The dimension of the canvas is found using the getBoundingClientRect() function. This method returns the size of an element and its position relative to the viewport. The position of x-coordinate of the mouse click is found by subtracting the event's x position with the bounding rectangle's x position.
Definition and Usage The clientX property returns the horizontal coordinate (according to the client area) of the mouse pointer when a mouse event was triggered.
If you like simplicity but still want cross-browser functionality I found this solution worked best for me. This is a simplification of @Aldekein´s solution but without jQuery.
function getCursorPosition(canvas, event) {
const rect = canvas.getBoundingClientRect()
const x = event.clientX - rect.left
const y = event.clientY - rect.top
console.log("x: " + x + " y: " + y)
}
const canvas = document.querySelector('canvas')
canvas.addEventListener('mousedown', function(e) {
getCursorPosition(canvas, e)
})
Update (5/5/16): patriques' answer should be used instead, as it's both simpler and more reliable.
Since the canvas isn't always styled relative to the entire page, the canvas.offsetLeft/Top
doesn't always return what you need. It will return the number of pixels it is offset relative to its offsetParent element, which can be something like a div
element containing the canvas with a position: relative
style applied. To account for this you need to loop through the chain of offsetParent
s, beginning with the canvas element itself. This code works perfectly for me, tested in Firefox and Safari but should work for all.
function relMouseCoords(event){
var totalOffsetX = 0;
var totalOffsetY = 0;
var canvasX = 0;
var canvasY = 0;
var currentElement = this;
do{
totalOffsetX += currentElement.offsetLeft - currentElement.scrollLeft;
totalOffsetY += currentElement.offsetTop - currentElement.scrollTop;
}
while(currentElement = currentElement.offsetParent)
canvasX = event.pageX - totalOffsetX;
canvasY = event.pageY - totalOffsetY;
return {x:canvasX, y:canvasY}
}
HTMLCanvasElement.prototype.relMouseCoords = relMouseCoords;
The last line makes things convenient for getting the mouse coordinates relative to a canvas element. All that's needed to get the useful coordinates is
coords = canvas.relMouseCoords(event);
canvasX = coords.x;
canvasY = coords.y;
Edit 2018: This answer is pretty old and it uses checks for old browsers that are not necessary anymore, as the clientX
and clientY
properties work in all current browsers. You might want to check out Patriques Answer for a simpler, more recent solution.
Original Answer:
As described in an article i found back then but exists no longer:
var x;
var y;
if (e.pageX || e.pageY) {
x = e.pageX;
y = e.pageY;
}
else {
x = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;
y = e.clientY + document.body.scrollTop + document.documentElement.scrollTop;
}
x -= gCanvasElement.offsetLeft;
y -= gCanvasElement.offsetTop;
Worked perfectly fine for me.
Modern browser's now handle this for you. Chrome, IE9, and Firefox support the offsetX/Y like this, passing in the event from the click handler.
function getRelativeCoords(event) {
return { x: event.offsetX, y: event.offsetY };
}
Most modern browsers also support layerX/Y, however Chrome and IE use layerX/Y for the absolute offset of the click on the page including margin, padding, etc. In Firefox, layerX/Y and offsetX/Y are equivalent, but offset didn't previously exist. So, for compatibility with slightly older browsers, you can use:
function getRelativeCoords(event) {
return { x: event.offsetX || event.layerX, y: event.offsetY || event.layerY };
}
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