I have a full screen canvas I am drawing to, and I've set it up to allow the user to drag and drop objects that are within the canvas.
I also want to enable them to select an object, and then 'resize handlers' show up (the little circles in the corners) to allow them to click/drag and resize them.
I can code this manually by drawing circles in each corner and detect a click, etc.... but was wondering if anyone has any better way to do this? Maybe there's a library out there that already handles this?
Any help is appreciated!
1) set drawn=false, then set to true if ! 0 is encountered 2) detach the data from the image : var imgData = d.
The HTML <canvas> element is used to draw graphics, on the fly, via JavaScript. The <canvas> element is only a container for graphics. You must use JavaScript to actually draw the graphics. Canvas has several methods for drawing paths, boxes, circles, text, and adding images.
You can create rectangle and square shapes using the rect() method. This method requires four parameters x, y position of the rectangle and its width and height. The basic syntax of the rect() method can be given with: context.
There isn't any simpler way than doing it yourself or getting a library to do it for you.
I wrote a tutorial here on the use of sizing handles. That should get you started if you plan to make your own.
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