svg path gets scribling ,when drawing on line at mozila firefox - javascript

Is there is anyway stop the scribling
normal(chrome) image:
scribled image(firefox):
I am using code to generate drawing path
document.createElementNS(NS, "path");
Here is the JsFiddle : JSFIDDLE

The problem here seems to be a difference between how offsetX and offsetY are implemented between Chrome and Firefox.
In Firefox, when you cross the red line, the offsetX and offsetY values being returned are relative to the top-left of the red line, not the SVG. Which is why your line values are jumping to the top of the screen and left a bit.
I am not sure whether this is a bug in Firefox or not.
In any case, you should not really be using offsetX and offsetY for this purpose. The "correct" approach is normally to get the clientX and clientY coords and translate them to SVG coordinates.
function screenToSVG(clientX, clientY)
{
// Create an SVGPoint for future math
var pt = svg.createSVGPoint();
pt.x = clientX;
pt.y = clientY;
// Apply the inverse of the CTM (SVG Current Transform Matrix) to get
// the equivalent point in SVG coordinate space
return pt.matrixTransform(svg.getScreenCTM().inverse());
}
The advantage of this approach is that it works even if the SVG is not drawn at 1:1 scale. For example if it has a viewBox.
(function() {
var stage = jQuery('#stage');
var isMouseDown = false;
var NS = "http://www.w3.org/2000/svg";
var penCount = 0;
stage.on('mousedown', mouseDown);
stage.on('mousemove', mouseMove);
stage.on('mouseup', mouseUp);
$('#stageClear').on('click',()=>{
$('.shape').remove()
})
function mouseDown(event) {
var pt = screenToSVG(event.clientX, event.clientY);
isMouseDown = true;
var shape = document.createElementNS(NS, "path");
shape.setAttribute("class", "shape");
shape.setAttribute("fill", "transparent");
shape.setAttribute("id", "pen" + penCount);
shape.setAttribute("stroke", "#2795ee");
shape.setAttribute("stroke-width", "4px");
shape.setAttribute("strokeLinecap", "round");
shape.setAttribute("d", "M " + pt.x + " " + pt.y + " ");
shape.setAttribute("pointer-events", "none");
stage.append(shape);
++penCount;
}
function mouseMove(event) {
var pt = screenToSVG(event.clientX, event.clientY);
if (isMouseDown) {
var depth = jQuery('#pen' + (penCount - 1)).attr("d");
jQuery('#pen' + (penCount - 1)).attr("d", depth + "L " + pt.x + " " + pt.y + " ");
}
}
function mouseUp(event) {
isMouseDown = false;
}
function screenToSVG(clientX, clientY)
{
// Create an SVGPoint for future math
var svg = stage[0];
var pt = svg.createSVGPoint();
pt.x = clientX;
pt.y = clientY;
// Apply the inverse of the CTM (SVG Current Transform Matrix) to get
// the equivalent point in SVG coordinate space
return pt.matrixTransform(svg.getScreenCTM().inverse());
}
})();
#stage{
width:100%;
height:610px;
border:1px solid;
}
#stageClear{
cursor:pointer;
}
#stagetext{
user-select:none;
-moz-user-select:none;
-ms-user-select:none;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<svg id="stage" >
<text id="stagetext" x="10" y="10px">draw on the stage using mouse</text>
<line x1="50" y1="300" x2="800" y2="300" style="stroke:rgb(255,0,0);stroke-width:2" />
</svg>
<button id="stageClear"> clear</button>

Related

Dragging a rectangle in Raphael JS bounces back and forth

In this jsFiddle I have a Raphael JS grid with a rectangle that I need to move snapped to a grid. The rectangle has four red handles in each corner, and when it moves the handles move as well.
So far I can move the rectangle around (that works fine) but when I try to move it to the left the rectangle flickers and bounces back and forth. Could the problem be that I'm setting the x rectangle coordinate inside the drag move function? Any ideas will be greatly appreciated.
var move = function(dx, dy) {
rect.attr("x", ox + dx);
rect.attr("y", oy + dy);
leftTop.attr("x", ox1 + dx);
leftTop.attr("y", oy1 + dy);
rightTop.attr("x", ox2 + dx);
rightTop.attr("y", oy2 + dy);
leftBottom.attr("x", ox3 + dx);
leftBottom.attr("y", oy3 + dy);
rightBottom.attr("x", ox4 + dx);
rightBottom.attr("y", oy4 + dy);
if ((dx - lastdx) < 0)
seeMoveLeft(rect, leftTop, rightTop,
leftBottom, rightBottom);
lastdx = dx;
};
var up = function() {};
rect.drag(move, start, up);
var seeMoveLeft = function (rect, leftTop, rightTop,
leftBottom, rightBottom){
var left = rect.attr('x');
// find next left grid
var found = false;
var min = left - 40;
for (var i=left; i>=min; i--){
if (i % 40 == 0) {
found = true;
break;
}
}
if (found) {
var diff = left - i;
rect.attr('x', i);
var lt = leftTop.attr('x');
leftTop.attr('x', lt - diff);
var rt = rightTop.attr('x');
rightTop.attr('x', rt - diff);
var lb = leftBottom.attr('x');
leftBottom.attr('x', lb - diff);
var rb = rightBottom.attr('x');
rightBottom.attr('x', rb - diff);
}
}
The problem is that you set the new x of rect here:
rect.attr("x", ox + dx);
Then you modify it here:
if ((dx - lastdx) < 0)
seeMoveLeft(rect, leftTop, rightTop,
leftBottom, rightBottom);
But since move function is based on the mousemove event, sometimes, you'll get the same dx value 2 times in a row. This is normal with mousemove event, especially if you move slow. You can try it below, each time the clientX stays the same, the window will turn green.
var lastClientX;
window.addEventListener('mousemove', (e) => {
if (lastClientX && e.clientX === lastClientX) {
document.body.style.backgroundColor = 'green';
} else {
document.body.style.backgroundColor = 'yellow';
}
lastClientX = e.clientX;
})
body {
width: 100%;
height 100%;
}
What happens in your case when you have 2 consecutive identical dx is that x - lastdx won't validate and so the position won't be adjusted and will stay at rect.attr("x", ox + dx);. So first move event, the position is adjusted to the grid with seeMoveLeft, next, the position changes but isn't adjusted because dx is not smaller than lastdx, it's equal. Hence the flicker you see.
Simplest way to correct, would be to skip the positionning if dx is the same as lastdx. Like this:
if(lastdx !== dx){
rect.attr("x", ox + dx);
leftTop.attr("x", ox1 + dx);
rightTop.attr("x", ox2 + dx);
leftBottom.attr("x", ox3 + dx);
rightBottom.attr("x", ox4 + dx);
}
https://jsfiddle.net/ce7sh9ov/1/

Javascript create SVG path bottom up vs top down

I have a page that shows a grid of job positions and I am showing the progression from one to another by using SVG + paths to draw the connection between boxes.
My code is working just fine when I am connecting an element at the top to one at the bottom. It is finding the XY of the top box and the XY of the bottom box and connects the two.
My issue is I want to flip this code and go from the bottom up. This means I need the top XY of the bottom element and the bottom XY of the top element and draw the path.
I have been trying to flip offsets around and basically do the opposite of what is working but I think my math is wrong somewhere.
Here is what the top down approach looks like. Works just fine.
The bottom up approach however is not correct. Theres some math errors somewhere and the calculations are causing the SVG to be cut off.
I believe the answer lies within the connectElements() function as that is where the coordinates are determined.
Any thoughts on how I can get these calculations corrected?
Fiddle: http://jsfiddle.net/Ly59a2hf/2/
JS Code:
function getOffset(el) {
var rect = el.getBoundingClientRect();
return {
left: rect.left + window.pageXOffset,
top: rect.top + window.pageYOffset,
width: rect.width || el.offsetWidth,
height: rect.height || el.offsetHeight
};
}
function drawPath(svg, path, startX, startY, endX, endY) {
// get the path's stroke width (if one wanted to be really precize, one could use half the stroke size)
var style = getComputedStyle(path)
var stroke = parseFloat(style.strokeWidth);
// check if the svg is big enough to draw the path, if not, set heigh/width
if (svg.getAttribute("height") < endY) svg.setAttribute("height", endY);
if (svg.getAttribute("width") < (startX + stroke)) svg.setAttribute("width", (startX + stroke));
if (svg.getAttribute("width") < (endX + stroke * 3)) svg.setAttribute("width", (endX + stroke * 3));
var deltaX = (endX - startX) * 0.15;
var deltaY = (endY - startY) * 0.15;
// for further calculations which ever is the shortest distance
var delta = deltaY < absolute(deltaX) ? deltaY : absolute(deltaX);
// set sweep-flag (counter/clock-wise)
// if start element is closer to the left edge,
// draw the first arc counter-clockwise, and the second one clock-wise
var arc1 = 0;
var arc2 = 1;
if (startX > endX) {
arc1 = 1;
arc2 = 0;
}
// draw tha pipe-like path
// 1. move a bit down, 2. arch, 3. move a bit to the right, 4.arch, 5. move down to the end
path.setAttribute("d", "M" + startX + " " + startY +
" V" + (startY + delta) +
" A" + delta + " " + delta + " 0 0 " + arc1 + " " + (startX + delta * signum(deltaX)) + " " + (startY + 2 * delta) +
" H" + (endX - delta * signum(deltaX)) +
" A" + delta + " " + delta + " 0 0 " + arc2 + " " + endX + " " + (startY + 3 * delta) +
" V" + (endY - 30));
}
function connectElements(svg, path, startElem, endElem, type, direction) {
// Define our container
var svgContainer = document.getElementById('svgContainer'),
svgTop = getOffset(svgContainer).top,
svgLeft = getOffset(svgContainer).left,
startX,
startY,
endX,
endY,
startCoord = startElem,
endCoord = endElem;
console.log(svg, path, startElem, endElem, type, direction)
/**
* bottomUp - This means we need the top XY of the starting box and the bottom XY of the destination box
* topDown - This means we need the bottom XY of the starting box and the top XY of the destination box
*/
switch (direction) {
case 'bottomUp': // Not Working
// Calculate path's start (x,y) coords
// We want the x coordinate to visually result in the element's mid point
startX = getOffset(startCoord).left + 0.5 * getOffset(startElem).width - svgLeft; // x = left offset + 0.5*width - svg's left offset
startY = getOffset(startCoord).top + getOffset(startElem).height - svgTop; // y = top offset + height - svg's top offset
// Calculate path's end (x,y) coords
endX = endCoord.getBoundingClientRect().left + 0.5 * endElem.offsetWidth - svgLeft;
endY = endCoord.getBoundingClientRect().top - svgTop;
break;
case 'topDown': // Working
// If first element is lower than the second, swap!
if (startElem.offsetTop > endElem.offsetTop) {
var temp = startElem;
startElem = endElem;
endElem = temp;
}
// Calculate path's start (x,y) coords
// We want the x coordinate to visually result in the element's mid point
startX = getOffset(startCoord).left + 0.5 * getOffset(startElem).width - svgLeft; // x = left offset + 0.5*width - svg's left offset
startY = getOffset(startCoord).top + getOffset(startElem).height - svgTop; // y = top offset + height - svg's top offset
// Calculate path's end (x,y) coords
endX = endCoord.getBoundingClientRect().left + 0.5 * endElem.offsetWidth - svgLeft;
endY = endCoord.getBoundingClientRect().top - svgTop;
break;
}
// Call function for drawing the path
drawPath(svg, path, startX, startY, endX, endY, type);
}
function connectAll(direction) {
var svg = document.getElementById('svg1'),
path = document.getElementById('path1');
// This is just to help with example.
if (direction == 'topDown') {
var div1 = document.getElementById('box_1'),
div2 = document.getElementById('box_20');
} else {
var div1 = document.getElementById('box_20'),
div2 = document.getElementById('box_1');
}
// connect all the paths you want!
connectElements(svg, path, div1, div2, 'line', direction);
}
//connectAll('topDown'); // Works fine. Path goes from the bottom of box_1 to the top of box_20
connectAll('bottomUp'); // Doesn't work. I expect path to go from top of box_20 to the bottom of box_1
IMO, you can simplify things by making the SVG the exact right size. Ie. fit it between the two elements vertically, and have it start at the leftmost X coord.
If you do that, the path starts and ends at either:
X: 0 or svgWidth
Y: 0 or svgHeight.
Then as far as drawing the path goes, it's just a matter of using the relative directions (startX -> endX and startY -> endY) in your calculations. I've called these variables xSign and ySign. If you are consistent with those, everything works out correctly.
The last remaining complication is working out which direction the arcs for the rounded corners have to go - clockwise or anticlockwise. You just have to work out the first one, and the other one is the opposite.
function getOffset(el) {
var rect = el.getBoundingClientRect();
return {
left: rect.left + window.pageXOffset,
top: rect.top + window.pageYOffset,
width: rect.width || el.offsetWidth,
height: rect.height || el.offsetHeight
};
}
function drawPath(svg, path, start, end) {
// get the path's stroke width (if one wanted to be really precise, one could use half the stroke size)
var style = getComputedStyle(path)
var stroke = parseFloat(style.strokeWidth);
var arrowHeadLength = stroke * 3;
var deltaX = (end.x - start.x) * 0.15;
var deltaY = (end.y - start.y) * 0.15;
// for further calculations which ever is the shortest distance
var delta = Math.min(Math.abs(deltaX), Math.abs(deltaY));
var xSign = Math.sign(deltaX);
var ySign = Math.sign(deltaY);
// set sweep-flag (counter/clock-wise)
// If xSign and ySign are opposite, then the first turn is clockwise
var arc1 = (xSign !== ySign) ? 1 : 0;
var arc2 = 1 - arc1;
// draw tha pipe-like path
// 1. move a bit vertically, 2. arc, 3. move a bit to the horizontally, 4.arc, 5. move vertically to the end
path.setAttribute("d", ["M", start.x, start.y,
"V", start.y + delta * ySign,
"A", delta, delta, 0, 0, arc1, start.x + delta * xSign, start.y + 2 * delta * ySign,
"H", end.x - delta * xSign,
"A", delta, delta, 0, 0, arc2, end.x, start.y + 3 * delta * ySign,
"V", end.y - arrowHeadLength * ySign].join(" "));
}
function connectElements(svg, path, startElem, endElem, type, direction) {
// Define our container
var svgContainer = document.getElementById('svgContainer');
// Calculate SVG size and position
// SVG is sized to fit between the elements vertically, start at the left edge of the leftmost
// element and end at the right edge of the rightmost element
var startRect = getOffset(startElem),
endRect = getOffset(endElem),
pathStartX = startRect.left + startRect.width / 2,
pathEndX = endRect.left + endRect.width / 2,
startElemBottom = startRect.top + startRect.height,
svgTop = Math.min(startElemBottom, endRect.top + endRect.height),
svgBottom = Math.max(startRect.top, endRect.top),
svgLeft = Math.min(pathStartX, pathEndX),
svgHeight = svgBottom - svgTop;
// Position the SVG
svg.style.left = svgLeft + 'px';
svg.style.top = svgTop + 'px';
svg.style.width = Math.abs(pathEndX - pathStartX) + 'px';
svg.style.height = svgHeight + 'px';
// Call function for drawing the path
var pathStart = {x: pathStartX - svgLeft, y: (svgTop === startElemBottom) ? 0 : svgHeight};
var pathEnd = {x: pathEndX - svgLeft, y: (svgTop === startElemBottom) ? svgHeight : 0};
drawPath(svg, path, pathStart, pathEnd);
}
function connectAll(direction) {
var svg = document.getElementById('svg1'),
path = document.getElementById('path1');
// This is just to help with example.
if (direction == 'topDown') {
var div1 = document.getElementById('box_1'),
div2 = document.getElementById('box_20');
} else {
var div1 = document.getElementById('box_20'),
div2 = document.getElementById('box_1');
}
// connect all the paths you want!
connectElements(svg, path, div1, div2, 'line');
}
//connectAll('topDown');
connectAll('bottomUp');
http://jsfiddle.net/93Le85tk/3/

Zooming to cursor position in SVG documents

Trying to zoom to the cursor's position. I'm translating the image as I zoom (scale), but haven't got things working properly.
If you try the demo, you'll not that if you zoom to one location, the move the mouse and zoom to another location, the circle jumps.
jsFiddle: http://jsfiddle.net/nadirabid/f06n05ep/9/
function setCTM(element, matrix) {
var m = matrix;
var s = "matrix(" + m.a + "," + m.b + "," + m.c + "," + m.d + "," + m.e + "," + m.f + ")";
element.setAttributeNS(null, "transform", s);
}
var svgEl = document.getElementById('svg');
var zoomEl = document.getElementById('zoom');
var zoomScale = 1;
svgEl.addEventListener('wheel', function(e) {
var delta = e.wheelDeltaY;
zoomScale = Math.max(0.5, zoomScale - (delta / 2200));
zoomScale = Math.min(zoomScale, 1.5);
var p = svgEl.createSVGPoint();
p.x = e.clientX;
p.y = e.clientY;
p = p.matrixTransform(svgEl.getCTM().inverse());
var zoomMat = svgEl.createSVGMatrix()
.translate(p.x, p.y)
.scale(zoomScale)
.translate(-p.x, -p.y);
setCTM(zoomEl, zoomMat);
});
svg {
background-color: #eee;
}
body {
overflow: hidden;
}
<svg id="svg" width="400" height="400">
<g id="zoom">
<circle r="40" cx="200" cy="200"></circle>
</g>
</svg>
This is happening because you are replacing the old matrix completely without taking into account the previous "zoom history".
What you should be doing is reading (or remembering) the old matrix and then apply the new translate and scale operations to that.

How to get accurate co-ordinates from mouse clicks in javascript [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 #AldekeinĀ“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.

SVG dragging for group

I am trying to achieve group and individual dragging inside the group. In the group there are 3 circles. Blue and grey circles has to drag individually (by onmousedown), and orange one is for group moving (by onclick).
The problem is that after dragging whole group, but you have to try at http://www.atarado.com/stackOF/drag-with%20problems.svg and see code.
Any help would be appreciate. Thanks.
I think I've fixed your problem: https://codepen.io/petercollingridge/full/djBjKm/
The issue was that the single dragging was altering the circle's cx and cy attributes, but the group drag was effecting the transformation of the whole group. I've simplified things so it all works using transformations and you only need a single set of functions for both:
function startMove(evt, moveType){
x1 = evt.clientX;
y1 = evt.clientY;
document.documentElement.setAttribute("onmousemove","moveIt(evt)")
if (moveType == 'single'){
C = evt.target;
}
else {
C = evt.target.parentNode;
}
}
function moveIt(evt){
translation = C.getAttributeNS(null, "transform").slice(10,-1).split(' ');
sx = parseInt(translation[0]);
sy = parseInt(translation[1]);
C.setAttributeNS(null, "transform", "translate(" + (sx + evt.clientX - x1) + " " + (sy + evt.clientY - y1) + ")");
x1 = evt.clientX;
y1 = evt.clientY;
}
function endMove(){
document.documentElement.setAttributeNS(null, "onmousemove",null)
}
Now you call startMove(evt, 'single') to move an single object, or startMove(evt, 'group') to move the group it belongs to.

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