Draw to canvas using javascript within a table - javascript

I grabbed this code from another thread. Works great until I put it into a table. The drawing is off vertically. I've tried everything I can think of.
var canvas, ctx, flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0,
dot_flag = false;
window.onload = function () {
canvas = document.getElementById('canvas');
ctx = canvas.getContext("2d");
w = canvas.width;
h = canvas.height;
canvas.addEventListener("mousemove", function (e) {
findxy('move', e)
}, false);
canvas.addEventListener("mousedown", function (e) {
findxy('down', e)
}, false);
canvas.addEventListener("mouseup", function (e) {
findxy('up', e)
}, false);
canvas.addEventListener("mouseout", function (e) {
findxy('out', e)
}, false);
}
function draw() {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = "black";
ctx.lineWidth = 2;
ctx.stroke();
ctx.closePath();
}
function findxy(res, e) {
if (res == 'down') {
prevX = currX;
prevY = currY;
currX = e.clientX; - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
flag = true;
dot_flag = true;
if (dot_flag) {
ctx.beginPath();
ctx.fillStyle = "black";
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
dot_flag = false;
}
}
if (res == 'up' || res == "out") {
flag = false;
}
if (res == 'move') {
if (flag) {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
draw();
}
}
}
<table>
<tr height=100>
<td></td>
</tr>
<tr>
<td style='border:1px solid black;'>
<canvas id="canvas" width="400" height="400"></canvas>
</td>
</tr>
</table>
If you remove the table, it works as it should.

You need to get the offsets from
canvas.getBoundingClientRect();
Using canvas.offsetTop and canvas.offsetLeft gives you offsets relative to the parent.
var canvas, ctx, flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0,
dot_flag = false;
window.onload = function () {
canvas = document.getElementById('canvas');
ctx = canvas.getContext("2d");
w = canvas.width;
h = canvas.height;
canvas.addEventListener("mousemove", function (e) {
findxy('move', e)
}, false);
canvas.addEventListener("mousedown", function (e) {
findxy('down', e)
}, false);
canvas.addEventListener("mouseup", function (e) {
findxy('up', e)
}, false);
canvas.addEventListener("mouseout", function (e) {
findxy('out', e)
}, false);
}
function draw() {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = "black";
ctx.lineWidth = 2;
ctx.stroke();
ctx.closePath();
}
function findxy(res, e) {
if (res == 'down') {
prevX = currX;
prevY = currY;
rect = canvas.getBoundingClientRect();
currX = e.clientX - rect.left;
currY = e.clientY - rect.top;
flag = true;
dot_flag = true;
if (dot_flag) {
ctx.beginPath();
ctx.fillStyle = "black";
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
dot_flag = false;
}
}
if (res == 'up' || res == "out") {
flag = false;
}
if (res == 'move') {
if (flag) {
prevX = currX;
prevY = currY;
currX = e.clientX - rect.left;
currY = e.clientY - rect.top;
draw();
}
}
}
<table>
<tr height=100>
<td></td>
</tr>
<tr>
<td style='border:1px solid black;'>
<canvas id="canvas" width="400" height="400"></canvas>
</td>
</tr>
</table>

Related

how to make drawable on dynamic canvas

I have display canvas dynamically based on records in db. Currently I have
two records in db and it shows two canvas in page.Now i should able to draw
on both cannvas however I can only draw on last canvas not on the both canvas.
Please check the image https://ibb.co/n7rvdk5 for more.
I am getting id 609 and 610.It can be 1,2 etc. This id are passed on canvas id to make it unique.
<div class="snap-field col-sm-12" style="height: 450px;">
loop here
<canvas data-fieldid="{{$draw->id}}"
id="image-canvas-{{$draw->id}}"
width="400" height="200"
class="image-canvas"
style="position:absolute;">
</canvas>
</div>
This is my js part and within document.ready function i have loaded the canvas . initEditableImageCanvas takes unique id. for example in this case it takes 609 and 610.I can draw on canvas with id 610 but not on 609.Maybe I need to make some changes here and I am not sure what should I do
<script>
var canvas, ctx, flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0,
dot_flag = false;
var x = "red",
y = 2;
function initEditableImageCanvas(fieldId) {
canvas = document.getElementById('image-canvas-' + fieldId);
ctx = canvas.getContext("2d");
w = canvas.width;
h = canvas.height;
canvas.addEventListener("mousemove", function(e) {
findxy('move', e)
}, false);
canvas.addEventListener("mousedown", function(e) {
findxy('down', e)
}, false);
canvas.addEventListener("mouseup", function(e) {
findxy('up', e)
}, false);
canvas.addEventListener("mouseout", function(e) {
findxy('out', e)
}, false);
}
function draw() {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = x;
ctx.lineWidth = y;
ctx.stroke();
ctx.closePath();
}
function findxy(res, e) {
if (res == 'down') {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.getBoundingClientRect().left;
currY = e.clientY - canvas.getBoundingClientRect().top;
flag = true;
dot_flag = true;
if (dot_flag) {
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
dot_flag = false;
}
}
if (res == 'up' || res == "out") {
flag = false;
}
if (res == 'move') {
if (flag) {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.getBoundingClientRect().left;
currY = e.clientY - canvas.getBoundingClientRect().top;
draw();
}
}
}
$(document).ready(function() {
$(".image-canvas").each(function(canvas) {
//get id
initEditableImageCanvas($(this).data("fieldid"));
});
});
</script>
I am looking for help to fix it. I want draw in all canvas.
Any help? Thanks
In order to draw on a canvas, you can store it in a variable so that you are able to apply your logic.
let canvas = document.getElementById('canvasId');
let ctx = canvas.getContext('2d')
/*
Logic
*/
However, in your case, it turns out that since canvas and ctx are global variables, they get reassigned each time initEditableImageCanvas() is called within jQuery's each().
So even though the function findxy() is called whenever one event (i.e. mousemove) happens, it's not sufficient to draw on the right places. You
have to check if it is pointing to the right canvas.
This said, to prevent unexpected behaviors, prefer using local variables defined with let statement instead of global ones when working with multiple drawable canvas. One solution follows:
Change var -> let
Add a third parameter (c) to findxy()
Add an parameter (ctx) to draw()
// get rid of global canvas and ctx
var flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0,
dot_flag = false;
var x = "red",
y = 2;
function initEditableImageCanvas(fieldId) {
// use let
let canvas = document.getElementById('editable-image-canvas-' + fieldId);
ctx = canvas.getContext("2d");
w = canvas.width;
h = canvas.height;
/*
Attach this to each findxy
*/
canvas.addEventListener("mousemove", function(e) {
findxy('move', e, this)
}, false);
canvas.addEventListener("mousedown", function(e) {
findxy('down', e, this)
}, false);
canvas.addEventListener("mouseup", function(e) {
findxy('up', e, this)
}, false);
canvas.addEventListener("mouseout", function(e) {
findxy('out', e, this)
}, false);
}
function draw(ctx) {
// added parameter ctx
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = x;
ctx.lineWidth = y;
ctx.stroke();
ctx.closePath();
}
function findxy(res, e, c) {
// added parameter c and local ctx
let ctx = c.getContext('2d')
if (res == 'down') {
prevX = currX;
prevY = currY;
currX = e.clientX - c.getBoundingClientRect().left;
currY = e.clientY - c.getBoundingClientRect().top;
flag = true;
dot_flag = true;
if (dot_flag) {
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
dot_flag = false;
}
}
if (res == 'up' || res == "out") {
flag = false;
}
if (res == 'move') {
if (flag) {
prevX = currX;
prevY = currY;
currX = e.clientX - c.getBoundingClientRect().left;
currY = e.clientY - c.getBoundingClientRect().top;
draw(ctx); // added argument
}
}
}
$(document).ready(function() {
$(".editable-image-canvas").each(function(canvas) {
// alert($(this).data("fieldid")) //give id 609 and 610
initEditableImageCanvas($(this).data("fieldid"));
});
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div class="snap-field col-sm-12" style="height: 450px;"> <div style="display:grid;"> <span>609</span> <canvas data-fieldid="609" id="editable-image-canvas-609" width="200" height="150" class="editable-image-canvas" style="position:relative;top:10%;border:1px dotted; margin-bottom:30px;"> </canvas> <span>610</span> <canvas data-fieldid="610" id="editable-image-canvas-610" width="200" height="150" class="editable-image-canvas" style="position:relative;top:10%;border:1px dotted;"> </canvas> </div><input type="hidden" name="field_{{$draw->id}}" id="editable-image-hidden-{{$draw->id}}"></div>

unable to draw on multiple canvas

How to load multiple canvas and enable drawing on it. Currently, It shows two canvas on my page but I can only draw in one canvas.
I have two records in database. foreach loop below make two canvas but I can only draw in only one canvas not on the both canvas. I should able to draw on both canvas and that is the things I want. I am looking for any help or any tips on how should I do so that I can draw on all canvas generated dynamically.
<body onload="init()">
<canvas id="can_{{$draw->id}}" width="1200" height="400"
style="position:absolute;top:10%;left:10%;border:2px solid;">
</canvas>
</body>
Below is the js code that allows user to draw on image of canvas
<script type="text/javascript">
var canvas, ctx, flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0,
dot_flag = false;
var x = "red",
y = 2;
function init() {
for(let i=1;i<3;i++){
canvas = document.getElementById('can_'+i);
ctx = canvas.getContext("2d");
w = canvas.width;
h = canvas.height;
//
canvas.addEventListener("mousemove", function (e){
findxy('move', e)
}, false);
canvas.addEventListener("mousedown", function (e) {
findxy('down', e)
}, false);
canvas.addEventListener("mouseup", function (e) {
findxy('up', e)
}, false);
canvas.addEventListener("mouseout", function (e) {
findxy('out', e)
}, false);
}//end of for
}
function draw() {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = x;
ctx.lineWidth = y;
ctx.stroke();
ctx.closePath();
}
function findxy(res, e) {
if (res == 'down') {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.getBoundingClientRect().left;
currY = e.clientY - canvas.getBoundingClientRect().top;
flag = true;
dot_flag = true;
if (dot_flag) {
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
dot_flag = false;
}
}
if (res == 'up' || res == "out") {
flag = false;
}
if (res == 'move') {
if (flag) {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.getBoundingClientRect().left;
currY = e.clientY -canvas.getBoundingClientRect().top;
draw();
}
}
}
</script>
Try something similar to this. Add the context to an array and see if you can draw to both. Not exactly sure the context thing is your problem but I think it is.
let canvas1 = document.getElementById("c1");
let canvas2 = document.getElementById("c2");
let ctx1 = canvas1.getContext("2d");
let ctx2 = canvas2.getContext("2d");
let ctx = [ctx1, ctx2];
function draw() {
ctx.forEach((ctx, i) => {
ctx.fillStyle = "lightblue";
ctx.fillRect(10, 10, 100, 100)
});
}
draw()
<canvas id='c1'></canvas>
<canvas id='c2'></canvas>
Adding what #Kaiido said for performance
let canvas1 = document.getElementById("c1");
let canvas2 = document.getElementById("c2");
let ctx1 = canvas1.getContext("2d");
let ctx2 = canvas2.getContext("2d");
ctx1.fillStyle = "lightblue";
ctx1.fillRect(50, 50, 100, 100)
ctx2.drawImage(canvas1, 0, 0)
<canvas id='c1'></canvas>
<canvas id='c2'></canvas>
Here's a solution that makes use of the fact we know which canvas generated a mouse event. Since we know that, we can use it to get the context of the correct canvas.
I show a message for mousemove and mousedown, indicating which canvas triggered the event.
<!doctype html>
<html>
<head>
<script>
"use strict";
var canvas, ctx, flag = false,
prevx = 0,
curx = 0,
prevy = 0,
cury = 0,
dot_flag = false;
var x = "red",
y = 2;
window.addEventListener('load', onLoaded, false);
function onLoaded(evt)
{
let canvasElems = document.querySelectorAll('canvas');
canvasElems.forEach(
can => {
can.addEventListener('mousemove', function(evt){ findxy('move', evt, this);}, false);
can.addEventListener('mousedown', function(evt){ findxy('down', evt, this);}, false);
can.addEventListener('mouseup', function(evt){ findxy('up', evt, this);}, false);
can.addEventListener('mouseout', function(evt){ findxy('out', evt, this);}, false);
} );
}
function findxy(reason, evt, elem)
{
if (reason=='up' || reason=='out')
flag = false;
if (reason == 'down')
{
document.querySelector('#output').textContent = elem.getAttribute('name') + ' was clicked';
prevx = curx;
prevy = cury;
curx = evt.clientX - elem.getBoundingClientRect().left;
cury = evt.clientY - elem.getBoundingClientRect().top;
flag = true;
dot_flag = true;
//if (dot_flag)
//{
let ctx = elem.getContext('2d');
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(curx, cury, 2, 2);
ctx.closePath();
dot_flag = false;
//}
}
else if (reason == 'move')
{
document.querySelector('#output').textContent = elem.getAttribute('name') + ' was moved over';
if (flag)
{
prevx = curx;
prevy = cury;
curx = evt.clientX - elem.getBoundingClientRect().left;
cury = evt.clientY - elem.getBoundingClientRect().top;
draw(elem);
}
}
}
function draw(tgtCanvas)
{
let ctx = tgtCanvas.getContext('2d');
ctx.beginPath();
ctx.moveTo(prevx, prevy);
ctx.lineTo(curx, cury);
ctx.strokeStyle = x;
ctx.lineWidth = y;
ctx.stroke();
ctx.closePath();
}
</script>
<style>
canvas
{
margin: 4px;
border: solid 1px #333;
}
</style>
</head>
<body>
<canvas name='canvas1'></canvas><canvas name='canvas2'></canvas>
</br>
<span id='output'></span>
</body>
</html>

Touchmove not working on mobile like mousemove on desktop

Edit: I noticed that if I quickly touch the screen, a dot formed. When you touch the screen and then move it on the canvas, the page itself moving, I wonder if this has something to do with scrolling?
I have drawing page , everything working correctly on desktop but not mobile. This is simple summary of my page:
var canvas, ctx, flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0,
dot_flag = false;
var x = "black",
y = 2;
function candraw() {
canvas = document.getElementById('can');
ctx = canvas.getContext("2d");
w = canvas.width;
h = canvas.height;
canvas.addEventListener("mousemove", function (e) {
findxy('move', e)
}, false);
canvas.addEventListener("touchmove", function (e) {
findxy('move', e)
}, false);
canvas.addEventListener("mousedown", function (e) {
findxy('down', e)
}, false);
canvas.addEventListener("touchstart", function (e) {
findxy('down', e)
}, false);
canvas.addEventListener("mouseup", function (e) {
findxy('up', e)
}, false);
canvas.addEventListener("touchend", function (e) {
findxy('up', e)
}, false);
canvas.addEventListener("mouseout", function (e) {
findxy('out', e)
}, false);
canvas.addEventListener("touchcancel", function (e) {
findxy('out', e)
}, false);
}
function draw() {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = x;
ctx.lineWidth = y;
ctx.stroke();
ctx.closePath();
}
function findxy(res, e) {
if (res == 'down') {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
flag = true;
dot_flag = true;
if (dot_flag) {
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
dot_flag = false;
}
}
if (res == 'up' || res == "out") {
flag = false;
}
if (res == 'move') {
if (flag) {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
draw();
}
}
}
candraw();
<html>
<body>
<canvas id="can" width="400" height="400" style="border:2px solid;"> </canvas>
</body>
</html>
I expect touchmove, touchstart, touchend work like mousemove, mousedown, mouseup but these are not working or working different way.
As a result I cant draw on mobile. How can I solve this problem?
I solved my problem , javascript using e.clientX and e.clientY for only desktop.
So for mobile we must use touches like this: e.touches[0].clientX , e.touches[0].clientY.
function findxy must be like this(dont use only touches if you want use mobile and desktop you need use devices detector i already used below):
function findxy(res, e) {
if (res == 'down') {
prevX = currX;
prevY = currY;
if(/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)){
currX = e.touches[0].clientX - canvas.offsetLeft;
currY = e.touches[0].clientY - canvas.offsetTop;
}else{
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
}
flag = true;
dot_flag = true;
if (dot_flag) {
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
dot_flag = false;
}
}
if (res == 'up' || res == "out") {
flag = false;
}
if (res == 'move') {
if (flag) {
prevX = currX;
prevY = currY;
if(/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)){
currX = e.touches[0].clientX - canvas.offsetLeft;
currY = e.touches[0].clientY - canvas.offsetTop;
}else{
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
}
draw();
}
}
}

How to add dynamic labels to the dynamically added shapes on the Canvas?

I am trying to create a free-form drawing tool which allows to draw a shape (rectangle/triangle/line) and add the unique labels for each drawn shape. I got the free-form drawing tool code here: https://jsfiddle.net/k70m5qvh/.
Code:
<html>
<script type="text/javascript">
var canvas, ctx, flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0,
dot_flag = false;
var x = "black",
y = 2;
function init() {
canvas = document.getElementById('can');
ctx = canvas.getContext("2d");
w = canvas.width;
h = canvas.height;
canvas.addEventListener("mousemove", function (e) {
findxy('move', e)
}, false);
canvas.addEventListener("mousedown", function (e) {
findxy('down', e)
}, false);
canvas.addEventListener("mouseup", function (e) {
findxy('up', e)
}, false);
canvas.addEventListener("mouseout", function (e) {
findxy('out', e)
}, false);
}
function color(obj) {
switch (obj.id) {
case "black":
x = "black";
break;
case "white":
x = "white";
break;
}
if (x == "white") y = 14;
else y = 2;
}
function draw() {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = x;
ctx.lineWidth = y;
ctx.stroke();
//clear background
ctx.closePath();
}
function erase() {
var m = confirm("Want to clear");
if (m) {
ctx.clearRect(0, 0, w, h);
document.getElementById("canvasimg").style.display = "none";
}
}
function findxy(res, e) {
if (res == 'down') {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
flag = true;
dot_flag = true;
if (dot_flag) {
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
dot_flag = false;
}
}
if (res == 'up' || res == "out") {
flag = false;
}
if (res == 'move') {
if (flag) {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
draw();
}
}
}
</script>
<body onload="init()">
<style>
.eraser {
cursor: cell;
}
</style>
<canvas id="can" width="400" height="400" style="position:absolute;top:10%;left:10%;border:1px solid black;"></canvas>
<div style="position:absolute;top:17%;left:67%;width: 40px; height:15px;border: 1px solid black; padding: 10px 5px;" id="black" onclick="color(this)">Draw</div>
<div style="position:absolute;top:37%;left:67%;width: 40px; height:15px;border: 1px solid black; padding: 10px 5px;" id="white" class="eraser" onclick="color(this)">Erase</div>
<img id="canvasimg" style="position:absolute;top:10%;left:52%;" style="display:none;">
</body>
</html>
But need a solution for the second part, that is adding dynamic labels for drawn objects.
Does anyone have experience of adding dynamic labels for dynamically added free-form shapes on canvas? Appreciate the help!

Offset all Canvas Lines

I have the following canvas code:
<script type="text/javascript">
var canvas, ctx, flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0,
dot_flag = false;
var x = "black",
y = 2;
function init() {
canvas = document.getElementById('can');
ctx = canvas.getContext("2d");
w = canvas.width;
h = canvas.height;
canvas.addEventListener("mousemove", function (e) {
findxy('move', e)
}, false);
canvas.addEventListener("mousedown", function (e) {
findxy('down', e)
}, false);
canvas.addEventListener("mouseup", function (e) {
findxy('up', e)
}, false);
canvas.addEventListener("mouseout", function (e) {
findxy('out', e)
}, false);
}
function color(obj) {
switch (obj.id) {
case "blue":
x = "blue";
break;
case "red":
x = "red";
break;
case "black":
x = "black";
break;
case "white":
x = "white";
break;
}
if (x == "white") y = 14;
else y = 2;
}
function draw() {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = x;
ctx.lineWidth = y;
ctx.stroke();
ctx.closePath();
}
function erase() {
var m = confirm("Want to clear");
if (m) {
ctx.clearRect(0, 0, w, h);
document.getElementById("canvasimg").style.display = "none";
}
}
function save() {
document.getElementById("canvasimg").style.border = "2px solid";
var dataURL = canvas.toDataURL();
document.getElementById("canvasimg").src = dataURL;
document.getElementById("canvasimg").style.display = "inline";
}
function findxy(res, e) {
if (res == 'down') {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
flag = true;
dot_flag = true;
if (dot_flag) {
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
dot_flag = false;
}
}
if (res == 'up' || res == "out") {
flag = false;
}
if (res == 'move') {
if (flag) {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
draw();
}
}
}
</script>
However because of CSS having margin/padding/width/height on my parent elements, the canvas is returning an offset to the left and bottom, is there any way to forcefully apply a negative offset back to the mouse location or is it possible to just get the MOUSE location instead.
Use .getBoundingClientRect which accounts for CSS styling & repositioning:
var BB=canvas.getBoundingClientRect();
var BBoffsetX=BB.left;
var BBoffsetY=BB.top;
var mouseX=parseInt(e.clientX-BBoffsetX);
var mouseY=parseInt(e.clientY-BBoffsetY);

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