Search code examples
javascriptcanvaszoomingcenteringpan

How to zoom to center of canvas, not to center of context


I have a canvas, size 400 x 400. On it, i have drawn a map area, 200 x 200. I have translated this to the center of the canvas. I can zoom in and out, all is well. But, when i pan, it zooms from the center of my map area. I want it to always zoom from the center of the canvas no matter where the map area is. I think i need to negate the pan coords somehow, but i can't figure it out. Here is my code:

var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
var canvas1 = document.getElementById("canvasX");
var ctxX = canvas1.getContext("2d");

var cw = canvas.width;
var ch = canvas.height;
var mapW = 200;
var mapH = 200;
var panX=0;
var panY=0;
var scaleFactor=1.00;

drawTranslated();

function zoomIn(){
    scaleFactor*=1.1; 
  drawTranslated(); 
}

function zoomOut(){
    scaleFactor/=1.1; 
  drawTranslated(); 
}

function panUp(){
    panY-=25; 
    drawTranslated(); 
}

function panDown(){
    panY+=25; 
  drawTranslated();
}

function panLeft(){
    panX-=25; 
  drawTranslated(); 
}

function panRight(){
    panX+=25; 
  drawTranslated(); 
}

function drawTranslated(){
    // canvas
    ctx.clearRect(0,0,cw,ch);
    ctx.save();
    ctx.translate(cw/2, ch/2);
    ctx.translate(panX,panY);
    ctx.scale(scaleFactor, scaleFactor);
    ctx.fillStyle = "Green";
    ctx.fillRect(mapW/-2, mapH/-2, mapW, mapH);
    ctx.restore();

  // canvasX
  ctxX.clearRect(0,0,cw,ch);
  ctxX.save();
  ctxX.translate(cw/2, ch/2);               
  ctxX.beginPath();

  ctxX.moveTo(0, 25);
  ctxX.lineTo(0, -25);
  ctxX.moveTo(-25, 0);
  ctxX.lineTo(25, 0);

  ctxX.closePath();
  ctxX.lineWidth = 1;
  ctxX.strokeStyle = 'Black';
  ctxX.stroke();
  ctxX.restore();
}
#wrapper {position: relative;}
canvas {position: absolute; border: 1px solid Black;}
<!DOCTYPE html>
<html>
<body>
    <div id="wrapper">
    <button id="zoomin" class="nav" title="Zoom In" onclick="zoomIn()">&#43;</button>
    <button id="zoomout" class="nav" title="Zoom Out" onclick="zoomOut()">&#8722;</button>
    <button id="panup" class="nav" title="Up" onclick="panUp()">&#8679;</button>
    <button id="pandown" class="nav" title="Down" onclick="panDown()">&#8681;</button>
    <button id="panleft" class="nav" title="Left" onclick="panLeft()">&#8678;</button>
    <button id="panright" class="nav" title="Right" onclick="panRight()">&#8680;</button>
    </div>
    <div id="wrapper">
    <canvas id="myCanvas" width="400" height="400"></canvas>
    <canvas id="canvasX" width="400" height="400"></canvas>
    </div>
</body>
</html>


Solution

  • After some time of trying to find some equation to solve this, i think i have found the solution.

    ctx.translate(panX,panY);
    ctx.scale(scaleFactor, scaleFactor);
    

    By panning first, then scaling, it will zoom from the center of the context (In this case the green square). However, simply changing it around to:

    ctx.scale(scaleFactor, scaleFactor);
    ctx.translate(panX,panY);
    

    it will zoom from the center of the canvas. It seems to do what i want it to, so unless i am mistaken, i believe this is the answer.

    I have included another snippet. The only changes are those 2 lines, but i think it would be helpful for people to able to see the difference it makes.

    var canvas = document.getElementById("canvas");
    var ctx = canvas.getContext("2d");
    var canvas1 = document.getElementById("canvasX");
    var ctxX = canvas1.getContext("2d");
    
    var cw = canvas.width;
    var ch = canvas.height;
    var mapW = 200;
    var mapH = 200;
    var panX = 0;
    var panY = 0;
    var scaleFactor = 1.00;
    
    drawTranslated();
    
    function zoomIn(){
        scaleFactor*=1.1; 
      drawTranslated(); 
    }
    
    function zoomOut(){
        scaleFactor/=1.1; 
      drawTranslated(); 
    }
    
    function panUp(){
        panY-=25; 
      drawTranslated(); 
    }
    
    function panDown(){
        panY+=25; 
      drawTranslated();
    }
    
    function panLeft(){
        panX-=25; 
      drawTranslated(); 
    }
    
    function panRight(){
        panX+=25; 
      drawTranslated(); 
    }
    
        function drawTranslated() {
    
          // canvas
          ctx.clearRect(0, 0, cw, ch);
          ctx.save();
          ctx.translate(cw / 2, ch / 2);
          ctx.scale(scaleFactor, scaleFactor);
          ctx.translate(panX, panY);
          ctx.fillStyle = "Green";
          ctx.fillRect(mapW / -2, mapH / -2, mapW, mapH);
          ctx.restore();
    
          // canvasX
          ctxX.clearRect(0, 0, cw, ch);
          ctxX.save();
          ctxX.translate(cw / 2, ch / 2);
          ctxX.beginPath();
    
          ctxX.moveTo(0, 25);
          ctxX.lineTo(0, -25);
          ctxX.moveTo(-25, 0);
          ctxX.lineTo(25, 0);
    
          ctxX.closePath();
          ctxX.lineWidth = 1;
          ctxX.strokeStyle = 'Black';
          ctxX.stroke();
          ctxX.restore();
        };
    #wrapper {
      position: relative;
    }
    canvas {
      position: absolute;
      border: 1px solid Black;
    }
    <div id="wrapper">
      <button id="zoomin" class="nav" title="Zoom In" onclick="zoomIn()">&#43;</button>
      <button id="zoomout" class="nav" title="Zoom Out" onclick="zoomOut()">&#8722;</button>
      <button id="panup" class="nav" title="Up" onclick="panUp()">&#8679;</button>
      <button id="pandown" class="nav" title="Down" onclick="panDown()">&#8681;</button>
      <button id="panleft" class="nav" title="Left" onclick="panLeft()">&#8678;</button>
      <button id="panright" class="nav" title="Right" onclick="panRight()">&#8680;</button>
    </div>
    <div id="wrapper">
      <canvas id="canvas" width="400" height="400"></canvas>
      <canvas id="canvasX" width="400" height="400"></canvas>
    </div>