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javascripthtml5-canvas

Make image drawn on canvas draggable with JavaScript


I was able to successfully draw an image on an HTML canvas. But I need to be able to drag the image about on the canvas.

I know this function can be implemented easily by some JavaScript libraries like KinectJS. But I want to just do it with simple JavaScript.

window.onload = function(){
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var destX = 0;
var destY = 0;
var imageObj = new Image();

imageObj.onload = function(){
  context.drawImage(imageObj, destX, destY);
};
imageObj.src = "westeros.png";
<canvas id="myCanvas" height=1024 width=360></canvas>

Solution

  • To do dragging you handle 3 mouse events:

    1. mousedown -- set a flag indicating that the drag has begun.

    2. mouseup -- clear that drag flag because the drag is over

    3. mousemove -- if the drag flag is set, clear the canvas and draw the image at the mouse position

    Here is some 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;}
    </style>
    
    <script>
    $(function(){
    
    
        var img = new Image();
        img.onload = function(){
            ctx.drawImage(img, 0,0);
        };
        img.src = "http://images.christmastimeclipart.com/images/2/1271716593176_1788/img_1271716593176_17881.jpg";
    
        var canvas=document.getElementById("canvas");
        var ctx=canvas.getContext("2d");
        var canvasOffset=$("#canvas").offset();
        var offsetX=canvasOffset.left;
        var offsetY=canvasOffset.top;
        var canvasWidth=canvas.width;
        var canvasHeight=canvas.height;
        var isDragging=false;
    
        function handleMouseDown(e){
          canMouseX=parseInt(e.clientX-offsetX);
          canMouseY=parseInt(e.clientY-offsetY);
          // set the drag flag
          isDragging=true;
        }
    
        function handleMouseUp(e){
          canMouseX=parseInt(e.clientX-offsetX);
          canMouseY=parseInt(e.clientY-offsetY);
          // clear the drag flag
          isDragging=false;
        }
    
        function handleMouseOut(e){
          canMouseX=parseInt(e.clientX-offsetX);
          canMouseY=parseInt(e.clientY-offsetY);
          // user has left the canvas, so clear the drag flag
          //isDragging=false;
        }
    
        function handleMouseMove(e){
          canMouseX=parseInt(e.clientX-offsetX);
          canMouseY=parseInt(e.clientY-offsetY);
          // if the drag flag is set, clear the canvas and draw the image
          if(isDragging){
              ctx.clearRect(0,0,canvasWidth,canvasHeight);
              ctx.drawImage(img,canMouseX-128/2,canMouseY-120/2,128,120);
          }
        }
    
        $("#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>
        <canvas id="canvas" width=400 height=300></canvas>
    </body>
    </html>