Display rectangle on canvas when mouse moves
Ajay Thakur
I want to draw rectangle on canvas. The code below works fine, except when I draw the rectangle, it doesn't show the path when the mouse moves. When I leave the mouse, the rectangle is visible on the canvas.
please help,
thanks
var canvas, ctx, flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0,
currShape = 'rectangle',
mouseIsDown = 0,
startX, endX, startY, endY,
dot_flag = false;
var x = "white",
y = 2;
function init() {
canvas = document.getElementById('can');
ctx = canvas.getContext("2d");
var imageObj = new Image(); //Canvas image Obj
imageObj.onload = function() {
ctx.drawImage(imageObj, 69, 50); //Load Image on canvas
};
imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/darth-vader.jpg'; //Load Image
w = canvas.width; // Canvas Width
h = canvas.height; // Canvas Height
//Check Shape to be draw
eventListener();
}
function eventListener(){
if(currShape=='rectangle'){
canvas.addEventListener("mousedown",function (e) {
mouseDown(e);
}, false);
canvas.addEventListener("mousemove",function (e){
mouseXY(e);
}, false);
canvas.addEventListener("mouseup", function (e){
mouseUp(e);
}, false);
}
}
function mouseUp(eve) {
if (mouseIsDown !== 0) {
mouseIsDown = 0;
var pos = getMousePos(canvas, eve);
endX = pos.x;
endY = pos.y;
if(currShape=='rectangle')
{
drawSquare(); //update on mouse-up
}
}
}
function mouseDown(eve) {
mouseIsDown = 1;
var pos = getMousePos(canvas, eve);
startX = endX = pos.x;
startY = endY = pos.y;
if(currShape=='rectangle')
{
drawSquare(); //update on mouse-up
}
}
function mouseXY(eve) {
if (mouseIsDown !== 0) {
var pos = getMousePos(canvas, eve);
endX = pos.x;
endY = pos.y;
//drawSquare();
}
}
function drawSquare() {
// creating a square
var w = endX - startX;
var h = endY - startY;
var offsetX = (w < 0) ? w : 0;
var offsetY = (h < 0) ? h : 0;
var width = Math.abs(w);
var height = Math.abs(h);
ctx.beginPath();
ctx.globalAlpha=0.7;
ctx.rect(startX + offsetX, startY + offsetY, width, height);
ctx.fillStyle = x;
ctx.fill();
ctx.lineWidth = y;
ctx.strokeStyle = x;
ctx.stroke();
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
.colortool div {
width: 15px;
height: 15px;
float: left;
margin-left: 2px;
}
.clear {
clear: both;
}
<!DOCTYPE HTML>
<html>
<body onload="init()">
<div class="canvasbody">
<canvas id="can" width="400" height="400" style="border:1px dotted #eee;"></canvas>
</div>
</body>
</html>
Charlie Baldry
This is your new JavaScript
var canvas, cnvHid, cnvRender, ctx, flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0,
currShape = 'rectangle',
mouseIsDown = 0,
startX, endX, startY, endY,
dot_flag = false;
var x = "white",
y = 2;
function init() {
canvas = document.getElementById('can');
cnvHid = document.getElementById( "canHid" );
cnvRender = document.getElementById( "canRend" );
ctx = canvas.getContext("2d");
var imageObj = new Image(); //Canvas image Obj
imageObj.onload = function() {
ctx.drawImage(imageObj, 69, 50); //Load Image on canvas
renderAllCanvas();
};
imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/darth-vader.jpg'; //Load Image
w = canvas.width; // Canvas Width
h = canvas.height; // Canvas Height
//Check Shape to be draw
eventListener();
}
function eventListener(){
if(currShape=='rectangle'){
cnvRender.addEventListener("mousedown",function (e) {
mouseDown(e);
renderAllCanvas();
}, false);
cnvRender.addEventListener("mousemove",function (e){
mouseXY(e);
renderAllCanvas();
}, false);
cnvRender.addEventListener("mouseup", function (e){
mouseUp(e);
renderAllCanvas();
}, false);
}
}
function mouseUp(eve) {
if (mouseIsDown !== 0) {
mouseIsDown = 0;
var pos = getMousePos(canvas, eve);
endX = pos.x;
endY = pos.y;
if(currShape=='rectangle')
{
drawSquare( canvas ); //update on mouse-up
cnvHid.getContext( "2d" ).clearRect( 0, 0, cnvHid.width, cnvHid.height );
}
}
}
function mouseDown(eve) {
mouseIsDown = 1;
var pos = getMousePos(canvas, eve);
startX = endX = pos.x;
startY = endY = pos.y;
if(currShape=='rectangle')
{
drawSquare( canvas ); //update on mouse-up
}
}
function mouseXY(eve) {
if (mouseIsDown !== 0) {
var pos = getMousePos(canvas, eve);
endX = pos.x;
endY = pos.y;
drawSquare( cnvHid, true );
}
}
function drawSquare( cnv, clear ) {
var ctx = cnv.getContext( "2d" );
if( clear && clear === true ){
ctx.clearRect( 0, 0, cnv.width, cnv.height );
}
// creating a square
var w = endX - startX;
var h = endY - startY;
var offsetX = (w < 0) ? w : 0;
var offsetY = (h < 0) ? h : 0;
var width = Math.abs(w);
var height = Math.abs(h);
ctx.beginPath();
ctx.globalAlpha=0.7;
ctx.rect(startX + offsetX, startY + offsetY, width, height);
ctx.fillStyle = x;
ctx.fill();
ctx.lineWidth = y;
ctx.strokeStyle = x;
ctx.stroke();
ctx.closePath();
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
function renderAllCanvas(){
var cnxRender = cnvRender.getContext( "2d" );
cnxRender.drawImage(
canvas
,0,0
,cnvRender.width,cnvRender.height
);
cnxRender.drawImage(
cnvHid
,0,0
,cnvRender.width,cnvRender.height
);
}
This is your new HTML
<!DOCTYPE HTML>
<html>
<body onload="init()">
<div class="canvasbody">
<canvas id="can" width="400" height="400" style="display: none;"></canvas>
<canvas id="canHid" width="400" height="400" style="display: none;"></canvas>
<canvas id="canRend" width="400" height="400" style="border:1px dotted #eee;"></canvas>
</div>
</body>
</html>