Basically what I have coded is the ability to type a word into a text box. When a button is pressed to submit it that word is then posted to the HTML5 canvas so people can see it. What I want to do now is to have the ability to drag that word around the HTML5 canvas. I'm having slightly difficulty in achieving this and was wondering if someone could help me with this please? Here's my code what I've done so far:
var fname;
var canvas;
var ctx;
var canvasX;
var canvasY;
var mouseIsDown;
function addTitle2() {
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
canvas.addEventListener("mousedown", mouseDown, false);
canvas.addEventListener("mousemove", mouseXY, false);
document.body.addEventListener("mouseup", mouseUp, false);
var fname = document.forms[0].fname.value;
ctx.fillStyle = "black";
ctx.strokeStyle = "black";
ctx.font = "35px Arial";
ctx.fillText(fname, Math.random() * 500, Math.random() * 400);
ctx.stroke();
}
function mouseUp() {
mouseIsDown = 0;
mouseXY();
}
function mouseDown() {
mouseIsDown = 1;
mouseXY();
}
function mouseXY(e) {
e.preventDefault();
canvasX = e.pageX - canvas.offsetLeft;
canvasY = e.pageY - canvas.offsetTop;
ShowPos();
}
function ShowPos() {
if(mouseIsDown) {
ctx.fillText(fname, canvasX, canvasY);
}
}
Dragging text is largely responding to mouse events.
A Demo: http://jsfiddle.net/m1erickson/9xAGa/
First create text objects to refer to
// some text objects
var texts=[];
// some test texts
texts.push({text:"Hello",x:20,y:20});
texts.push({text:"World",x:20,y:70});
In mousedown
Iterate through each text object and see if the mouse is inside.
// handle mousedown events
// iterate through texts[] and see if the user
// mousedown'ed on one of them
// If yes, set the selectedText to the index of that text
function handleMouseDown(e){
e.preventDefault();
startX=parseInt(e.clientX-offsetX);
startY=parseInt(e.clientY-offsetY);
// Put your mousedown stuff here
for(var i=0;i<texts.length;i++){
if(textHittest(startX,startY,i)){
selectedText=i;
}
}
}
// test if x,y is inside the bounding box of texts[textIndex]
function textHittest(x,y,textIndex){
var text=texts[textIndex];
return(x>=text.x &&
x<=text.x+text.width &&
y>=text.y-text.height &&
y<=text.y);
}
In mousemove
Change the selected text's x,y by the distance the mouse has been dragged:
// handle mousemove events
// calc how far the mouse has been dragged since
// the last mousemove event and move the selected text
// by that distance
function handleMouseMove(e){
if(selectedText<0){return;}
e.preventDefault();
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mousemove stuff here
var dx=mouseX-startX;
var dy=mouseY-startY;
startX=mouseX;
startY=mouseY;
var text=texts[selectedText];
text.x+=dx;
text.y+=dy;
draw();
}
In mouseup
The drag is over:
// done dragging
function handleMouseUp(e){
e.preventDefault();
selectedText=-1;
}
Annotated Code:
<!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;}
#theText{width:10em;}
</style>
<script>
$(function(){
// canvas related variables
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// variables used to get mouse position on the canvas
var $canvas=$("#canvas");
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var scrollX=$canvas.scrollLeft();
var scrollY=$canvas.scrollTop();
// variables to save last mouse position
// used to see how far the user dragged the mouse
// and then move the text by that distance
var startX;
var startY;
// an array to hold text objects
var texts=[];
// this var will hold the index of the hit-selected text
var selectedText=-1;
// clear the canvas & redraw all texts
function draw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
for(var i=0;i<texts.length;i++){
var text=texts[i];
ctx.fillText(text.text,text.x,text.y);
}
}
// test if x,y is inside the bounding box of texts[textIndex]
function textHittest(x,y,textIndex){
var text=texts[textIndex];
return(x>=text.x &&
x<=text.x+text.width &&
y>=text.y-text.height &&
y<=text.y);
}
// handle mousedown events
// iterate through texts[] and see if the user
// mousedown'ed on one of them
// If yes, set the selectedText to the index of that text
function handleMouseDown(e){
e.preventDefault();
startX=parseInt(e.clientX-offsetX);
startY=parseInt(e.clientY-offsetY);
// Put your mousedown stuff here
for(var i=0;i<texts.length;i++){
if(textHittest(startX,startY,i)){
selectedText=i;
}
}
}
// done dragging
function handleMouseUp(e){
e.preventDefault();
selectedText=-1;
}
// also done dragging
function handleMouseOut(e){
e.preventDefault();
selectedText=-1;
}
// handle mousemove events
// calc how far the mouse has been dragged since
// the last mousemove event and move the selected text
// by that distance
function handleMouseMove(e){
if(selectedText<0){return;}
e.preventDefault();
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mousemove stuff here
var dx=mouseX-startX;
var dy=mouseY-startY;
startX=mouseX;
startY=mouseY;
var text=texts[selectedText];
text.x+=dx;
text.y+=dy;
draw();
}
// listen for mouse events
$("#canvas").mousedown(function(e){handleMouseDown(e);});
$("#canvas").mousemove(function(e){handleMouseMove(e);});
$("#canvas").mouseup(function(e){handleMouseUp(e);});
$("#canvas").mouseout(function(e){handleMouseOut(e);});
$("#submit").click(function(){
// calc the y coordinate for this text on the canvas
var y=texts.length*20+20;
// get the text from the input element
var text={text:$("#theText").val(),x:20,y:y};
// calc the size of this text for hit-testing purposes
ctx.font="16px verdana";
text.width=ctx.measureText(text.text).width;
text.height=16;
// put this new text in the texts array
texts.push(text);
// redraw everything
draw();
});
}); // end $(function(){});
</script>
</head>
<body>
<input id="theText" type="text">
<button id="submit">Draw text on canvas</button><br>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
Create a transparent div
over canvas
and position it such a way that it cover only area you filled with text. Make this div
draggable
. On div position change clear canvas and redraw text on canvas based on new position of div
.
You should repeat all fillText stuff when mouse is down, also clear the screen before every draw
function drawText() {
ctx.clearRect(0, 0, 500, 400);
ctx.fillStyle = "black";
ctx.strokeStyle = "black";
ctx.font = "35px Arial";
ctx.fillText(fname, canvasX, canvasY);
ctx.stroke();
}
Here's a jsfiddle