rotate one of the 2 canvas objects placed in canvas - javascript

I'm developing web app using canvas and I made three. canvas, canvas_panorama and canvas_image.
First one is something like main canvas, conteiner for the others. canvas_panorama is a background for canvas_image.
After canvas is right clicked, I'm computing angle to rotate canvas_image:
function getAngle( e, pw /*canvas*/ ){
var offset = pw.offset();
var center_x = (offset.left) + ($(pw).width() / 2);
var center_y = (offset.top) + ($(pw).height() / 2);
var mouse_x = e.pageX;
var mouse_y = e.pageY;
var radians = Math.atan2(mouse_x - center_x, mouse_y - center_y);
angle = radians;
}
After I have an angle I'm trying to rotate canvas_image like this:
function redraw(){
var p1 = ctx.transformedPoint(0,0);
var p2 = ctx.transformedPoint(canvas.width,canvas.height);
ctx.clearRect( p1.x, p1.y, p2.x-p1.x, p2.y-p1.y );
canvas_image_ctx.drawImage(image_img, 0, 0, 150, 150);
canvas_panorama_ctx.drawImage(panorama_img, 0, 0, 600, 300);
canvas_panorama_ctx.drawImage(canvas_image, 20, 20);
// rotate panorama_img around its center
// x = x + 0.5 * width
// y = y + 0.5 * height
canvas_panorama_ctx.translate(95, 95);
canvas_panorama_ctx.rotate(angle);
// translate to back
canvas_panorama_ctx.translate(-95, -95);
ctx.drawImage(canvas_panorama, 0, 0);
}
But this rotates both canvas_image and canvas_panorama. It should only rotate canvas_image
JSFiddle to show you my problem

I think you are confusing yourself with this idea of multiple canvases.
Once in the drawImage() method, every of your canvases are just images, and could be just one or even just plain shapes.
Transformation methods do apply to the canvas' context's matrix, and will have effect only if you do some drawing operations when they are set.
Note : To reset your context matrix, you can either use save(); and restore() methods which will also save all other properties of your context, so if you only need to reset the transform, then it's preferred to simply reset the transformation matrix to its default : ctx.setTransform(1,0,0,1,0,0).
Here is a simplified example to make things clearer :
var ctx = canvas.getContext('2d');
// a single shape, with the border of the context matrix
var drawRect = function(){
ctx.beginPath();
ctx.rect(10, 10, 50, 20);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.rect(0, 0, canvas.width, canvas.height);
ctx.stroke();
};
// set the color of our shapes
var gradient = ctx.createLinearGradient(0,0,70,0);
gradient.addColorStop(0,"green");
gradient.addColorStop(1,"yellow");
ctx.fillStyle = gradient;
// here comes the actual drawings
//we don't have modified the transform matrix yet
ctx.strokeStyle = "green";
drawRect();
// here we translate of 100px then we do rotate the context of 45deg
ctx.translate(100, 0)
ctx.rotate(Math.PI/4)
ctx.strokeStyle = "red";
drawRect();
// reset the matrix
ctx.setTransform(1,0,0,1,0,0);
// here we move of 150px to the right and 25px to the bottom
ctx.translate(150, 25)
ctx.strokeStyle = "blue";
drawRect();
// reset the matrix
ctx.setTransform(1,0,0,1,0,0);
<canvas id="canvas" width="500" height="200"></canvas>
In your code, you are setting the transformations on the canvas that does represent your image, and you do draw every of your canvases at each call.
What you want instead, is to set the transformation on the main canvas only, and draw the non-transformed image :
var main_ctx = canvas.getContext('2d');
var img_canvas = canvas.cloneNode();
var bg_canvas = canvas.cloneNode();
var angle = 0;
// draw on the main canvas, and only on the main canvas
var drawToMain = function(){
// first clear the canvas
main_ctx.clearRect(0,0,canvas.width, canvas.height);
// draw the background image
main_ctx.drawImage(bg_canvas, 0,0);
// do the transforms
main_ctx.translate(img_canvas.width/2, img_canvas.height/2);
main_ctx.rotate(angle);
main_ctx.translate(-img_canvas.width/2, -img_canvas.height/2);
// draw the img with the transforms applied
main_ctx.drawImage(img_canvas, 0,0);
// reset the transforms
main_ctx.setTransform(1,0,0,1,0,0);
};
// I changed the event to a simple onclick
canvas.onclick = function(e){
e.preventDefault();
angle+=Math.PI/8;
drawToMain();
}
// a dirty image loader
var init = function(){
var img = (this.src.indexOf('lena')>0);
var this_canvas = img ? img_canvas : bg_canvas;
this_canvas.width = this.width;
this_canvas.height = this.height;
this_canvas.getContext('2d').drawImage(this, 0,0);
if(!--toLoad){
drawToMain();
}
};
var toLoad = 2;
var img = new Image();
img.onload = init;
img.src = "http://pgmagick.readthedocs.org/en/latest/_images/lena_scale.jpg";
var bg = new Image();
bg.onload = init;
bg.src = 'http://www.fnordware.com/superpng/pnggradHDrgba.png';
<canvas id="canvas" width="500" height="300"></canvas>

Related

Rotate canvas image to anticlockwise in the same canvas

Say we have a canvas:
<canvas id="one" width="100" height="200"></canvas>
var canvas = document.getElementById("one");
var context = canvas.getContext("2d");
var cw = canvas.width;
var ch = canvas.height;
// Sample graphic
context.beginPath();
context.rect(10, 10, 20, 50);
context.fillStyle = 'yellow';
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
// create button
var button = document.getElementById("rotate");
button.onclick = function () {
// rotate the canvas 90 degrees each time the button is pressed
rotate();
}
var myImageData, rotating = false;
var rotate = function () {
if (!rotating) {
rotating = true;
// store current data to an image
myImageData = new Image();
myImageData.src = canvas.toDataURL();
myImageData.onload = function () {
// reset the canvas with new dimensions
canvas.width = ch;
canvas.height = cw;
cw = canvas.width;
ch = canvas.height;
context.save();
// translate and rotate
context.translate(cw, ch / cw);
context.rotate(Math.PI / 2);
// draw the previows image, now rotated
context.drawImage(myImageData, 0, 0);
context.restore();
// clear the temporary image
myImageData = null;
rotating = false;
}
}
}
And on a button click the canvas gets rotated -90 degrees anticlockwise (around the centre) and the dimensions of the canvas get also updated, so in a sense, it looks like this afterwards:
I want to rotate a canvas element to the anticlockwise rotation. I have used this code but it's not working as I want.
JavaScript has a built-in rotate() function for canvas context:
context.rotate( angle * Math.PI / 180);
The problem is that the rotation will only affect drawings made AFTER the rotation is done, which means you will need to:
Clear the canvas first: context.clearRect(0, 0, canvas.width, canvas.height);
Rotate the context context.rotate( 270 * Math.PI / 180);
Redraw the graphics
Thus, I recommend wrapping the graphics we want to draw in a function to make it easier to call after every rotation:
function drawGraphics() {
context.beginPath();
context.rect(10, 10, 20, 50);
context.fillStyle = 'yellow';
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
}

Use Clip Function to with Gradient Effect with JavaScript on Canvas

I'm trying to use the clip() function in canvas to create this effect, as pictured: there is a background image, and when your mouse hover on it, part of the image is shown. I got it to work as a circle, but I want this gradient effect you see the picture. How do I achieve that?
<!DOCTYPE HTML>
<html>
<head>
<link rel="stylesheet" type="text/css" href="./assets/stylesheet/normalize.css">
<link rel="stylesheet" type="text/css" href="./assets/stylesheet/style.css">
</head>
<body>
<canvas id="canvas" width="2000" height="1200"></canvas>
<script>
var can = document.getElementById('canvas');
var ctx = can.getContext('2d');
can.addEventListener('mousemove', function(e) {
var mouse = getMouse(e, can);
redraw(mouse);
}, false);
function redraw(mouse) {
console.log('a');
can.width = can.width;
ctx.canvas.width = window.innerWidth;
ctx.canvas.height = window.innerHeight;
ctx.drawImage(img, 0, 0);
ctx.beginPath();
ctx.rect(0,0,2000,1200);
ctx.arc(mouse.x, mouse.y, 200, 0, Math.PI*2, true)
ctx.clip();
ctx.fillRect(0,0,2000,1200);
}
var img = new Image();
img.onload = function() {
redraw({x: 0, y: 0})
}
img.src = 'http://placekitten.com/2000/1000';
function getMouse(e, canvas) {
var element = canvas,
offsetX = 0,
offsetY = 0,
mx, my;
// Compute the total offset. It's possible to cache this if you want
if (element.offsetParent !== undefined) {
do {
offsetX += element.offsetLeft;
offsetY += element.offsetTop;
} while ((element = element.offsetParent));
}
mx = e.pageX - offsetX;
my = e.pageY - offsetY;
return {
x: mx,
y: my
};
}
</script>
USING a RADIAL gradient
There are many ways to do that but the simplest is a gradient with an alpha.
First you need to define the size of the circle you wish to show.
var cirRadius = 300;
Then the location (canvas coordinates) where this circle will be centered
var posX = 100;
var posY = 100;
Now define the rgb colour
var RGB = [0,0,0] ; // black
Then an array of alpha values to define what is transparent
var alphas = [0,0,0.2,0.5,1]; // zero is transparent;
Now all you do is render the background image
// assume ctx is context and image is loaded
ctx.drawImage(image, 0, 0, ctx.canvas.width, ctx.canvas.height); // fill the canvas
Then create the gradient with it centered at the position you want and the second circle at the radius you want. The first 3 numbers define the center and radius of the start of the gradient, the last 3 define the center and radius of the end
var grad = ctx.createRadialGradient(posX,posY,0,posX,posY,cirRadius);
Now add the colour stops using the CSS color string rgba(255,255,255,1) where the last is the alpha value from 0 to 1.
var len = alphas.length-1;
alphas.forEach((a,i) => {
grad.addColorStop(i/len,`rgba(${RGB[0]},${RGB[1]},${RGB[2]},${a})`);
});
or for legacy browsers that do not support arrow functions or template strings
var i,len = alphas.length;
for(i = 0; i < len; i++){
grad.addColorStop(i / (len - 1), "rgba(" + RGB[0] + "," + RGB[1] + "," + RGB[2] + "," + alphas[i] + ")");
}
Then set the fill style to the gradient
ctx.fillStyle = grad;
then just fill a rectangle covering the image
ctx.fillRect(0,0,ctx.canvas.width,ctx.canvas.height);
And you are done.
By setting the position with via a mouse event and then doing the above steps 60times a second using window.requestAnimationFrame you can get the effect you are looking for in real time.
Here is an example
// create a full screen canvas
var canvas = document.createElement("canvas");
canvas.style.position = "absolute";
canvas.style.left = "0px";
canvas.style.top = "0px";
canvas.style.zIndex = 10;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
// var to hold context
var ctx;
// load an image
var image = new Image();
image.src = "https://i.stack.imgur.com/C7qq2.png?s=328&g=1";
// add resize event
var resize = function(){
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx = canvas.getContext("2d");
}
// add mouse event. Because it is full screen no need to bother with offsets
var mouse = function(event){
posX = event.clientX;
posY = event.clientY;
}
// incase the canvas size is changed
window.addEventListener("resize",resize);
// listen to the mouse move
canvas.addEventListener("mousemove",mouse)
// Call resize as that gets our context
resize();
// define the gradient
var cirRadius = 300;
var posX = 100; // this will be set by the mouse
var posY = 100;
var RGB = [0,0,0] ; // black any values from 0 to 255
var alphas = [0,0,0.2,0.5,0.9,0.95,1]; // zero is transparent one is not
// the update function
var update = function(){
if(ctx){ // make sure all is in order..
if(image.complete){ // draw the image when it is ready
ctx.drawImage(image,0,0,canvas.width,canvas.height)
}else{ // while waiting for image clear the canvas
ctx.clearRect(0,0,canvas.width,canvas.height);
}
// create gradient
var grad = ctx.createRadialGradient(posX,posY,0,posX,posY,cirRadius);
// add colour stops
var len = alphas.length-1;
alphas.forEach((a,i) => {
grad.addColorStop(i/len,`rgba(${RGB[0]},${RGB[1]},${RGB[2]},${a})`);
});
// set fill style to gradient
ctx.fillStyle = grad;
// render that gradient
ctx.fillRect(0,0,canvas.width,canvas.height);
}
requestAnimationFrame(update); // keep doing it till cows come home.
}
// start it all happening;
requestAnimationFrame(update);

Rounded Edges on Image

Say I have created a polygon-shaped image by creating a shape in HTML5 canvas and then filling it with an image, e.g. as below:
Now I want to round the corners on this hexagon.
There is a lineJoin = "round" property available but this doesn't seem to work (I believe because the shape is filled and there is no outer line to round).
Does anyone have any idea how to do this with HTML5 canvas or any other means?
Here is the code used to create the image:
var ctx = document.getElementById('myCanvas').getContext('2d');
var a = ctx.canvas.width, r = a / 5;
var side = Math.sqrt((4/3) * r * r);
// Draw your image onto the canvas (here I'll just fill the
// surface with red
var img = new Image();
img.src = "https://upload.wikimedia.org/wikipedia/commons/0/03/Mountain_Bluebird.jpg";
img.onload = function () {
var pattern = ctx.createPattern(img, "no-repeat");
ctx.fillStyle = pattern;
ctx.fillRect(0, 0, a, a);
// Switch the blending mode
ctx.globalCompositeOperation = 'destination-in';
// Draw the hexagon shape to mask the image
ctx.beginPath();
ctx.moveTo(0, side/2);
ctx.lineTo(0, 3*side/2);
ctx.lineTo(r, 2*side);
ctx.lineTo(2*r, 3*side/2);
ctx.lineTo(2*r, side/2);
ctx.lineTo(r, 0);
ctx.closePath();
ctx.fill();
};
<canvas width="1000" height="1000" id="myCanvas"></canvas>
Just change the order you draw in and then change globalCompositeOperation to 'source-in'.
I made some adjustments because some of the corners in your code were getting clipped off but didn't adjust the image position (I hope that's easy enough to do)
Preview
You need to adjust the image position by the way like I said
Snippet
var ctx = document.getElementById('myCanvas').getContext('2d');
var a = ctx.canvas.width, r = a / 5;
var side = Math.sqrt((4/3) * r * r) - 20;
// Draw your image onto the canvas (here I'll just fill the
// surface with red
var img = new Image();
img.src = "https://upload.wikimedia.org/wikipedia/commons/0/03/Mountain_Bluebird.jpg";
img.onload = function () {
ctx.lineJoin = "round";
ctx.lineWidth = 50;
// Draw the hexagon shape to mask the image
ctx.beginPath();
ctx.moveTo(50, 50 + side/2);
ctx.lineTo(50, 50 + 3*side/2);
ctx.lineTo(50 + r, 50 + 2*side);
ctx.lineTo(50 + 2*r, 50 + 3*side/2);
ctx.lineTo(50 + 2*r, 50 + side/2);
ctx.lineTo(50 + r, 50);
ctx.closePath();
ctx.stroke();
ctx.fill();
// Switch the blending mode
ctx.globalCompositeOperation = 'source-in';
var pattern = ctx.createPattern(img, "no-repeat");
ctx.fillStyle = pattern;
ctx.fillRect(0, 0, a, a);
};
<canvas width="1000" height="1000" id="myCanvas"></canvas>
There is no automatic way of doing this. The canvas API is pretty low-level, so it doesn't know that you've drawn a shape and want to detect where all the edges are. What you can do, but it would be a bit of a hassle to do is use bezierCurveTo. This method takes size arguments and can create curves. Combine that with your lines, and you can create rounded corners.
bezierCurveTo
You could also add circles at all the corners, with the arc method.

HTML5 canvas createPattern API

I have code like:
<body>
<canvas id="main" width=400 height=300></canvas>
<script>
var windowToCanvas = function(canvas, x, y) {
var bbox = canvas.getBoundingClientRect();
return {
x: (x - bbox.left) * (canvas.width / bbox.width),
y: (y - bbox.top) * (canvas.height / bbox.height)
};
};
image = new Image();
image.src = "redball.png";
image.onload = function (e) {
var canvas = document.getElementById('main'),
context = canvas.getContext('2d');
var pattern = context.createPattern(image, "repeat");
function draw(loc) {
context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle = pattern;
context.beginPath();
context.moveTo(loc.x, loc.y);
context.lineTo(loc.x + 300, loc.y + 60);
context.lineTo(loc.x + 70, loc.y + 200);
context.closePath();
context.fill();
}
canvas.onmousemove = function(e) {
var event = e || window.event,
x = event.x || event.clientX,
y = event.y || event.clientY,
loc = windowToCanvas(canvas, x, y);
draw(loc);
};
}
</script>
</body>
I call createPattern API, use a background image to fill a Triangle, but when mouse move, the background image also move, I only want the background image at fixed position, how Can I fix this?
Think of a context pattern as a background image on the canvas.
Patterns always begin at the canvas origin [0,0]. If the pattern repeats, then the pattern fills the canvas in tiles repeating rightward and downward.
Therefore, your triangle will always reveal a different portion of the pattern if you move the triangle around the canvas.
There are multiple ways of having your triangle always reveal the same portion of the pattern image.
Option#1 -- context.translate
Move the canvas origin from its default [0,0] position to your triangle position [loc.x,loc.y]. You can do this with canvas transformations. In particular, the translate command will move the origin. Moving the origin will also move the top-left starting position of your pattern so that the pattern always aligns the same way relative to your moving triangle:
var pattern = context.createPattern(image, "repeat");
context.fillStyle=pattern;
function draw(loc) {
context.clearRect(0, 0, canvas.width, canvas.height);
// the origin [0,0] is now [loc.x,loc.y]
context.translate(loc.x,loc.y);
context.beginPath();
// you are already located at [loc.x,loc.y] so
// you don't need to add loc.x & loc.y to
// your drawing coordinates
context.moveTo(0,0);
context.lineTo(300,60);
context.lineTo(70,200);
context.closePath();
context.fill();
// always clean up! Move the origina back to [0,0]
context.translate(-loc.x,-loc.y);
}
A Demo using translate:
var windowToCanvas = function(canvas, x, y) {
var bbox = canvas.getBoundingClientRect();
return {
x: (x - bbox.left) * (canvas.width / bbox.width),
y: (y - bbox.top) * (canvas.height / bbox.height)
};
};
image = new Image();
image.src = "https://dl.dropboxusercontent.com/u/139992952/multple/jellybeans.jpg";
image.onload = function (e) {
var canvas = document.getElementById('main'),
context = canvas.getContext('2d');
var pattern = context.createPattern(image, "repeat");
context.fillStyle=pattern;
draw({x:0,y:0});
function draw(loc) {
context.clearRect(0, 0, canvas.width, canvas.height);
// the origin [0,0] is now [loc.x,loc.y]
context.translate(loc.x,loc.y);
context.beginPath();
// you are already located at [loc.x,loc.y] so
// you don't need to add loc.x & loc.y to
// your drawing coordinates
context.moveTo(0,0);
context.lineTo(300,60);
context.lineTo(70,200);
context.closePath();
context.fill();
// always clean up! Move the origina back to [0,0]
context.translate(-loc.x,-loc.y);
}
canvas.onmousemove = function(e) {
var event = e || window.event,
x = event.x || event.clientX,
y = event.y || event.clientY,
loc = windowToCanvas(canvas, x, y);
draw(loc);
};
}
body{ background-color: ivory; }
#canvas{border:1px solid red;}
<h4>Move the mouse to move the triangle<br>The image is large, so be patient while it loads</h4>
<canvas id="main" width=600 height=600></canvas>
Option#2 -- compositing
Use compositing instead of patterning to draw an image atop your triangle. Compositing is a method to control how new pixels to be drawn on the canvas will interact with already existing canvas pixels. In particular, source-atop compositing will cause any new pixels to only be drawn where the new pixel overlaps an existing non-transparent pixel. What you would do is draw your triangle in a solid color and then use source-atop compositing to draw your image only where the solid triangle pixels are:
function draw(loc) {
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.moveTo(loc.x, loc.y);
context.lineTo(loc.x + 300, loc.y + 60);
context.lineTo(loc.x + 70, loc.y + 200);
context.closePath();
// fill the triangle with a solid color
context.fill();
// set compositing to 'source-atop' so
// new drawings will only be visible if
// they overlap a solid color pixel
context.globalCompositeOperation='source-atop';
context.drawImage(image,loc.x,loc.y);
// always clean up! Set compositing back to its default value
context.globalCompositeOperation='source-over';
}
A Demo using compositing:
var windowToCanvas = function(canvas, x, y) {
var bbox = canvas.getBoundingClientRect();
return {
x: (x - bbox.left) * (canvas.width / bbox.width),
y: (y - bbox.top) * (canvas.height / bbox.height)
};
};
image = new Image();
image.src = "https://dl.dropboxusercontent.com/u/139992952/multple/jellybeans.jpg";
image.onload = function (e) {
var canvas = document.getElementById('main'),
context = canvas.getContext('2d');
var pattern = context.createPattern(image, "repeat");
context.fillStyle=pattern;
draw({x:0,y:0});
function draw(loc) {
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.moveTo(loc.x, loc.y);
context.lineTo(loc.x + 300, loc.y + 60);
context.lineTo(loc.x + 70, loc.y + 200);
context.closePath();
// fill the triangle with a solid color
context.fill();
// set compositing to 'source-atop' so
// new drawings will only be visible if
// they overlap a solid color pixel
context.globalCompositeOperation='source-atop';
context.drawImage(image,loc.x,loc.y);
// always clean up! Set compositing back to its default value
context.globalCompositeOperation='source-over';
}
canvas.onmousemove = function(e) {
var event = e || window.event,
x = event.x || event.clientX,
y = event.y || event.clientY,
loc = windowToCanvas(canvas, x, y);
draw(loc);
};
}
body{ background-color: ivory; }
#canvas{border:1px solid red;}
<h4>Move the mouse to move the triangle<br>The image is large, so be patient while it loads</h4>
<canvas id="main" width=600 height=600></canvas>
More Options...
There are more possible options, too. I'll mention some of them without giving code examples:
Create an img element of your filled triangle and use drawImage(img,loc.x,loc.y) to move that triangle-image around the canvas
Create a clipping region from your triangle. Clipping regions cause new drawings to only be displayed in the defined clipping region. In this case, the new drawImage would only be visible inside your triangle shape and would not be visible outside your triangle.
And more options that are less conventional...

Drag Move an Image inside a Circle (circular movement)

I drawn a circle in canvas and put an image near the border. Now I have absolutely no idea..I want to drag the image around the circle but the top of the arrow image should always be on the border.
For Example: I drag the arrow from the top to the left at nine o'clock. Now the arrow image needs to be rotated 90 degrees.
http://jsfiddle.net/L5twk3ak/1/
canvas = document.getElementById('test');
var context = canvas.getContext("2d");
var points = [];
var radius = 55;
imageBG = new Image();
imageBG.onload = function() {context.drawImage(imageBG, 148, 100, 15, 15);};
imageBG.src = 'https://www.nanamee.com/upload/images/5945/5945_p.jpg';
for(var degree = 0; degree < 360; degree++)
{
var radians = degree * Math.PI / 179;
var x = 150 + radius * Math.cos(radians);
var y = 150 + radius * Math.sin(radians);
points.push({x : x, y : y});
}
context.beginPath();
context.moveTo(points[0].x + 4, points[0].y + 4)
for(var i = 1; i < points.length; i++)
{
var pt = points[i];
context.lineTo(pt.x + 4, pt.y + 4);
}
context.strokeStyle = "black";
context.lineWidth = 1;
context.stroke();
context.closePath();
<canvas id="test" width="400" height="400">Your browser does not support the HTML5 canvas tag.</canvas>
You need to :
Draw your Arc as we're supposed to (unless you have better plans with lineTo() )
calculate the mouse position inside the canvas - on mousemove.
calculate the resultant degree depending on Mouse Position vs. the Arc center.
cache your image for reuse
create draw functions (one for the Arc, the other for drawing the Image after translating the canvas context). That way on (click+drag) mousemove you can simply reuse them to draw your objects into Canvas.
I'll not show you how to implement the click+drag cause it's pretty trivial: you simply need to apply your draw functions if both CLICK+MOUSEMOVE are registered.
Here's the interesting calculations part:
var canvas = document.getElementById('test'); // Store in variable!
var context = canvas.getContext("2d");
var circle = {rad: 55, x:100, y:100}; // Object for ease of use
var img = {src:'//placehold.it/13x13/000', x:0 ,y:0, w:13, h:13};
var arrowImg; // Store for later Image reference
function drawArc(){
context.beginPath();
context.arc(circle.x, circle.y, circle.rad, 0, Math.PI*2, true);
context.strokeStyle = "#000";
context.lineWidth = 1;
context.stroke();
context.closePath();
}
function drawImg( deg ){
context.save(); // save before we mess with ctx translations
context.translate(circle.y, circle.x); // temporarily translate the ctx
// to the Arc center coordinates.
context.rotate(deg*Math.PI/180); // we need Radians so deg*Math.PI/180
context.drawImage(arrowImg, circle.rad-img.w, -img.h/2);
context.restore(); // restore to default
}
function calcDeg(e){ // Retrieve degree from mouse position vs. arc center
var mPos = {
x : e.pageX-canvas.offsetLeft-circle.x,
y : e.pageY-canvas.offsetTop-circle.y
};
var getAtan = Math.atan2(mPos.y, mPos.x);
return getAtan*180/Math.PI;
}
drawArc(); // Draw the ARc
arrowImg = new Image(); // Create Image Obj
arrowImg.onload = function(){ drawImg(-90) }; // onload draw the Image
arrowImg.src = img.src;
canvas.addEventListener("mousemove", function(evt){
canvas.width = canvas.width; // clear the canvas
drawArc(); // Draw Arc
drawImg( calcDeg(evt) ); // Draw Image at the calculated degree
}, false);
canvas{background:#eee;}
<canvas id="test" width="400" height="400">Your browser does not support the HTML5 canvas tag.</canvas>
Not clear? Goog, than ask

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