Here is the source code of what I'm trying to do:
http://jsfiddle.net/3nGtM/
Javascript:
window.addEventListener('load', function () {
// get the canvas element and its context
var canvas = document.getElementById('sketchpad');
var context = canvas.getContext('2d');
// create a drawer which tracks touch movements
var drawer = {
isDrawing: false,
touchstart: function (coors) {
context.beginPath();
context.moveTo(coors.x, coors.y);
this.isDrawing = true;
},
touchmove: function (coors) {
if (this.isDrawing) {
context.lineTo(coors.x, coors.y);
context.stroke();
}
},
touchend: function (coors) {
if (this.isDrawing) {
this.touchmove(coors);
this.isDrawing = false;
}
}
};
// create a function to pass touch events and coordinates to drawer
function draw(event) {
// get the touch coordinates
var coors = {
x: event.targetTouches[0].pageX,
y: event.targetTouches[0].pageY
};
// pass the coordinates to the appropriate handler
drawer[event.type](coors);
}
// attach the touchstart, touchmove, touchend event listeners.
canvas.addEventListener('touchstart', draw, false);
canvas.addEventListener('touchmove', draw, false);
canvas.addEventListener('touchend', draw, false);
// prevent elastic scrolling
document.body.addEventListener('touchmove', function (event) {
event.preventDefault();
}, false); // end body.onTouchMove
}, false); // end window.onLoad
HTML:
<body>
<div id="container">
<canvas id="sketchpad" width="400" height="400">Sorry, your browser is not supported.</canvas>
</div>
</body>
CSS:
body {
margin:0;
padding:0;
font-family:Arial;
}
#container {
position:relative;
}
#sketchpad {
border: 1px solid #000;
}
I tried adding event listeners for mouse down/up/move but those didn't seem to work.
Alternatively, if anyone has any suggestions for open source canvas painting apps that work on computer and tablet I'd rather just use that.
So far the only one that has stood out is https://github.com/PlayMyCode/SkyBrush but it unfortunately doesn't work on android tablets (at least the ones I've been able to try).
The HTML5 canvas has the potential to become a staple of the web, enjoying ubiquitous browser and platform support in addition to widespread webpage support, as nearly 90% of websites have ported to HTML5.
The CANVAS element allows you to add so much more interactivity to your web pages because now you can control the graphics, images, and text dynamically with a scripting language. The CANVAS element helps you turn images, photos, charts, and graphs into animated elements.
HTML5 Canvas is supported by all major browsers and can be accessed from desktops, tablets, and smartphones – once created a canvas application can run almost anywhere (unlike Flash and Silverlight). HTML5 Canvas offers great portability from desktops to mobile devices.
Canvas is a new element in HTML5, which provides APIs that allow you to dynamically generate and render graphics, charts, images, and animation. The presence of the Canvas API for HTML5, strengthens the HTML5 platform by providing two-dimensional drawing capabilities.
Check the modified fiddle
I added a way to detect when running in a touch device and a switch to map the mouse events to touch events.
Also notice that when touchend occurred we need to use event.changedTouches
to get the coors
correctly.
window.addEventListener('load', function () {
// get the canvas element and its context
var canvas = document.getElementById('sketchpad');
var context = canvas.getContext('2d');
// create a drawer which tracks touch movements
var drawer = {
isDrawing: false,
touchstart: function (coors) {
context.beginPath();
context.moveTo(coors.x, coors.y);
this.isDrawing = true;
},
touchmove: function (coors) {
if (this.isDrawing) {
context.lineTo(coors.x, coors.y);
context.stroke();
}
},
touchend: function (coors) {
if (this.isDrawing) {
this.touchmove(coors);
this.isDrawing = false;
}
}
};
// create a function to pass touch events and coordinates to drawer
function draw(event) {
var type = null;
// map mouse events to touch events
switch(event.type){
case "mousedown":
event.touches = [];
event.touches[0] = {
pageX: event.pageX,
pageY: event.pageY
};
type = "touchstart";
break;
case "mousemove":
event.touches = [];
event.touches[0] = {
pageX: event.pageX,
pageY: event.pageY
};
type = "touchmove";
break;
case "mouseup":
event.touches = [];
event.touches[0] = {
pageX: event.pageX,
pageY: event.pageY
};
type = "touchend";
break;
}
// touchend clear the touches[0], so we need to use changedTouches[0]
var coors;
if(event.type === "touchend") {
coors = {
x: event.changedTouches[0].pageX,
y: event.changedTouches[0].pageY
};
}
else {
// get the touch coordinates
coors = {
x: event.touches[0].pageX,
y: event.touches[0].pageY
};
}
type = type || event.type
// pass the coordinates to the appropriate handler
drawer[type](coors);
}
// detect touch capabilities
var touchAvailable = ('createTouch' in document) || ('ontouchstart' in window);
// attach the touchstart, touchmove, touchend event listeners.
if(touchAvailable){
canvas.addEventListener('touchstart', draw, false);
canvas.addEventListener('touchmove', draw, false);
canvas.addEventListener('touchend', draw, false);
}
// attach the mousedown, mousemove, mouseup event listeners.
else {
canvas.addEventListener('mousedown', draw, false);
canvas.addEventListener('mousemove', draw, false);
canvas.addEventListener('mouseup', draw, false);
}
// prevent elastic scrolling
document.body.addEventListener('touchmove', function (event) {
event.preventDefault();
}, false); // end body.onTouchMove
}, false); // end window.onLoad
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