Reputation: 2203
I am using this simple script to enable users to enter their signatures. Unfortunately, this does not work on mobile devices.
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var container = document.getElementById('container');
var container_style = getComputedStyle(container);
canvas.width = 400;
canvas.height = 300;
var mouse = {x: 0, y: 0};
canvas.addEventListener('mousemove', function(e) {
mouse.x = e.pageX - this.offsetLeft;
mouse.y = e.pageY - this.offsetTop;
}, false);
ctx.lineJoin = 'round';
ctx.lineCap = 'round';
ctx.strokeStyle = "black";
function getSize(size){ctx.lineWidth = size;}
canvas.addEventListener('mousedown', function(e) {
ctx.beginPath();
ctx.moveTo(mouse.x, mouse.y);
canvas.addEventListener('mousemove', onPaint, false);
}, false);
canvas.addEventListener('mouseup', function() {
canvas.removeEventListener('mousemove', onPaint, false);
}, false);
var onPaint = function() {
ctx.lineTo(mouse.x, mouse.y);
ctx.stroke();
};
#canvas {
border: 1px solid rgba(0,0,0,.5);
}
<div id="container">
<canvas id="canvas"></canvas>
</div>
Is there an easy way to add touch support to this script?
Upvotes: 4
Views: 975
Reputation: 3207
Make these changes to your code:
pointerdown
, pointerup
, and pointermove
. Pointer events work for both mouse and touch interactions.touch-action: none
to your canvas CSS. This prevents the dragging of your finger from triggering the device's panning action (which stops your drawing).pointerdown
. This will stop previous lines from being connected to new ones.var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var container = document.getElementById('container');
canvas.width = 400;
canvas.height = 300;
var mouse = {x: 0, y: 0};
canvas.addEventListener('pointermove', function(e) {
mouse.x = e.pageX - this.offsetLeft;
mouse.y = e.pageY - this.offsetTop;
}, false);
ctx.lineJoin = 'round';
ctx.lineCap = 'round';
ctx.strokeStyle = 'black';
canvas.addEventListener('pointerdown', function(e) {
mouse.x = e.pageX - this.offsetLeft;
mouse.y = e.pageY - this.offsetTop;
ctx.beginPath();
ctx.moveTo(mouse.x, mouse.y);
canvas.addEventListener('pointermove', onPaint, false);
}, false);
canvas.addEventListener('pointerup', function() {
canvas.removeEventListener('pointermove', onPaint, false);
}, false);
var onPaint = function() {
ctx.lineTo(mouse.x, mouse.y);
ctx.stroke();
};
#canvas {
border: 1px solid rgba(0,0,0,.5);
touch-action: none;
}
<div id="container">
<canvas id="canvas"></canvas>
</div>
Upvotes: 4