I am currently trying to use my wacom intous to paint something on a canvas in my browser.
The code is pretty basic and does nothing other than finding the position of my mouse and drawing a path when the mouse is clicked.
This works as expected when I use my mouse. When I use my wacom tablet, the move will be canceled after ~20px and the lostpointercapture
event as well as the pointercancel
event will be fired.
This is the code:
(function() {
var canvas = document.querySelector('.canvas');
var ctx = canvas.getContext('2d');
var currentPosition = {
x: 0,
y: 0
};
function init() {
adjustCanvasSize();
}
function adjustCanvasSize() {
ctx.canvas.width = window.innerWidth;
ctx.canvas.height = window.innerHeight;
}
function setPosition(ev) {
currentPosition.x = ev.clientX;
currentPosition.y = ev.clientY;
}
function draw(ev) {
ev.preventDefault();
if (ev.buttons !== 1) {
return;
}
ctx.beginPath();
ctx.lineWidth = 1;
ctx.lineCap = 'round';
ctx.strokeStyle = '#1a1b1c';
ctx.moveTo(currentPosition.x, currentPosition.y);
setPosition(ev);
ctx.lineTo(currentPosition.x, currentPosition.y);
ctx.stroke();
}
document.addEventListener('pointermove', draw);
document.addEventListener('pointerdown', setPosition);
document.addEventListener('pointerenter', setPosition);
init();
})();
Does anyone have an idea why the wacom stops drawing after a few pixel?
I've run into this exact issue, with the "lostpointercapture" PointerEvent after a few pixels traversed
https://jsfiddle.net/mr1z7qg3/
The solution is to add the
touch-action: none;
style to the location getting drawn on, otherwise the browser will interpret it as a pan/zoom touch gesture https://developer.mozilla.org/en-US/docs/Web/CSS/touch-action
...On Chrome
Firefox requires dom.w3c_pointer_events.dispatch_by_pointer_messages in about:config instead