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I am writing a simple drawing app to get an understanding of the HTML 5 canvas. The problem is that I simply can't seem to get the correct mouse position within the canvas element.I've looked at the other questions on stackoverflow like the one here getting mouse position with javascript within canvas that address this issue but their solutions don't seem to help me.
Here is my code:
<!DOCTYPE HTML>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<title>Untitled Document</title>
<script src=".4.4/jquery.min.js" type="text/javascript"></script>
<style type="text/css">
#test {
border: solid black 1px;
width: 500px;
height: 500px;
}
</style>
<script type="text/javascript">
$(function(){
var canvas=document.getElementById('test');
if(canvas.getContext){
var ctx =canvas.getContext('2d');
var draw = false;
ctx.strokeStyle = "rgb(200,0,0)";
ctx.lineWidth = 3;
ctx.lineCap = "round";
$('#test').mousedown(function(){draw=true;});
$('#test').mouseup(function(){draw=false;});
$('#test').mousemove(function(e){
if(draw){
var x , y;
x = e.layerX;
y = e.layerY;
ctx.moveTo(x,y);
ctx.lineTo(x+1,y+1);
ctx.stroke();
}
});
}
});
</script>
</head>
<body>
<canvas id="test"></canvas>
</body>
</html>
What am I doing wrong here? I have tested this in both Chrome/Firefox.
I am writing a simple drawing app to get an understanding of the HTML 5 canvas. The problem is that I simply can't seem to get the correct mouse position within the canvas element.I've looked at the other questions on stackoverflow like the one here getting mouse position with javascript within canvas that address this issue but their solutions don't seem to help me.
Here is my code:
<!DOCTYPE HTML>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<title>Untitled Document</title>
<script src="https://ajax.googleapis./ajax/libs/jquery/1.4.4/jquery.min.js" type="text/javascript"></script>
<style type="text/css">
#test {
border: solid black 1px;
width: 500px;
height: 500px;
}
</style>
<script type="text/javascript">
$(function(){
var canvas=document.getElementById('test');
if(canvas.getContext){
var ctx =canvas.getContext('2d');
var draw = false;
ctx.strokeStyle = "rgb(200,0,0)";
ctx.lineWidth = 3;
ctx.lineCap = "round";
$('#test').mousedown(function(){draw=true;});
$('#test').mouseup(function(){draw=false;});
$('#test').mousemove(function(e){
if(draw){
var x , y;
x = e.layerX;
y = e.layerY;
ctx.moveTo(x,y);
ctx.lineTo(x+1,y+1);
ctx.stroke();
}
});
}
});
</script>
</head>
<body>
<canvas id="test"></canvas>
</body>
</html>
What am I doing wrong here? I have tested this in both Chrome/Firefox.
Share Improve this question edited May 23, 2017 at 11:58 CommunityBot 11 silver badge asked Feb 6, 2011 at 18:47 kartikqkartikq 6512 gold badges11 silver badges20 bronze badges3 Answers
Reset to default 5Your canvas is missing width and height properties. In the current solution it just scales the default to fit your CSS. This in turn breaks your mouse coords. Try something along
<canvas id="test" width=500 height=500></canvas>
as your canvas markup.
Suppose your canvas has already been declared...
var Mouse = { //make a globally available object with x,y attributes
x: 0,
y: 0
}
canvas.onmousemove = function (event) { // this object refers to canvas object
Mouse = {
x: event.pageX - this.offsetLeft,
y: event.pageY - this.offsetTop
}
}
Mouse will update when you mouse move on the canvas
You should add pixel dimenstion to your canvas element:
<canvas id="test" width='500px' height='500px' ></canvas>
Here is working example - http://jsfiddle/gorsky/GhyPr/.
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