[javascript] Real mouse position in canvas

I'm trying to draw with the mouse over a HTML5 canvas, but the only way that it seems to work well is if the canvas is in the position 0,0 (upper left corner) if I change the canvas position, for some reason it doesn't draw like it should. Here is my code.

 function createImageOnCanvas(imageId){
    document.getElementById("imgCanvas").style.display = "block";
    document.getElementById("images").style.overflowY= "hidden";
    var canvas = document.getElementById("imgCanvas");
    var context = canvas.getContext("2d");
    var img = new Image(300,300);
    img.src = document.getElementById(imageId).src;
    context.drawImage(img, (0),(0));
}

function draw(e){
    var canvas = document.getElementById("imgCanvas");
    var context = canvas.getContext("2d");
    posx = e.clientX;
    posy = e.clientY;
    context.fillStyle = "#000000";
    context.fillRect (posx, posy, 4, 4);
}

The HTML part

 <body>
 <div id="images">
 </div>
 <canvas onmousemove="draw(event)" style="margin:0;padding:0;" id="imgCanvas"
          class="canvasView" width="250" height="250"></canvas> 

I have read there's a way of creating a simple function in JavaScript to get the right position, but I have no idea about how to do it.

This question is related to javascript canvas html5-canvas mouse-position

The answer is


You can get the mouse positions by using this snippet:

function getMousePos(canvas, evt) {
    var rect = canvas.getBoundingClientRect();
    return {
        x: (evt.clientX - rect.left) / (rect.right - rect.left) * canvas.width,
        y: (evt.clientY - rect.top) / (rect.bottom - rect.top) * canvas.height
    };
}

This code takes into account both changing coordinates to canvas space (evt.clientX - rect.left) and scaling when canvas logical size differs from its style size (/ (rect.right - rect.left) * canvas.width see: Canvas width and height in HTML5).

Example: http://jsfiddle.net/sierawski/4xezb7nL/

Source: jerryj comment on http://www.html5canvastutorials.com/advanced/html5-canvas-mouse-coordinates/


You need to get the mouse position relative to the canvas

To do that you need to know the X/Y position of the canvas on the page.

This is called the canvas’s “offset”, and here’s how to get the offset. (I’m using jQuery in order to simplify cross-browser compatibility, but if you want to use raw javascript a quick Google will get that too).

    var canvasOffset=$("#canvas").offset();
    var offsetX=canvasOffset.left;
    var offsetY=canvasOffset.top;

Then in your mouse handler, you can get the mouse X/Y like this:

  function handleMouseDown(e){
      mouseX=parseInt(e.clientX-offsetX);
      mouseY=parseInt(e.clientY-offsetY);
}

Here is an illustrating code and fiddle that shows how to successfully track mouse events on the canvas:

http://jsfiddle.net/m1erickson/WB7Zu/

<!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 canvasOffset=$("#canvas").offset();
    var offsetX=canvasOffset.left;
    var offsetY=canvasOffset.top;

    function handleMouseDown(e){
      mouseX=parseInt(e.clientX-offsetX);
      mouseY=parseInt(e.clientY-offsetY);
      $("#downlog").html("Down: "+ mouseX + " / " + mouseY);

      // Put your mousedown stuff here

    }

    function handleMouseUp(e){
      mouseX=parseInt(e.clientX-offsetX);
      mouseY=parseInt(e.clientY-offsetY);
      $("#uplog").html("Up: "+ mouseX + " / " + mouseY);

      // Put your mouseup stuff here
    }

    function handleMouseOut(e){
      mouseX=parseInt(e.clientX-offsetX);
      mouseY=parseInt(e.clientY-offsetY);
      $("#outlog").html("Out: "+ mouseX + " / " + mouseY);

      // Put your mouseOut stuff here
    }

    function handleMouseMove(e){
      mouseX=parseInt(e.clientX-offsetX);
      mouseY=parseInt(e.clientY-offsetY);
      $("#movelog").html("Move: "+ mouseX + " / " + mouseY);

      // Put your mousemove stuff here

    }

    $("#canvas").mousedown(function(e){handleMouseDown(e);});
    $("#canvas").mousemove(function(e){handleMouseMove(e);});
    $("#canvas").mouseup(function(e){handleMouseUp(e);});
    $("#canvas").mouseout(function(e){handleMouseOut(e);});

}); // end $(function(){});
</script>

</head>

<body>
    <p>Move, press and release the mouse</p>
    <p id="downlog">Down</p>
    <p id="movelog">Move</p>
    <p id="uplog">Up</p>
    <p id="outlog">Out</p>
    <canvas id="canvas" width=300 height=300></canvas>

</body>
</html>

The easiest way to compute the correct mouse click or mouse move position on a canvas event is to use this little equation:

canvas.addEventListener('click', event =>
{
    let bound = canvas.getBoundingClientRect();

    let x = event.clientX - bound.left - canvas.clientLeft;
    let y = event.clientY - bound.top - canvas.clientTop;

    context.fillRect(x, y, 16, 16);
});

If the canvas has padding-left or padding-top, subtract x and y via:

x -= parseFloat(style['padding-left'].replace('px'));
y -= parseFloat(style['padding-top'].replace('px'));


Refer this question: The mouseEvent.offsetX I am getting is much larger than actual canvas size .I have given a function there which will exactly suit in your situation


Examples related to javascript

need to add a class to an element How to make a variable accessible outside a function? Hide Signs that Meteor.js was Used How to create a showdown.js markdown extension Please help me convert this script to a simple image slider Highlight Anchor Links when user manually scrolls? Summing radio input values How to execute an action before close metro app WinJS javascript, for loop defines a dynamic variable name Getting all files in directory with ajax

Examples related to canvas

How to make canvas responsive How to fill the whole canvas with specific color? Use HTML5 to resize an image before upload Convert canvas to PDF Scaling an image to fit on canvas Split string in JavaScript and detect line break Get distance between two points in canvas canvas.toDataURL() SecurityError Converting Chart.js canvas chart to image using .toDataUrl() results in blank image Chart.js canvas resize

Examples related to html5-canvas

Scaling an image to fit on canvas Tainted canvases may not be exported How to fix getImageData() error The canvas has been tainted by cross-origin data? JS Client-Side Exif Orientation: Rotate and Mirror JPEG Images Resize image with javascript canvas (smoothly) How to show a running progress bar while page is loading HTML5 Canvas Resize (Downscale) Image High Quality? HTML5 Canvas Rotate Image Real mouse position in canvas Changing three.js background to transparent or other color

Examples related to mouse-position

Real mouse position in canvas What is the difference between screenX/Y, clientX/Y and pageX/Y? Getting mouse position in c#