Line And Rectangle In Canvas
I trying to create a canvas in which we can draw straight line and rectangle using mouse events in function of the selected input . I attach a mousedown, mousemove, and mouseup eve
Solution 1:
Your if
structure is only executed once, so when a user clicks on something, the changes are not recorded.
Try something like this:
$("input[type=radio]").on("change", handleRadioChanges);
functionhandleRadioChanges(event){
if (l.checked === true) {
$("#canvas").mousedown(function (e) {
handleMouseDown(e);
});
$("#canvas").mousemove(function (e) {
handleMouseMove(e);
});
$("#canvas").mouseup(function (e) {
handleMouseUp(e);
});
$("#canvas").mouseout(function (e) {
handleMouseOut(e);
});
}
if (c.checked === true) {
storedLines.length = 0;
redrawStoredLines();
}
if (r.checked === true) {
$("#canvas").on('mousedown', function (e) {
handleRecDown(e);
}).on('mouseup', function (e) {
handleRecUp();
}).on('mousemove', function (e) {
handleRecMove(e);
});
}
}
Complete Javascript sample with more bugfixes:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var canvasOffset = $("#canvas").offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var storedLines = [];
var startX = 0;
var startY = 0;
var isDown;
var type = "line"; // current type
ctx.strokeStyle = "orange";
ctx.lineWidth = 3;
functionhandleMouseDown(e) {
e.preventDefault();
e.stopPropagation();
canvas.style.cursor = "crosshair";
var mouseX = parseInt(e.clientX - offsetX);
var mouseY = parseInt(e.clientY - offsetY);
isDown = true;
startX = mouseX;
startY = mouseY;
}
functionhandleMouseMove(e) {
e.preventDefault();
e.stopPropagation();
if (!isDown) return;
redrawStoredLines();
var mouseX = parseInt(e.clientX - offsetX);
var mouseY = parseInt(e.clientY - offsetY);
if(type == "rect"){
ctx.beginPath();
ctx.rect(startX, startY, mouseX - startX, mouseY - startY);
ctx.stroke();
}
if(type == "line"){
ctx.beginPath();
ctx.moveTo(startX, startY);
ctx.lineTo(mouseX, mouseY);
ctx.stroke();
}
}
functionhandleMouseUp(e) {
canvas.style.cursor = "default";
e.preventDefault();
e.stopPropagation();
isDown = false;
var mouseX = parseInt(e.clientX - offsetX);
var mouseY = parseInt(e.clientY - offsetY);
storedLines.push({
type: type,
x1: startX,
y1: startY,
x2: mouseX,
y2: mouseY
});
redrawStoredLines();
}
functionhandleMouseOut(e) {
e.preventDefault();
e.stopPropagation();
if (!isDown) return;
isDown = false;
var mouseX = parseInt(e.clientX - offsetX);
var mouseY = parseInt(e.clientY - offsetY);
storedLines.push({
type: type,
x1: startX,
y1: startY,
x2: mouseX,
y2: mouseY
});
redrawStoredLines();
}
functionredrawStoredLines() {
console.log(storedLines);
ctx.clearRect(0, 0, canvas.width, canvas.height);
if (storedLines.length == 0) return;
// redraw each stored linefor (var i = 0; i < storedLines.length; i++) {
if(storedLines[i].type == "line"){
ctx.beginPath();
ctx.moveTo(storedLines[i].x1, storedLines[i].y1);
ctx.lineTo(storedLines[i].x2, storedLines[i].y2);
ctx.stroke();
}
if(storedLines[i].type == "rect"){
ctx.beginPath();
ctx.rect(storedLines[i].x1, storedLines[i].y1,
storedLines[i].x2 - storedLines[i].x1, storedLines[i].y2 - storedLines[i].y1);
ctx.stroke();
}
}
}
let l = document.getElementById("line");
let c = document.getElementById("clear");
let r = document.getElementById("rect");
$("input[type=radio]").on("change", handleRadioChanges);
functionhandleRadioChanges(event) {
if(l.checked){
type = "line";
}
if(r.checked){
type = "rect";
}
if (c.checked === true) {
storedLines.length = 0;
redrawStoredLines();
}
}
$("#canvas").mousedown(function (e) {
handleMouseDown(e);
});
$("#canvas").mousemove(function (e) {
handleMouseMove(e);
});
$("#canvas").mouseup(function (e) {
handleMouseUp(e);
});
Solution 2:
Did you try fabric.js
?
If not you should, very simple js library which works on canvas, you can draw rectangle, circle, line, traingle etc. with bulit in support for drag n drop, resize, rotate etc.
I created a sample for you, check here
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