How can I bind an event to a shape drawn on a canvas? I presumed this would work but I get an error.
<html>
<head>
<script type="application/javascript">
function draw() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "rgb(200,0,0)";
var rec = ctx.fillRect (0, 0, 55, 50);
rec.onclick = function(){
alert('something');
}
}
</script>
</head>
<body onLoad="draw()">
<canvas id="canvas" width="300" height="300"></canvas>
</body>
</html>
Put the event handlers on the canvas element, and then use the mouse position to decide which conceptual part of the canvas the event is occurring on.
I haven't played with canvas all that much, but I wouldn't be surprised if there were already some libraries that help you manage event delegation to such imaginary elements.
Using Kineticsjs, you can handle shape events in a canvas as follows:
<script>
shape.on('mousedown mouseover' function(evt) {
// do something
});
</script>
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