width;
const yMult = bound.height / can.height;
return {
x: Math.floor(event.offsetX / xMult),
y: Math.floor(event.offsetY / yMult),
};
}
Hey, this is in dojo, just cause it's what I had the code in already for a project.
It should be fairly Obvious how to convert it back to non dojo vanilla JavaScript.
function onMouseClick(e) {
var x = e.clientX;
var y = e.clientY;
}
var canvas = dojo.byId(canvasId);
dojo.connect(canvas,"click",onMouseClick);
Hope that helps.

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