Reputation: 2551
First off, the square draws fine and it does work, but there are still a couple of issues. I have two problems... the first one is that when I draw the square, it's unable to collapse back on itself to a single point (and get smaller) if you made your square too big. The second problems is that when I draw the square, it shows up about a centimeter below my finger, rather than directly underneath it.
Can anyone help me out with these problems?
Here's the code:
JAVASCRIPT
// "Draw Rectangle" Button
function rect(){
var canvas = document.getElementById('canvasSignature'), ctx = canvas.getContext('2d'), rect = {}, drag = false;
function init() {
canvas.addEventListener("touchstart", touchHandler, false);
canvas.addEventListener("touchmove", touchHandler, false);
canvas.addEventListener("touchend", touchHandler, false);
}
function touchHandler(event) {
if (event.targetTouches.length == 1) { //one finger touche
var touch = event.targetTouches[0];
if (event.type == "touchstart") {
rect.startX = touch.pageX;
rect.startY = touch.pageY;
drag = true;
} else if (event.type == "touchmove") {
if (drag) {
rect.w = touch.pageX - rect.startX;
rect.h = touch.pageY - rect.startY ;
draw();
}
} else if (event.type == "touchend" || event.type == "touchcancel") {
drag = false;
}
}
}
function draw() {
ctx.fillRect(rect.startX, rect.startY, rect.w, rect.h);
ctx.fillStyle = "orange";
}
init();
}
Thanks, Wardenclyffe
Upvotes: 1
Views: 958
Reputation: 129139
The first problem is caused by you not clearing the canvas. The previous data will remain in the canvas unless you clear it, and so the previously-drawn rectangle will remain. You can clear the canvas like this:
ctx.clearRect(0, 0, canvas.width, canvas.height);
I assume your second problem is that you're using the page-relative X and Y and expecting it to be the canvas-relative X and Y. This is not the case unless the canvas's upper left hand corner is the same as the document's upper left hand corner. You can transform a page X and Y into a canvas X and Y in newer browsers like this:
var clientRect = canvas.getBoundingClientRect();
var canvasX = touch.pageX - clientRect.left - window.pageXOffset,
canvasY = touch.pageY - clientRect.top - window.pageYOffset;
This will need further tweaking if the canvas is in an element with a scrollbar.
Upvotes: 1