Reputation: 33
Please help me to understand the events of the canvas.
Take for example two of the square. Each has its own area where you need to process such events:
And how can I make a link to a separate square? That is, to the user clicks a link that invokes the event, similar to a click on a separate square.
HTML code
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<script type="text/javascript" src="scripts/canvas.js"></script>
<script>
window.onload = function()
{
drawCanvas('mainCanvas');
};
</script>
</head>
<body style="margin: 0px;">
<canvas id="mainCanvas" width="300" height="200"></canvas>
<aside>ID of the square</aside>
</body>
</html>
JS code
function makeRect(x, y, w, h)
{
return { x: x, y: y, w: w, h: h };
}
function drawCanvas(canvasId)
{
//// General Declarations
var canvas = document.getElementById(canvasId);
var context = canvas.getContext('2d');
//// Color Declarations
var blackColor = 'rgba(0, 0, 0, 1)';
var whiteColor = 'rgba(255, 255, 255, 1)';
//// Frames
var frameOne = makeRect(64, 70, 50, 50);
var frameTwo = makeRect(194, 70, 50, 50);
//// RectangleOne Drawing
context.beginPath();
context.rect(frameOne.x, frameOne.y, 50, 50);
context.fillStyle = whiteColor;
context.fill();
context.strokeStyle = blackColor;
context.lineWidth = 1;
context.stroke();
//// RectangleTwo Drawing
context.beginPath();
context.rect(frameTwo.x, frameTwo.y, 50, 50);
context.fillStyle = whiteColor;
context.fill();
context.strokeStyle = blackColor;
context.lineWidth = 1;
context.stroke();
}
Upvotes: 0
Views: 200
Reputation: 706
Canvas is only an element. You can catch event for all canvas not for squares, circle, line...
But you can hold the position of square , line, circle and check "if ( mouse's position in square position) and redraw canvas
Personally, you can try to use SVG and you can catch the events for individual element.
Upvotes: 0
Reputation: 105015
You ask a really broad question!
This will get you started:
About canvas rectangles
When you draw a rect on the canvas it becomes just “painted pixels” (like a painting of a rectangle on an artists canvas).
Nothing about the rect is “remembered” by canvas.
This means you can’t hit-test the rect to see if your mouse is hovering over that rect. The canvas doesn’t know anything about your rect.
Keeping track of rectangles
You must keep track of each rect’s properties yourself (x-coordinate, y-coordinate, width, height, color).
A convienient way to do this is creating a javascript object with the rect’s properties:
var rect1 = { x:30, y:30, width:50, height:25, color:"blue" };
Then use this rect1 object to draw the rect on your canvas
context.fillStyle=rect1.color;
context.fillRect( rect1.x, rect1.y, rect1.width, rect1.height );
Now you can always refer to rect1
to get the properties of your rectangle.
Mouse events
The canvas mouse events always relate to the canvas element itself, never to a rect drawn on the canvas.
Here’s how to listen to the mouse events on canvas:
// use jQuery to ask the browser to call `handleMouseMove` whenever the mouse is moved
$("#canvas").mousemove(function(e){handleMouseMove(e);});
// this is called every time your mouse moves
function handleMouseMove(e){
// get the mouses current X,Y position
// Note: offsetX/offsetY -- you must adjust for the offset of the canvas relative to the web page
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
}
Testing if the mouse is inside the rect
Remember that canvas knows nothing about your rect1, so use the rect1 object to “hit-test” whether the mouse is inside rect1:
if(
mouseX>=rect1.x &&
mouseX<=rect1.x+rect1.width &&
mouseY>=rect1.y &&
mouseY<=rect1.y+rect1.height
){
// the mouse is inside rect1
ctx.fillStyle="red";
ctx.fillRect(rect1.x,rect1.y,rect1.width,rect1.height);
}else{
// the mouse is not inside rect1
ctx.fillStyle=rect1.color;
ctx.fillRect(rect1.x,rect1.y,rect1.width,rect1.height);
}
This introduction should get you started coding…experiment for yourself!
Here’s a working demo: http://jsfiddle.net/m1erickson/tPjWX/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
#canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var $canvas=$("#canvas");
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var rect1 = { x:30, y:30, width:50, height:25, color:"blue" };
ctx.fillStyle=rect1.color;
ctx.fillRect(rect1.x,rect1.y,rect1.width,rect1.height);
function handleMouseMove(e){
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
if(
mouseX>=rect1.x &&
mouseX<=rect1.x+rect1.width &&
mouseY>=rect1.y &&
mouseY<=rect1.y+rect1.height
){
ctx.fillStyle="red";
ctx.fillRect(rect1.x,rect1.y,rect1.width,rect1.height);
}else{
ctx.fillStyle=rect1.color;
ctx.fillRect(rect1.x,rect1.y,rect1.width,rect1.height);
}
}
$("#canvas").mousemove(function(e){handleMouseMove(e);});
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
Upvotes: 1