Currently I'm trying to draw on canvas... But the problem is that drawing is zoomed in. Basically beginPath
is not following the cursor. This happened when I changed canvas
width and height in css
. Before that, size was specified in canvas tag without any pixel values. But in css
I have vh
and %
values. Is there any way to make it act normal again. Here's my html
code:
<canvas id="canvas" style="background-color: white; border:2px solid;"></canvas>
Here's my css
code:
#canvas {
width: 100%;
height: 90vh;
cursor: url("data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' width='40' height='48' viewport='0 0 100 100' style='fill:black;font-size:24px;'><text y='50%'>✍️</text></svg>") 0 20, auto;
}
And last but not least, here's my Js
code(how I'm writing on canvas):
const points = [];
const canvas = document.getElementById("canvas");
const mouse = { x: 0, y: 0, button: false }
const ctx = canvas.getContext("2d");
canvas.addEventListener("mousemove", mouseEvents);
canvas.addEventListener("mousedown", mouseEvents);
canvas.addEventListener("mouseup", mouseEvents);
var x = "black",
y = 5 / 2;
function mouseEvents(e) {
mouse.x = e.pageX - 1;
mouse.y = e.pageY - 1;
const lb = mouse.button;
mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
if (mouse.button) {
if (!lb) { points.length = 0 }
points.push({ x: mouse.x, y: mouse.y });
drawPoints();
}
}
function drawPoints() {
ctx.strokeStyle = x;
ctx.lineWidth = y;
ctx.lineCap = "round";
ctx.lineJoin = "round";
ctx.beginPath();
if (mode == "pen") {
ctx.globalCompositeOperation = "source-over";
for (const p of points) { ctx.lineTo(p.x, p.y); }
ctx.stroke();
} else {
ctx.globalCompositeOperation = "destination-out";
ctx.arc(mouse.x, mouse.y, 8, 0, Math.PI * 2, false);
ctx.stroke();
ctx.fill();
}
}
function color(obj) {
switch (obj.id) {
case "green":
x = "green";
break;
case "blue":
x = "blue";
break;
case "red":
x = "red";
break;
case "yellow":
x = "yellow";
break;
case "orange":
x = "orange";
break;
case "black":
x = "black";
break;
case "white":
x = "white";
break;
case "grey":
x = "grey";
break;
}
document.getElementById("current_color").style.background = x;
}
function erase() {
var m = confirm("Want to clear");
if (m) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
document.getElementById("canvasimg").style.display = "none";
}
}
canvas.addEventListener("touchstart", function (e) {
mousePos = getTouchPos(canvas, e);
var touch = e.touches[0];
var mouseEvent = new MouseEvent("mousedown", {
clientX: touch.clientX,
clientY: touch.clientY
});
canvas.dispatchEvent(mouseEvent);
}, false);
canvas.addEventListener("touchend", function (e) {
var mouseEvent = new MouseEvent("mouseup", {});
canvas.dispatchEvent(mouseEvent);
}, false);
canvas.addEventListener("touchmove", function (e) {
var touch = e.touches[0];
var mouseEvent = new MouseEvent("mousemove", {
clientX: touch.clientX,
clientY: touch.clientY
});
canvas.dispatchEvent(mouseEvent);
}, false);
// Get the position of a touch relative to the canvas
function getTouchPos(canvasDom, touchEvent) {
var rect = canvasDom.getBoundingClientRect();
return {
x: touchEvent.touches[0].clientX - rect.left,
y: touchEvent.touches[0].clientY - rect.top
};
}
document.getElementById("canvas").onwheel = function (event) {
event.preventDefault();
};
document.getElementById("canvas").onmousewheel = function (event) {
event.preventDefault();
};
canvas.addEventListener("touchstart", function (event) { event.preventDefault() })
canvas.addEventListener("touchmove", function (event) { event.preventDefault() })
canvas.addEventListener("touchend", function (event) { event.preventDefault() })
canvas.addEventListener("touchcancel", function (event) { event.preventDefault() })
var mode = "pen";
$("#pen").click(function () {
mode = "pen";
$('canvas').css('cursor', "url(\"data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' width='40' height='48' viewport='0 0 100 100' style='fill:black;font-size:24px;'><text y='50%'>✍🏻</text></svg>\") 0 20, auto");
});
$("#eraser").click(function () {
mode = "eraser"
$('canvas').css('cursor', "url(\"data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' width='40' height='48' viewport='0 0 100 100' style='fill:black;font-size:18px;'><text y='50%'>🧽</text></svg>\") 0 15, auto");
});
Don't use relative units for your canvas directly. Apply those relative units (% and vh) to a container of your canvas, then from javascript resize your canvas.
const container = document.getElementById("app");
(function () {
window.addEventListener("resize", resizeCanvas, false);
function resizeCanvas() {
const canvas = document.getElementById("canvas");
const context = canvas.getContext("2d");
canvas.width = container.clientWidth;
canvas.height = container.clientHeight;
//DRAW ALL
context.fillRect(0,0,canvas.width, canvas.height)
}
resizeCanvas();
})();
#app {
width: 50vw;
height: 50vh;
}
<div id="app">
<canvas id="canvas" />
</div>