Reputation: 425
I am trying to get the mouse position on a transformed canvas. Here is my resize method:
window.addEventListener('resize', resize);
function resize() {
screenWidth = window.innerWidth;
screenHeight = window.innerHeight;
scaleFillNative = MathMAX(screenWidth / maxScreenWidth, screenHeight / maxScreenHeight);
mainCanvas.width = screenWidth;
mainCanvas.height = screenHeight;
mainContext.setTransform(scaleFillNative, 0, 0, scaleFillNative, Math.floor((screenWidth - (maxScreenWidth * scaleFillNative)) / 2),
Math.floor((screenHeight - (maxScreenHeight * scaleFillNative)) / 2));
}
The maxScreenWidth and maxScreenHeight represents the native screen dimensions that the canvas should be transformed to.
The actual resizing works fine. The issue however is that I am trying to render a circle at the mouse position on the canvas. The mouse position is set as follows:
window.addEventListener('mousemove', gameInput, false);
var mouseX, mouseY;
function gameInput(e) {
e.preventDefault();
e.stopPropagation();
mouseX = e.clientX;
mouseY = e.clientY;
}
And it is then rendered like this:
renderCircle(mouseX / scaleFillNative, mouseY / scaleFillNative, 10);
The x position is rendered correctly. However when I resize the window so that the width is less than the height, it no longer renders at the correct x location. The y position is always offset.
Upvotes: 1
Views: 1809
Reputation: 136698
I don't know exactly what you have tried so far, but for a basic mouse coordinate to transformed canvas (non skewed), you'll have to do
mouseX = (evt.clientX - canvas.offsetLeft - translateX) / scaleX;
mouseY = (evt.clientY - canvas.offsetTop - translateY) / scaleY;
But canvas.offsetXXX
doesn't take scroll amount into account, so this demo uses getBoundingRect
instead.
var ctx = canvas.getContext('2d');
window.addEventListener('resize', resize);
// you probably have these somewhere
var maxScreenWidth = 1800,
maxScreenHeight = 1200,
scaleFillNative, screenWidth, screenHeight;
// you need to set available to your mouse move listener
var translateX, translateY;
function resize() {
screenWidth = window.innerWidth;
screenHeight = window.innerHeight;
// here you set scaleX and scaleY to the same variable
scaleFillNative = Math.max(screenWidth / maxScreenWidth, screenHeight / maxScreenHeight);
canvas.width = screenWidth;
canvas.height = screenHeight;
// store these values
translateX = Math.floor((screenWidth - (maxScreenWidth * scaleFillNative)) / 2);
translateY = Math.floor((screenHeight - (maxScreenHeight * scaleFillNative)) / 2);
ctx.setTransform(scaleFillNative, 0, 0, scaleFillNative, translateX, translateY);
}
window.addEventListener('mousemove', mousemoveHandler, false);
function mousemoveHandler(e) {
// Note : I don't think there is any event default on mousemove, no need to prevent it
// normalize our event's coordinates to the canvas current transform
// here we use .getBoundingRect() instead of .offsetXXX
// because we also need to take scroll into account,
// in production, store it on debounced(resize + scroll) events.
var rect = canvas.getBoundingClientRect();
var mouseX = (e.clientX - rect.left - translateX) / scaleFillNative,
mouseY = (e.clientY - rect.top - translateY) / scaleFillNative;
ctx.fillRect(mouseX - 5, mouseY - 5, 10, 10);
}
// an initial call
resize();
<canvas id="canvas"></canvas>
Upvotes: 4