I want to get mouse coordinate in an array. Also I click anywhere I can't get mouse coordinate.
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="initial-scale=1.0, user-scalable=no" />
<meta http-equiv="content-type" content="text/html; charset=UTF-8"/>
<title>Google Maps</title>
<style>body {background-color: ivory;}</style>
</head>
<body>
<p id="results">result</p>
<script>
var x = document.getElementById("body");
var offsetX = x.offsetLeft;
var offsetY = x.offsetTop;
x.addEventListener('click', handleClick, false);
function handleClick(e) {
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
document.getElementById("results").innerHTML = "You clicked at: " + mouseX + "/" + mouseY;
}
</script>
</body>
</html>
There is no element within your HTML that has id="body". You can access the <body> element using document.body.
Also, the body is rather small since it only contains your one <p> element, so you may want to add some css so that you can click anywhere in the window and your event will fire:
html, body {
height: 100%;
}
To store the calculated coordinates in an array, just create a blank array:
var coords = [];
Then add coordinates to them:
coords.push([mouseX, mouseY]);
Here is a working example:
var x = document.body;
var offsetX = x.offsetLeft;
var offsetY = x.offsetTop;
x.addEventListener('click', handleClick, false);
var coords = [];
function handleClick(e) {
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
coords.push([mouseX, mouseY]);
document.getElementById("results").innerHTML = "You have clicked at: " + JSON.stringify(coords);
}
html, body {
height: 100%;
}
<p id="results">result</p>
This would be how I approach it.
You have no element with an id of body so I created one with an id of bodyEquivalent
If you want to get an actual tag, you need to use
getElementsByTagName('tag_name'); which returns an array of matching elements (you can grab the first element from the array)
or more simply: document.body for the body tag
var x = document.getElementById("bodyEquivalent");
// or
// var x = document.body;
var offsetX = x.offsetLeft;
var offsetY = x.offsetTop;
x.addEventListener('click', handleClick, false);
// array to store click coords
var clickCoords = [];
// a point coord
var ClickPoint = function(x, y) {
this.x = x;
this.y = y;
};
ClickPoint.prototype.toString = function(){
return "(" + this.x + ", " + this.y + ")";
}
function handleClick(e) {
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
// create click point and store it in array
var aClick = new ClickPoint(mouseX, mouseY);
clickCoords.push(aClick);
// update results
showArrayCoords(clickCoords);
}
function showArrayCoords(coords) {
var innerHtml = 'You clicked at:<br/>';
for (i = 0; i < coords.length; i++) {
innerHtml += coords[i] + "<br/>";
}
document.getElementById("results").innerHTML = innerHtml;
}
#bodyEquivalent {
background-color: ivory;
border: 1px solid black;
width: 400px;
height: 300px;
}
<div id="bodyEquivalent">
</div>
<p id="results">result</p>
Related
The element moves all the directions (top, right, bottom, left) including diagonally. I do not want it to move diagonally.
HTML
<body onload="move('theDiv')">
<div class="container">
<div id="theDiv" class="theDiv"></div>
</div>
</body>
Javascript
var dragValue;
function move(id) {
var element = document.getElementById("theDiv");
element.style.position = "sticky";
element.onmousedown = function() {
dragValue = element;
};
}
document.onmouseup = function(e) {
dragValue = null;
};
document.onmousemove = function(e) {
var x = e.pageX,
y = e.pageY;
dragValue.style.transform = "transltex(" + x + "px)";
dragValue.style.transform = "transltey(" + y + "px)";
};
Use lastPoint.
1. When the value of x in the current position is not equal to the value of x in the old position, that is, moving in the direction of the x-axis.
2. When the value of y of the current position is not equal to the value of y of the old position, it means moving in the direction of the y-axis.
<!DOCTYPE html>
<html>
<head>
<title>Page Title</title>
<style>
.theDiv {
background-color: blue;
height: 100px;
width: 150px;
position: fixed;
top: 0;
left: 0;
}
</style>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
</head>
<body onload="move('theDiv')">
<div id="theDiv" class="theDiv"></div>
<script>
var dragValue;
var lastPoint;
function move(id) {
var element = document.getElementById("theDiv");
element.onmousedown = function(e) {
dragValue = element;
lastPoint = e;
lastPoint.pageX = lastPoint.pageX - ($('#theDiv').width() / 2);
lastPoint.pageY = lastPoint.pageY - ($('#theDiv').height() / 2);
};
}
document.onmouseup = function(e) {
dragValue = null;
lastPoint = null;
};
document.onmousemove = function(e) {
if (dragValue != null) {
var x = e.pageX - ($('#theDiv').width() / 2),
y = e.pageY - ($('#theDiv').height() / 2);
if (lastPoint.pageX == e.pageX)
dragValue.style.top = y + "px";
else
dragValue.style.left = x + "px";
lastPoint = e;
}
};
</script>
</body>
</html>
I had to change your code a bit to be able to run it. You can easily use this code or use it with your own code
I have a simple html that has multiple div elements.
<body onload="start()">
<div id="image1"></div>
<div id="image2"></div>
</body>
onload event of the body triggers a javascript function called start() that creates two objects from a class called img. The class creates a canvas in the div that it points to (the first parameter) with a width and height stated in the second and third parameters.
function start(){
let img1 = new img("image1",640,480);
let img2 = new img("image2",320,240);
}
The following class creates the canvas and an array which it fills with random numbers between 0-255. It also adds a mousemove event to the object.
class img{
constructor(p_divid, p_w, p_h){
this.divid = p_divid; //DIV id
this.w = p_w; //width of the div
this.h = p_h; //height of the div
this.pixels = []; //pixel values
for (let index = 0; index < this.w*this.h; index++) {
this.pixels[index] = Math.floor(Math.random()*255); //a random value up to 255
}
this.div = document.getElementById(this.divid); //div element
this.div.innerHTML = "<canvas id='canvas-"+this.divid+"' width='"+this.w+"' height='"+this.h+"' style='background-color:red;'></canvas>"; //this creates a canvas
this.canvas = document.getElementById("canvas-"+this.divid); //canvas element
this.canvas.addEventListener("mousemove", this.mmove); //mouse move event
}
the mousemove event gets the coordinates of the mouse relative to the element and calculates the position of the element that it wants to reach in the object's pixels. I want to learn the best practice to reach the objects pixels array.
mmove(e){
var rect = e.target.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
var position_in_array = (y * 640) + x;
//******************************************************************************
//THIS IS WHERE I WOULD LIKE TO GET THE VALUE OF THE PIXELS ARRAY AND
//WRITE IT ON THE CONSOLE. Something like:
//let x = object.pixels[position_in_array];
//******************************************************************************
}
the whole html file that you see above is :
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>test</title>
</head>
<body onload="start()">
<div id="image1"></div>
<div id="image2"></div>
</body>
<script>
function start(){
let img1 = new img("image1",640,480);
let img2 = new img("image2",320,240);
}
class img{
constructor(p_divid, p_w, p_h){
this.divid = p_divid; //DIV id
this.w = p_w; //width of the div
this.h = p_h; //height of the div
this.pixels = []; //pixel values
for (let index = 0; index < this.w*this.h; index++) {
this.pixels[index] = Math.floor(Math.random()*255); //a random value up to 255
}
console.log(this.pixels);
this.div = document.getElementById(this.divid); //div element
this.div.innerHTML = "<canvas id='canvas-"+this.divid+"' width='"+this.w+"' height='"+this.h+"' style='background-color:red;'></canvas>"; //this creates a canvas
this.canvas = document.getElementById("canvas-"+this.divid); //canvas element
this.canvas.addEventListener("mousemove", this.mmove); //mouse move event
}
mmove(e){
var rect = e.target.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
var position_in_array = (y * 640) + x;
//******************************************************************************
//THIS IS WHERE I WOULD LIKE TO GET THE VALUE OF THE PIXELS ARRAY AND
//WRITE IT ON THE CONSOLE. Something like:
//let x = object.pixels[position_in_array];
//******************************************************************************
}
}
</script>
</html>
You can used bind method to pass extra arguments like
this.mmove.bind(null,this.pixels);
mmove(pixels, e){
Here is an example code on how you can pass extra argument with bind
document.querySelector("#btn").addEventListener('click', a.bind(null,12));
function a(v,e){
alert(e.target.textContent);
alert(v);
}
<button id="btn">Click</button>
Thanks to 'charlietfl' for pointing me to the right direction.
changing my addeventlistener line to :
this.canvas.addEventListener("mousemove", this.mmove.bind(this));
and the mmove function to
mmove(e){
var rect = e.target.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
var position_in_array = (y * 640) + x;
let value = this.pixels[position_in_array];
console.log(value);
}
solved my problem.
I need to modify a pasted image inside a contenteditable div: resize it proportionately, add borders, etc... Perhaps this can be achieved by adding a className that will alter the necessary CSS properties.
The problem is that I don't know how to reference the focused, i.e. the active, the clicked-upon image or any element for that matter.
This is the HTML that I am trying to use
<!DOCTYPE html>
<html>
<body>
<div contenteditable="true">This is a div. It is editable. Try to change this text.</div>
</body>
</html>
Using css, html and javascript
Your editable content should be inside a parent div with an id or class name, you can even have different divs for images and such.
Then it is as simple as having css like so:
#editableContentDiv img {
imgProperty: value;
}
Then you can have javascript like so:
function insertImage(){
var $img = document.querySelector("#editableContentDiv img");
$img.setAttribute('class','resize-drag');
}
Eventually if you have more than one img inside the same div you can use querySelectorAll instead of querySelector and then iterate through the img tags inside same div.
I beleive that should at least give you an idea of where to start with what you want.
Similar example
I found this gist that seems to have similar things to want you want but a bit more complicated.
function resizeMoveListener(event) {
var target = event.target,
x = (parseFloat(target.dataset.x) || 0),
y = (parseFloat(target.dataset.y) || 0);
// update the element's style
target.style.width = event.rect.width + 'px';
target.style.height = event.rect.height + 'px';
// translate when resizing from top or left edges
x += event.deltaRect.left;
y += event.deltaRect.top;
updateTranslate(target, x, y);
}
function dragMoveListener(event) {
var target = event.target,
// keep the dragged position in the data-x/data-y attributes
x = (parseFloat(target.dataset.x) || 0) + event.dx,
y = (parseFloat(target.dataset.y) || 0) + event.dy;
updateTranslate(target, x, y);
}
function updateTranslate(target, x, y) {
// translate the element
target.style.webkitTransform =
target.style.transform =
'translate(' + x + 'px, ' + y + 'px)';
// update the position attributes
target.dataset.x = x;
target.dataset.y = y;
}
function insertImage() {
var $img = document.createElement('img');
$img.setAttribute('src', 'https://vignette.wikia.nocookie.net/googology/images/f/f3/Test.jpeg/revision/latest?cb=20180121032443');
$img.setAttribute('class', 'resize-drag');
document.querySelector(".container-wrap").appendChild($img);
var rect = document.querySelector(".container-wrap").getBoundingClientRect();
$img.style.left = rect.left;
$img.style.top = rect.top;
}
function dataTransfer() {
//cleanup
var $out = document.querySelector(".out-container-wrap");
while ($out.hasChildNodes()) {
$out.removeChild($out.lastChild);
}
//get source
var source = document.querySelector('.container-wrap')
//get data
var data = getSource(source);
//add data to target
setSource($out, data);
}
/**
* Get data from source div
*/
function getSource(source) {
var images = source.querySelectorAll('img');
var text = source.querySelector('div').textContent;
//build the js object and return it.
var data = {};
data.text = text;
data.image = [];
for (var i = 0; i < images.length; i++) {
var img = {}
img.url = images[i].src
img.x = images[i].dataset.x;
img.y = images[i].dataset.y;
img.h = images[i].height;
img.w = images[i].width;
data.image.push(img)
}
return data;
}
function setSource(target, data) {
//set the images.
for (var i = 0; i < data.image.length; i++) {
var d = data.image[i];
//build a new image
var $img = document.createElement('img');
$img.src = d.url;
$img.setAttribute('class', 'resize-drag');
$img.width = d.w;
$img.height = d.h;
$img.dataset.x = d.x;
$img.dataset.y = d.y;
var rect = target.getBoundingClientRect();
$img.style.left = parseInt(rect.left);
$img.style.top = parseInt(rect.top);
//transform: translate(82px, 52px)
$img.style.webkitTransform = $img.style.transform = 'translate(' + $img.dataset.x + 'px,' + $img.dataset.y + 'px)';
//$img.style.setProperty('-webkit-transform', 'translate('+$img.dataset.x+'px,'+$img.dataset.y+'px)');
target.appendChild($img);
}
//make a fresh div with text content
var $outContent = document.createElement('div')
$outContent.setAttribute('class', 'out-container-content');
$outContent.setAttribute('contenteditable', 'true');
$outContent.textContent = data.text;
target.appendChild($outContent);
}
interact('.resize-drag')
.draggable({
onmove: dragMoveListener,
inertia: true,
restrict: {
restriction: "parent",
endOnly: true,
elementRect: {
top: 0,
left: 0,
bottom: 1,
right: 1
}
}
})
.resizable({
edges: {
left: true,
right: true,
bottom: true,
top: true
},
onmove: resizeMoveListener
})
.resize-drag {
z-index: 200;
position: absolute;
border: 2px dashed #ccc;
}
.out-container-content,
.container-content {
background-color: #fafcaa;
height: 340px;
}
#btnInsertImage {
margin-bottom: 10px;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<script src="http://code.interactjs.io/interact-1.2.4.min.js"></script>
</head>
<body>
<button id="btnInsertImage" onclick="insertImage()">Insert Image</button>
<div class="container-wrap">
<div class="container-content" contenteditable="true">This is the content of the container. The content is provided along with the image. The image will be moved around and resized as required. The image can move within the boundary of the container.</div>
</div>
<button id="btnSubmit" onclick="dataTransfer()">Submit</button>
<div class="out-container-wrap">
</div>
</body>
</html>
Source
This is what I tried and it seems to be working - at least on my system, the snippet I made does not work unfortunately.
function getSelImg(){
var curObj;
window.document.execCommand('CreateLink',false, 'http://imageselectionhack/');
allLinks = window.document.getElementsByTagName('A');
for(i = 0; i < allLinks.length; i++)
{
if (allLinks[i].href == 'http://imageselectionhack/')
{
curObj = allLinks[i].firstChild;
window.document.execCommand('Undo'); // undo link
break;
}
}
if ((curObj) && (curObj.tagName=='IMG'))
{
//do what you want to...
curObj.style.border = "thick solid #0000FF";
}
}
<!DOCTYPE html>
<html>
<body>
<input type="button" onclick="getSelImg()" value="set img border">
<div contenteditable="true">This is a div.<br>
It is editable.<br>
Try to paste an image here:<br>
###########################<br>
<br>
<br>
<br>
###########################
</div>
</body>
</html>
I am trying to create new circles as my pen hovers on window.
I am having issues where I cannot add circles to the page. It just hovers around. How would i be able to modify my code to add circles as it hovers.
<!doctype html>
<html>
<head>
<title> JavaScript Environment: Project </title>
<meta charset="utf-8">
<style>
html, body {
width: 100%;
height: 100%;
margin: 0px;
padding: 0px;
}
#canvas {
background-color: yellow;
width: 100%;
height: 100%;
}
.pen {
position: absolute;
background-color: lightblue;
width: 10px;
height: 10px;
border-radius: 5px;
}
</style>
<script>
window.onload = function() {
function Circle(x, y) {
this.x = x;
this.y = y;
}
var canvas = document.getElementById("canvas");
canvas.onmousedown = function() {
mouseDown();
};
canvas.onmouseup = function() {
mouseUp()
};
canvas.onmousemove = function() {
mouseMove(event)
};
function mouseDown (){
console.log ("mouse down");
}
function mouseUp (){
console.log ("mouse up");
}
function mouseMove(e) {
var canvas = document.getElementById("canvas");
var pen = document.createElement("div");
var x = e.clientX;
var y = e.clientY;
var coor = "Coordinates: (" + x + "," + y + ")";
pen.setAttribute("class", "pen");
pen.style.left = x + "px";
pen.style.top = y + "px";
document.getElementById("canvas").innerHTML = coor;
canvas.appendChild(pen);
addCircles(x, y);
console.log("location # " + x + " : " + y);
}
function addCircles(x, y) {
var canvas = document.getElementById("canvas");
var circle = document.createElement("div");
circle.setAttribute("class", "pen");
circle.style.left = x + "px";
circle.style.top = y + "px";
canvas.appendChild(circle);
}
canvas.addEventListener("mouseMove", mouseMove, false);
};
</script>
</head>
<body>
<div id="canvas"></div>
</body>
</html>
The problem is in the line document.getElementById("canvas").innerHTML = coor;
Try adding a span <span id="canvasText"></span> inside of your canvas div and then changing the above line to document.getElementById("canvasText").innerHTML = coor;.
As it stands, you "reset" the contents of the canvas every time the mouse moves, so the circles are instantly removed from it. Reset only the span inside the canvas to keep the circles around.
well right now im trying to learn how to use the canvas tag on html, and im having trouble handling mouse events when i apply css to the document.
the issue starts when i move the div containing the canvas and center it on the page, the first poing of the canvas wouldnt be 0 because its centered and for some reason 0,0 would be the beginning of the screen and not the beginning of the canvas, which i found weird because im adding the event listener to the canvas directly.
here is the code:
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>test</title>
<style type="text/css">
body {
font: 100%/1.4 Verdana, Arial, Helvetica, sans-serif;
background: #42413C;
margin: 0;
padding: 0;
color: #000;
}
#divId {
width: 800px;
height: 600px;
text-align:center;
margin: 20px auto;
background-color:#0099FF;
}
</style>
<script>
window.onload = function () {
var canvas = document.getElementById('canvasId');
var c = canvas.getContext('2d');
alert("lol");
canvas.addEventListener('mousedown', hmd, false);
function hmd(e) {
alert ("x: " + e.clientX + " y: " + e.clientY);
}
}
</script>
</head>
<body>
<div id="divId">
<canvas height="300" width="800" id="canvasId" />
</div>
</body>
</html>
so i read somewhere that the issue was caused by the div, but when i tried to give css directly to the canvas tag it didnt work, so basically what i need to do, is to get that canvas centered or placed anywhere on the screen, but having its first pixel as 0,0.
adding a solution would be hard because its centering automatically, so i would need to know the user resolution to be able to calculate the offset so what im looking for is a way to do it simply with css or something.
To get the coordinates relatively to the canvas, do this:
function hmd(e) {
var rx = e.pageX, ry = e.pageY;
rx -= canvas.offsetLeft;
ry -= canvas.offsetTop;
alert ("x: " + rx + " y: " + ry);
}
This assumes your canvas variable definition is global.
Edit: another method:
function hmd(e) {
var rx, ry;
if(e.offsetX) {
rx = e.offsetX;
ry = e.offsetY;
}
else if(e.layerX) {
rx = e.layerX;
ry = e.layerY;
}
}
Here's what I've been using for my latest experimentation. It works with damn near everything: Borders, paddings, position:fixed elements offsetting the HTML element, etc. It also works on all touch devices and even if the browser is zoomed.
http://jsfiddle.net/simonsarris/te8GQ/5/
var stylePaddingLeft = parseInt(document.defaultView.getComputedStyle(can, undefined)['paddingLeft'], 10) || 0;
var stylePaddingTop = parseInt(document.defaultView.getComputedStyle(can, undefined)['paddingTop'], 10) || 0;
var styleBorderLeft = parseInt(document.defaultView.getComputedStyle(can, undefined)['borderLeftWidth'], 10) || 0;
var styleBorderTop = parseInt(document.defaultView.getComputedStyle(can, undefined)['borderTopWidth'], 10) || 0;
var html = document.body.parentNode;
var htmlTop = html.offsetTop;
var htmlLeft = html.offsetLeft;
function getMouse(e) {
var element = can,
offsetX = 0,
offsetY = 0,
mx, my;
// Compute the total offset
if (element.offsetParent !== undefined) {
do {
offsetX += element.offsetLeft;
offsetY += element.offsetTop;
} while ((element = element.offsetParent));
}
// Add padding and border style widths to offset
// Also add the <html> offsets in case there's a position:fixed bar
offsetX += stylePaddingLeft + styleBorderLeft + htmlLeft;
offsetY += stylePaddingTop + styleBorderTop + htmlTop;
mx = e.pageX - offsetX;
my = e.pageY - offsetY;
// We return a simple javascript object (a hash) with x and y defined
return {
x: mx,
y: my
};
}