I am facing an issue when dragging a rectangle, if I moved it just a little than it will redrawn too far from the current new mouse position. How do I correct the distance calculation?
<!DOCTYPE html>
<html>
<meta charset="utf-8">
<head>
</head>
<body>
<canvas id="face-canvas" style="border:1px solid #000000;"></canvas>
<script type="module">
(() => {
let canvas = document.getElementById("face-canvas");
canvas.height = 300;
canvas.width = 300;
let cnt = canvas.getContext("2d");
let isDragging = false;
let offsetX = canvas.getBoundingClientRect().left;
let offsetY = canvas.getBoundingClientRect().top;
let startX = 0, startY = 0;
let selectedObjIndex = 0;
let drawn_obj = [];
drawn_obj.push({...drawBox(20, 15, 50, 50, "#1df"), index: 1})
drawn_obj.push({...drawBox(80, 40, 50, 50, "#a33"), index: 2})
document.addEventListener("mousedown", (event) => onMouseDown(event));
document.addEventListener("mousemove", (event) => onMouseMove(event));
document.addEventListener("mouseup", (event) => onMouseUp(event));
function onMouseDown(event) {
event.preventDefault();
event.stopPropagation();
startX = Math.abs(parseInt(event.clientX - offsetX));
startY = Math.abs(parseInt(event.clientY - offsetY));
selectedObjIndex = selectedObj(startX, startY);
if(selectedObjIndex > 0) {
isDragging = true;
console.log("ffffffff")
}
}
function onMouseMove(event) {
if(isDragging && selectedObjIndex > 0) {
let moveX = parseInt(event.clientX - offsetX);
let moveY = parseInt(event.clientY - offsetY);
let newX = parseInt(moveX - startX);
let newY = parseInt(moveY - startY);
drawn_obj[selectedObjIndex - 1].x += newX;
drawn_obj[selectedObjIndex - 1].y += newY;
console.log("newX, newY", newX, newY)
redrawAll();
}
}
function onMouseUp() {
event.preventDefault();
event.stopPropagation();
isDragging = false;
}
function selectedObj(x, y) {
for(let i = 0; i < drawn_obj.length; ++i) {
if(x >= drawn_obj[i].x && x <= (drawn_obj[i].x + drawn_obj[i].w) &&
y >= drawn_obj[i].y && y <= (drawn_obj[i].y + drawn_obj[i].h)) {
return drawn_obj[i].index;
}
}
return 0;
}
function redrawAll() {
cnt.clearRect(0, 0, canvas.width, canvas.height);
for(let i = 0; i < drawn_obj.length; ++i) {
drawBox(drawn_obj[i].x, drawn_obj[i].y, drawn_obj[i].w, drawn_obj[i].h, drawn_obj[i].color);
}
}
function drawBox(x, y, w, h, color) {
cnt.fillStyle = color;
cnt.fillRect(x, y, w, h);
return {x: x, y: y, w: w, h: h, color: color}
}
})();
</script>
</body>
</html>
Here's what you can do:
let objectOffsetX = 0;
let objectOffsetY = 0;
function onMouseDown(event) {
event.preventDefault();
event.stopPropagation();
startX = event.clientX - offsetX;
startY = event.clientY - offsetY;
selectedObjIndex = selectedObj(startX, startY);
objectOffsetX = startX - drawn_obj[selectedObjIndex - 1].x;
objectOffsetY = startY - drawn_obj[selectedObjIndex - 1].y;
if(selectedObjIndex > 0) {
isDragging = true;
console.log("ffffffff")
}
}
function onMouseMove(event) {
if(isDragging && selectedObjIndex > 0) {
let newX = event.clientX - offsetX - objectOffsetX;
let newY = event.layerY - offsetY - objectOffsetY;
drawn_obj[selectedObjIndex - 1].x = newX;
drawn_obj[selectedObjIndex - 1].y = newY;
console.log("newX, newY", newX, newY)
redrawAll();
}
}
You may notice that I simplified some code, you don't really need to use parseInt
, you've already got everything as (integer) numbers, not strings.
You can see the whole thing working on codepen