When I scroll slightly down on my canvas, it does not allow me to drag my text at all. Examples (These are GIFs) -
https://gyazo.com/e60d2efd924ced758c2c6441391804db
GIF explained: So you saw the drag was working when I was on top of the page but when I scrolled slightly down. It completely stopped working. I added a few console.logs around, and what I know is the click event listener for the canvas is working but it isn't detected the text when I slightly scroll down on the page.
I based my drag code from: http://jsfiddle.net/m1erickson/9xAGa/ | What you can see is if you change the canvas size width: 667 and height: 800, and when you scroll slightly down, you will have the same issue I am having.
HTML Code:
<div id="middle_container">
<div class="center_container">
<canvas id="canvas" width="667px" height="800px"></canvas>
</div>
</div>
JavaScript Code:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var $canvas = $("#canvas");
var BB=canvas.getBoundingClientRect();
var offsetX = BB.left;
var offsetY = BB.top;
var mx;
var my;
var texts = [];
var images = [];
var dragF = -1;
var mode = "none";
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for(const { text, x, y, width, height } of texts) {
ctx.fillText(text, x, y);
}
}
function addNewText(string_text) {
var y = texts.length * 20 + 20;
var text = {
text: string_text,
x: 20,
y: y
};
ctx.font = "32px verdana";
ctx.textBaseline = "top";
text.width = ctx.measureText(text.text).width;
text.height = 32;
texts.push(text);
draw();
}
function hitDrag(x,y,textIndex) {
var r=texts[textIndex];
return (x>r.x && x<r.x+r.width && y>r.y && y<r.y+r.height);
}
function myDrag(a,e) {
if (a == "down") {
e.preventDefault();
e.stopPropagation();
mx=parseInt(e.clientX-offsetX);
my=parseInt(e.clientY-offsetY);
for(var i=0;i<texts.length;i++){
if(hitDrag(mx,my,i)){
console.log("found");
dragF = i;
}
}
}
}
addNewText("Hello World")
$("#canvas").mousedown(function(e) {
myDrag("down", e);
});
The problem is this line of code:
var BB=canvas.getBoundingClientRect();
which is only populated once at the start of your script. The .getBoundingClientRect()
method returns the position of a HTML element relative to the viewport.
Well if you scroll the window, the viewport moves - as the canvas element - but the BB
object still holds the position of your canvas at startup.
The fix is rather simple - you need to use the actual position of the canvas element by calling .getBoundingClientRect()
again on mouse down and on mouse move.
I've prepared a little sample based on your code and the fiddle you've linked:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var $canvas = $("#canvas");
var BB = canvas.getBoundingClientRect();
var offsetX = BB.left;
var offsetY = BB.top;
var mx;
var my;
var texts = [];
var images = [];
var dragF = -1;
var mode = "none";
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (const {
text,
x,
y,
width,
height
} of texts) {
ctx.fillText(text, x, y);
}
}
function addNewText(string_text) {
var y = texts.length * 20 + 20;
var text = {
text: string_text,
x: 20,
y: y
};
ctx.font = "32px verdana";
ctx.textBaseline = "top";
text.width = ctx.measureText(text.text).width;
text.height = 32;
texts.push(text);
draw();
}
function myDrag(a, e) {
if (a == "down") {
e.preventDefault();
e.stopPropagation();
let rect = canvas.getBoundingClientRect();
mx = parseInt(e.clientX - rect.left);
my = parseInt(e.clientY - rect.top);
for (var i = 0; i < texts.length; i++) {
if (hitDrag(mx, my, i)) {
// console.log("found");
dragF = i;
}
}
}
}
function hitDrag(x, y, textIndex) {
var r = texts[textIndex];
return (x > r.x && x < r.x + r.width && y > r.y && y < r.y + r.height);
}
function handleMouseMove(e) {
if (dragF < 0) {
return;
}
e.preventDefault();
let rect = canvas.getBoundingClientRect();
mouseX = parseInt(e.clientX - rect.left);
mouseY = parseInt(e.clientY - rect.top);
var dx = mouseX - mx;
var dy = mouseY - my;
mx = mouseX;
my = mouseY;
var text = texts[dragF];
text.x += dx;
text.y += dy;
draw();
}
function handleMouseUp(e) {
e.preventDefault();
dragF = -1;
}
addNewText("Hello World")
$("#canvas").mousedown(function(e) {
myDrag("down", e);
});
$("#canvas").mousemove(function(e) {
handleMouseMove(e);
});
$("#canvas").mouseup(function(e) {
handleMouseUp(e);
});
body {
background-color: ivory;
}
#canvas {
border: 1px solid red;
}
#theText {
width: 10em;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div id="middle_container">
<div class="center_container">
<canvas id="canvas" width="667px" height="800px"></canvas>
</div>
</div>
<br><br><br><br><br><br><br><br><br><br>
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