I have a drawn image in canvas with context.drawImage() and I want to select that image to move it with drag and drop in the same canvas (same as MS Paint selection tool). How can I code that in javascript?
function crop(xStart,yStart,xLast,yLast){
canvas.width = xLast - xStart;
canvas.height = yLast - yStart;
context.clearRect(0, 0, canvas.width,canvas.height); drawFromAux(xStart,yStart,xLast,yLast,0,0);
return canvas.toDataURL();
}
// img is my original image
function select(xStart,yStart,xLast,yLast){
selection.src = crop(xStart,yStart,xLast,yLast);
selection.draggable = "true";
context.clearRect(0, 0, canvas.width,canvas.height);
canvas.width = img.width;
canvas.height = img.height;
context.clearRect(0, 0, canvas.width,canvas.height);
context.drawImage(img, 0, 0);
context.clearRect(xStart, yStart, xLast - xStart,yLast - yStart);
context.drawImage(selection,0,0);
}
Using Canvas.js and Pointer.js that should not be that hard.
Things to do:
Loading Pointer.js and Canvas.js:
<script type="text/javascript" src="https://gustavgenberg.github.io/handy-front-end/Canvas.js"></script>
<script type="text/javascript" src="https://gustavgenberg.github.io/handy-front-end/Pointer.js"></script>
1) Creating an image object is not very hard:
const image = {
image: new Image(),
x: canvas.width / 2 - image.width / 2, // centered in canvas
y: canvas.height / 2 - image.height / 2 // centered in canvas
};
image.image.src = ' <url> ';
2) Render that image to the canvas (using Canvas.js)
const canvas = new Canvas('my-canvas', 500, 500).start();
canvas.on('draw', function ( renderer ) {
renderer.drawImage(image.image, image.x, image.y);
});
3) Listening for mouse moves and moving the image (using Pointer.js)
const pointer = new Pointer( canvas.element );
let moveImage = false;
pointer.on('move', function ( event ) {
if( moveImage ) {
image.x += (event.x - pointer.getMoveHistory(-2).x);
image.y += (event.y - pointer.getMoveHistory(-2).y);
}
});
4) Pointer collision detection (using Pointer.js)
pointer.on('down', function () {
moveImage = pointer.touches({ x: image.x, y: image.y, width: image.image.width, height: image.image.height });
});
pointer.on('up', function () {
moveImage = false;
});
JSFiddle: https://jsfiddle.net/GustavGenberg/3h39b9h1/
Hope this helps you :) !
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