Reputation: 155
I'm making an image drawing application with html and javascript. I made it with canvas and added some buttons(<div>
s) on the canvas. Of course, canvas have onmousedown, onmouseup, onmousemove handlers to draw lines. But when I move mouse to the position of buttons or out of the canvas, then return to the canvas area, line breaks.
refer to the code(http://jsfiddle.net/coldmund/MQKMv/) please.
html:
<div>
<div style="position: absolute; margin-top: 0px; margin-left: 0px;"><canvas id="canvas" width="500" height="300" onmousedown="down(event)" onmouseup="up()" onmousemove="move(event)" style="border: 1px solid"></canvas></div>
<div style="position: absolute; margin-top: 100px; margin-left: 100px; width: 100px; height: 100px; background: #ff0000; opacity: 0.5"></div>
</div>
js:
var mouseDown = false;
down = function(e)
{
mouseDown = true;
prevX = e.clientX;
prevY = e.clientY;
};
up = function()
{
mouseDown = false;
};
move = function(e)
{
if( mouseDown === false )
return;
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
context.lineWidth = 5;
context.lineCap = 'round';
context.beginPath();
context.moveTo( prevX, prevY );
context.lineTo( e.clientX, e.clientY );
context.stroke();
prevX = e.clientX;
prevY = e.clientY;
};
Upvotes: 1
Views: 414
Reputation: 611
Here is a fiddle with a potential solution (fiddle). This basically toggles the buttons css property to pointer-events:none
while drawing on the canvas.
The differences between your code and mine basically reduce to the following:
// CSS
.no-pointer-events {
pointer-events:none;
}
// Inside the mousedown handler
document.getElementById( "button1" ).class = "no-pointer-events";
// Inside the mouseup handler
document.getElementById( "button1" ).class = "";
Upvotes: 1