How to draw a square on canvas - html

I'm trying to draw squares at the corners of a canvas. The top ones work but I should be able to draw the third square which I have partially drawn.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<script type="application/javascript">
function getRandomInt(max) {
return Math.floor(Math.random() * max);
}
var t = getRandomInt(10);
function draw() {
function getRandomInt(max) {
return Math.floor(Math.random() * max);
}
var t = getRandomInt(10);
const canvas = document.getElementById('canvas');
if (canvas.getContext) {
const ctx = canvas.getContext('2d');
setInterval(myTimer, t*100);
function myTimer() {
var i = 0;
var x = window.innerWidth;
var y = window.innerHeight;
y = y + 100;
//draw crosshair
console.log("x = "+ x);
console.log("y = "+ y);
console.log("i = "+ i);
ctx.beginPath();
var crosshairlength = 20;
var lengthxminus = crosshairlength;
var lengthxplus = crosshairlength;
var lengthyminus = crosshairlength;
var lengthyplus = crosshairlength;
//horizontal line
ctx.moveTo((x/2)-lengthxminus, y/2);
ctx.lineTo((x/2)+lengthxplus, y/2);
//vertical line
ctx.moveTo(x/2, (y/2)-lengthyminus);
ctx.lineTo(x/2, (y/2)+lengthyplus);
var t = 10;
//top left
ctx.moveTo(0,0);
ctx.lineTo(t,0);
ctx.lineTo(t,t);
ctx.lineTo(0,t);
ctx.lineTo(0,0);
//top right
ctx.moveTo(x-t,0);
ctx.lineTo(x,0);
ctx.lineTo(x,t);
ctx.lineTo(x-t,t);
ctx.lineTo(x-t,0);
//bottom right
ctx.moveTo(x-t,y-t);
ctx.lineTo(x,y-t);
ctx.lineTo(x,y);
//bottom left
ctx.stroke();
}
i++;
}
}
</script>
</head>
<body onload="draw();">
<canvas id="canvas" width="1846" height="768"></canvas>
</body>
</html>
Either the canvas is the not the size of the viewport or I am misunderstanding the coordinate system which I believe has the positive y-axis going down and the origin is in the top left.

window.innerWidth and window.innerHeight represent the width and height of the viewport. Your <canvas> width and height are set by its width and height attributes.
If you want the canvas to be the size of the viewport, change these attributes, though changing these attributes come with great side-effects like reassigning a new pixel buffer, and clearing all the properties of the attached context, so it's better to do so only when really needed:
if (canvas.width !== x) {
canvas.width = x;
}
if (canvas.height !== y) {
canvas.height = y;
}
And if you wanted to use the size of the canvas rather than the one of the viewport, then you want
function myTimer() {
var i = 0;
var x = canvas.width;
var y = canvas.height;

Related

How to remove thin border on 2 sides of canvas element?

UPDATE: Link to JSFiddle with workable code
I'm making a website and have created a stack of two canvas elements: the top canvas context is a white rectangle that "erases" to reveal an image loaded into the bottom canvas context. The functionality works properly. My issue is that a thin grey border appears on the right and bottom sides of the canvas stack when I include a setInterval line of code.
It disappears when I remove this timer variable (see code below) but reappears if I add any type of state check like onmouseout to the canvas elements. Here is a screenshot:
Any idea why this is happening? Similar SO questions/solutions have not solved my problem.
window.onload = function() {
var speaker = document.getElementById('speaker');
//speaker.onload = MoveElement(speaker, "right", 1000);
//Create canvases & contexts
var canvas = document.getElementById('canvas');
var ctxB = canvas.getContext('2d');
var canvas2 = document.getElementById('canvas2');
var ctxT = canvas2.getContext('2d');
//Get waterfall image object
var waterfall = document.getElementById('waterfall');
//Set canvas w&h properties
canvas.width = canvas2.width = .3*waterfall.width;
canvas.height = canvas2.height = .3*waterfall.height;
//Populate Bottom canvas with waterfall image
ctxB.drawImage(waterfall, 0, 0, canvas.width, canvas.height);
//Populate Top canvas with white rectangle
ctxT.fillStyle = "white";
ctxT.fillRect(0, 0, canvas2.width, canvas2.height);
//Make Top canvas "erasable"
canvas2.addEventListener('mousemove', event => {
var x = event.offsetX;
var y = event.offsetY;
const eraseSize = 15;
ctxT.clearRect(x-eraseSize/2, y-eraseSize/2, eraseSize, eraseSize);
});
}
//Set interval timer to repeatedly execute TransparencyCheck()
var timer = setInterval(TransparencyCheck, 500);
//Check that all pixel alpha values = 0
function TransparencyCheck() {
var canvas2 = document.getElementById('canvas2');
var ctxT = canvas2.getContext('2d');
var imageDataTop = ctxT.getImageData(0, 0, canvas2.width, canvas2.height);
var counter = 0;
for (var i = 3; i < imageDataTop.data.length; i += 4) {
if (imageDataTop.data[i] == 0) {
counter++;
}
if (counter == imageDataTop.data.length/4) {
canvas2.style.opacity = "0";
}
}
}
#stack {
position: relative;
}
#stack canvas {
position: absolute;
display: block;
left: 50%;
transform: translateX(-50%);
margin-top: 150px;
}
<img hidden src="https://sample-videos.com/img/Sample-jpg-image-50kb.jpg" alt="issue here" id="waterfall" />
<div id="stack">
<canvas id="canvas"></canvas>
<canvas id="canvas2" onmouseout="TransparencyCheck()"></canvas>
</div>
The problem is that the dimensions of the canvas are being calculated as a fraction (0.3) of the dimensions of the underlying image. This can result in a 'part pixel' problem. That is the system has to decide how to show a fraction of a CSS pixel, and on modern screens several screen pixels are used to show one CSS pixel. A screen pixwl can get 'left behind' (ie still showing) during this process.
A slightly hacky way of getting round this (but I know of no other) is to decrease the size of the bottom canvas by a few pixels so that we are absolutely sure any left overs are under the white of the top canvas at the start.
This snippet makes doubly sure by taking 2px off the width and height.
Incdentally, I copied the code from the codepen pointed at by the question and it worked as an SO snippet OK. Here it is:
window.onload = function() {
var speaker = document.getElementById('speaker');
//speaker.onload = MoveElement(speaker, "right", 1000);
//Create canvases & contexts
var canvas = document.getElementById('canvas');
var ctxB = canvas.getContext('2d');
var canvas2 = document.getElementById('canvas2');
var ctxT = canvas2.getContext('2d');
//Get waterfall image object
var waterfall = document.getElementById('waterfall');
//Set canvas w&h properties
canvas.width = canvas2.width = .3 * waterfall.width;
canvas.width = canvas.width - 2;
canvas.height = canvas2.height = .3 * waterfall.height;
canvas.height = canvas.height - 2;
//Populate Bottom canvas with waterfall image
ctxB.drawImage(waterfall, 0, 0, canvas.width, canvas.height);
//Populate Top canvas with white rectangle
ctxT.fillStyle = "white";
ctxT.fillRect(0, 0, canvas2.width, canvas2.height);
//Make Top canvas "erasable"
canvas2.addEventListener('mousemove', event => {
var x = event.offsetX;
var y = event.offsetY;
const eraseSize = 15;
ctxT.clearRect(x - eraseSize / 2, y - eraseSize / 2, eraseSize, eraseSize);
});
}
//Set interval timer to repeatedly execute TransparencyCheck()
var timer = setInterval(TransparencyCheck, 5000);
//Check that all pixel alpha values = 0
function TransparencyCheck() {
var canvas2 = document.getElementById('canvas2');
var ctxT = canvas2.getContext('2d');
var imageDataTop = ctxT.getImageData(0, 0, canvas2.width, canvas2.height);
var counter = 0;
for (var i = 3; i < imageDataTop.data.length; i += 4) {
if (imageDataTop.data[i] == 0) {
counter++;
}
if (counter >= imageDataTop.data.length / 4) {
canvas2.style.opacity = "0";
clearTimeout(timer);
alert('all top canvas erased');
}
}
}
#stack {
position: relative;
}
#stack canvas {
position: absolute;
display: block;
left: 50%;
transform: translateX(-50%);
margin-top: 150px;
}
<img hidden src="https://sample-videos.com/img/Sample-jpg-image-50kb.jpg" alt="issue here" id="waterfall" />
<div id="stack">
<canvas id="canvas"></canvas>
<canvas id="canvas2" onmouseout="TransparencyCheck()"></canvas>
</div>

html canvas line animation fix

in my code, how the lineTo() method is working even i didn't call moveTo() method. also i am trying to create an animation using canvas lines, but i can't make it properly. here's the work in progress
the css -> body {margin: 0; overflow: hidden;}
the html ->
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width">
<title>Document</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<canvas></canvas>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script src="main.js"></script>
</body>
</html>
the jquery ->
$(document).ready(function () {
// make canvas fullpage
var canvas = $('canvas');
var ctx = canvas[0].getContext('2d');
var innerWidth = $(window).width();
var innerHeight = $(window).height();
canvas.attr('width', innerWidth);
canvas.attr('height', innerHeight);
var x = 0;
var y = 0;
var dx = 10;
var dy = 10;
// animate function
$.fn.animate = function () {
requestAnimationFrame($.fn.animate);
ctx.clearRect(0, 0, innerWidth, innerHeight);
// for diagonal motion
ctx.lineTo((innerWidth / 1000) * x, (innerHeight / 1000) * y);
ctx.stroke();
// for horizontal motion
// ctx.lineTo((innerWidth / 1000) * x, innerHeight / 2);
// ctx.stroke();
// for vartical motion
// ctx.lineTo(innerWidth / 2, (innerHeight / 1000) * y);
// ctx.stroke();
if (x > innerWidth || x < 0) {
dx = -dx;
}
if (y > innerHeight || y < 0) {
dy = -dy;
}
x += dx;
y += dy;
}
$.fn.animate();
});
how to make this animation in correct form and how to stop the animate function ?
In order to stop the animation you need to use cancelAnimationFrame. This method takes as argument the animation id. Now if you click the canvas you can stop the animation or start the animation if it's stopped.
$(document).ready(function() {
var rid = null;
// make canvas fullpage
var canvas = $("canvas");
var ctx = canvas[0].getContext("2d");
var innerWidth = $(window).width();
var innerHeight = $(window).height();
canvas.attr("width", innerWidth);
canvas.attr("height", innerHeight);
var x = 0;
var y = 0;
var dx = 10;
var dy = 10;
// animate function
$.fn.animate = function() {
rid = requestAnimationFrame($.fn.animate);
ctx.clearRect(0, 0, innerWidth, innerHeight);
// for diagonal motion
ctx.lineTo(innerWidth / 1000 * x, innerHeight / 1000 * y);
ctx.stroke();
if (x > innerWidth || x < 0) {
dx = -dx;
}
if (y > innerHeight || y < 0) {
dy = -dy;
}
x += dx;
y += dy;
};
$.fn.animate();
canvas.click(function() {
if (rid) {
cancelAnimationFrame(rid);
rid = null;
} else {
rid = requestAnimationFrame($.fn.animate);
}
});
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<canvas></canvas>

Variable linewidth in HTML5 canvas line

I was trying to contribute to this post, HTML5 Canvas and Line Width
but it was deleted because it's not an official answer, because technically I'm also asking a question using the following code I get the same problem.
"I'm drawing line graphs on a canvas. The lines draw fine. The graph is scaled, every segment is drawn, color are ok, etc. My only problem is visually the line width varies. It's almost like the nib of a caligraphy pen. If the stroke is upward the line is thin, if the stroke is horizontal, the line is thicker.
My line thickness is constant, and my strokeStyle is set to black. I don't see any other properties of the canvas that affect such a varying line width but there must be.
"
<html>
<head>
<style>html{font-family:Verdana;}</style>
<script type="text/javascript">
var canvas ;
var context ;
var Val_max;
var Val_min;
var sections;
var xScale;
var yScale;
var Samsung = [21000,21000,23000,22000,22000,23000,23000];
function init() {
// set these values for your data
sections = 7;
Val_max = 25000;
Val_min = 10000;
var stepSize = 1500;
var columnSize = 75;
var rowSize = 75;
var margin = 10;
var xAxis = [""," Monday "," Tuesday"," Wednesday"," Thursday"," Friday"," Saturday"," Sunday"]//;
//
canvas = document.getElementById("canvas");
context = canvas.getContext("2d");
context.fillStyle = "#4d4d4d"
context.font = "10 pt Arial"
yScale = (canvas.height - columnSize - margin) / (Val_max - Val_min);
xScale = (canvas.width - rowSize) / sections;
context.strokeStyle="#4d4d4d"; // color of grid lines
context.beginPath();
// print Parameters on X axis, and grid lines on the graph
for (i=1;i<=sections;i++) {
var x = i * xScale;
context.fillText(xAxis[i], x,columnSize - margin);
context.moveTo(x, columnSize);
context.lineTo(x, canvas.height - margin);
}
// print row header and draw horizontal grid lines
var count = 0;
for (scale=Val_max;scale>=Val_min;scale = scale - stepSize) {
var y = columnSize + (yScale * count * stepSize);
context.fillText(scale, margin,y + margin);
context.moveTo(rowSize,y)
context.lineTo(canvas.width,y)
count++;
}
context.stroke();
context.lineWidth=20;
context.translate(rowSize,canvas.height + Val_min * yScale);
context.scale(1,-1 * yScale);
// Color of each dataplot items
context.strokeStyle="#2FBC3A";
plotData(Samsung);
}
function plotData(dataSet) {
// context.beginPath();
// context.moveTo(0, dataSet[0]);
// for (i=1;i<sections;i++) {
// context.lineTo(i * xScale, dataSet[i]);
// }
// context.stroke();
var love=0;
for (i=1;i<sections;i++) {
context.beginPath();
context.moveTo(love, dataSet[i-1]);
context.lineTo(i * xScale, dataSet[i]);
love=i*xScale;
context.stroke();
}
}
</script>
</head>
<body onLoad="init()">
<div align="center">
<canvas id="canvas" height="400" width="650">
</canvas>
<br>
<!--Legends for Dataplot -->
<span style="color:#4d4d4d"> Graph </span>
</div>
</body>
</html>
You are changing your context's scaleY in a non-uniform way.
So all the drawings after this operation will get shrunk on the Y axis.
To avoid that, apply this scaling only on your coordinates, at the time of drawing i.e
context.scale(1, -1 * yScale);
...
context.lineTo(x, y);
becomes
context.lineTo(x, y * -1 * yScale);
This way, your coordinate gets correctly scaled, but your stroke keeps its correct scale.
Also, you were drawing each segment separately, which would produce some holes in between of every segments, so I took the liberty of merging them in a single sub-path.
var canvas;
var context;
var Val_max;
var Val_min;
var sections;
var xScale;
var yScale;
var Samsung = [21000, 21000, 23000, 22000, 22000, 23000, 23000];
function init() {
// set these values for your data
sections = 7;
Val_max = 25000;
Val_min = 10000;
var columnSize = 75;
var rowSize = 75;
var margin = 10;
canvas = document.getElementById("canvas");
context = canvas.getContext("2d");
context.fillStyle = "#4d4d4d";
yScale = (canvas.height - columnSize - margin) / (Val_max - Val_min);
xScale = (canvas.width - rowSize) / sections;
context.lineWidth = 20;
context.translate(rowSize, canvas.height + Val_min * yScale);
//context.scale(1,-1 * yScale);
// ^-- Don't do that.
context.strokeStyle = "#2FBC3A";
plotData(Samsung);
}
function plotData(dataSet) {
var love = 0;
// make a single path from all the segments
context.beginPath();
for (var i = 0; i < sections; i++) {
// Here we scale the coordinate, not the drawings
context.lineTo(i * xScale, dataSet[i] * -1 * yScale);
love = i * xScale;
}
context.stroke();
}
init();
<canvas id="canvas" height="400" width="650">
</canvas>

Html5 canvas scrolling vertically and horizontally

<!DOCTYPE html>
<html>
<head>
<style type="text/css">
#canvasOne
{
border: 1px solid black;
}
</style>
<script src="http://code.jquery.com/jquery-1.10.2.js" type="text/javascript"></script>
</head>
<body>
<div align="center">
<canvas id="canvasOne">
</canvas>
</div>
<script type="text/javascript">
var myCanvas = document.getElementById("canvasOne");
var myContext = myCanvas.getContext("2d");
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
init();
var numShapes;
var shapes;
var dragIndex;
var dragging;
var mouseX;
var mouseY;
var dragHoldX;
var dragHoldY;
var timer;
var targetX;
var targetY;
var easeAmount;
var bgColor;
var nodes;
var colorArr;
function init()
{
myCanvas.width = $(window).width() - 200;
myCanvas.height = $(window).height() - 200;
shapes = [];
nodes = ["0;Person;24828760;Alok Kumar;Gorakhpur;#F44336;28",
"0;Suspect;04/Dec/2016;4;Suman_Biswas;#3F51B5;20","1;Rule;4;Apparent Means;3 Parameter;#EEFF41;20",
"0;Policy;36QA649749;In-Force;Quarterly;#FF9800;20","3;Product;Pension;Saral Pension;SRPEN;#795548;20","3;Payment;Cheque;Realized;Lucknow;#0091EA;20",
"0;Policy;162348873;Lapsed;Quarterly;#FF9800;20","6;Product;Pension;Life-Long Pension;LLPP;#795548;20","6;Payment;Cheque;Realized;Gorakhpur;#0091EA;20",
"0;Policy;1EQF178639;Lapsed;Monthly;#FF9800;20","9;Product;Life;Shield;SHIELDA;#795548;20","9;Payment;Demand Draft;Realized;Lucknow;#0091EA;20"];
numShapes = nodes.length;
makeShapes();
drawScreen();
myCanvas.addEventListener("mousedown", mouseDownListener, false);
}
//drawing
function makeShapes()
{
var tempX;
var tempY;
for(var i = 0; i < numShapes; i++)
{
var centerX = myCanvas.width/2;
var centerY = myCanvas.height/2;
var nodeColor = nodes[i].split(";")[5];
var nodeRadius = nodes[i].split(";")[6];
var nodeConnect = nodes[i].split(";")[0];
if(i == 0)//center of circle
{
tempX = centerX
tempY = centerY;
}
else
{
//tempX = Math.random() * (myCanvas.width - tempRadius);
//tempY = Math.random() * (myCanvas.height - tempRadius);
//var x = x0 + r * Math.cos(2 * Math.PI * i / items);
//var y = y0 + r * Math.sin(2 * Math.PI * i / items);
//250 is the distance from center node to outside nodes it can be actual radius in degrees
tempX = shapes[nodeConnect].x + 300 * Math.cos(2 * Math.PI * i / numShapes);
tempY = shapes[nodeConnect].y + 300 * Math.sin(2 * Math.PI * i / numShapes);
}
tempShape = {x: tempX, y: tempY, rad: nodeRadius, color: nodeColor, text: nodes[i]};
shapes.push(tempShape);
}
}
//drawing both shape (line and circle) and screen
function drawScreen()
{
myContext.fillStyle = "#ffffff";
myContext.fillRect(0, 0, myCanvas.width, myCanvas.height);
drawShapes();
}
function drawShapes()
{
//line
for(var i = 1; i < numShapes; i++)
{
myContext.beginPath();
myContext.strokeStyle = "#B2B19D";
var nodeConnect = nodes[i].split(";")[0];
myContext.moveTo(shapes[nodeConnect].x, shapes[nodeConnect].y);
myContext.lineTo(shapes[i].x, shapes[i].y);
myContext.stroke();
}
//circle
for(var i = 0; i < numShapes; i++)
{
myContext.fillStyle = shapes[i].color;
myContext.beginPath();
myContext.arc(shapes[i].x, shapes[i].y, shapes[i].rad, 0, 2*Math.PI, false);
myContext.closePath();
myContext.fill();
}
//text
for(var i = 0; i < numShapes; i++)
{
myContext.beginPath();
myContext.font = '10pt Arial';
myContext.fillStyle = 'black';
var textarr = shapes[i].text.split(";");
myContext.fillText(textarr[1], shapes[i].x + 30, shapes[i].y - 24);
/*myContext.fillText(textarr[2], shapes[i].x + 30, shapes[i].y + 1);
myContext.fillText(textarr[3], shapes[i].x + 30, shapes[i].y + 22);
myContext.fillText(textarr[4], shapes[i].x + 30, shapes[i].y + 44);*/
myContext.closePath();
myContext.fill();
}
}
//animation
function mouseDownListener(evt)
{
var highestIndex = -1;
var bRect = myCanvas.getBoundingClientRect();
mouseX = (evt.clientX - bRect.left) * (myCanvas.width/bRect.width);
mouseY = (evt.clientY - bRect.top) * (myCanvas.height/bRect.height);
for(var i = 0; i < numShapes; i++)
{
if(hitTest(shapes[i], mouseX, mouseY))
{
dragging = true;
if(i > highestIndex)
{
dragHoldX = mouseX - shapes[i].x;
dragHoldY = mouseY - shapes[i].y;
highestIndex = i;
dragIndex = i;
}
}
}
if(dragging)
{
window.addEventListener("mousemove", mouseMoveListener, false);
}
myCanvas.removeEventListener("mousedown", mouseDownListener, false);
window.addEventListener("mouseup", mouseUpListener, false);
if(evt.preventDefault)
{
evt.preventDefault;
}
return false;
}
function mouseMoveListener(evt)
{
var shapeRad = shapes[dragIndex].rad;
var minX = shapeRad;
var maxX = myCanvas.width - shapeRad;
var minY = shapeRad;
var maxY = myCanvas.height - shapeRad;
//get mouse position correctly
var bRect = myCanvas.getBoundingClientRect();
mouseX = (evt.clientX - bRect.left)*(myCanvas.width / bRect.width);
mouseY = (evt.clientY - bRect.top)*(myCanvas.height / bRect.height);
//clamp x and y position to prevent object from dragging outside canvas
posX = mouseX - dragHoldX;
posX = (posX < minX) ? minX : ((posX > maxX) ? maxX : posX);
posY = mouseY - dragHoldY;
posY = (posY < minY) ? minY : ((posY > maxY) ? maxY : posY);
shapes[dragIndex].x = posX;
shapes[dragIndex].y = posY;
drawScreen();
}
function mouseUpListener(evt)
{
myCanvas.addEventListener("mousedown", mouseDownListener, false);
window.removeEventListener("mouseup", mouseUpListener, false);
if(dragging)
{
dragging = false;
window.removeEventListener("mousemove", mouseMoveListener, false);
}
}
function hitTest(shape, mx, my)
{
var dx = mx - shape.x;
var dy = my - shape.y;
return(dx * dx + dy * dy < shape.rad * shape.rad);
}
</script>
</body>
</html>
The following canvas animation creates nodes and edges. However due
to space constraint, some of the nodes are not visible due to canvas
height and width. Even adding overflow css to canvas dosen't help as
i am not able to scroll.
<canvas> context doesn't have a built-in scroll method.
You then have multiple ways to circumvent this limitation.
The first one, is as in #markE's answer, to scale your context's matrix so that your drawings fit into the required space. You could also refactor your code so that all coordinates are relative to the canvas size.
This way, you won't need scrollbars and all your drawings will just be scaled appropriately, which is the desirable behavior in most common cases.
But if you really need to have some scrolling feature, here are some ways :
The easiest and most recommended one : let the browser handle it.
You will have to set the size of your canvas to the maximum of your drawings, and wrap it in an other element which will scroll. By setting the overflow:auto css property on the container, our scrollbars appear and we have our scrolling feature.
In following example, the canvas is 5000px wide and the container 200px.
var ctx = canvas.getContext('2d');
ctx.textAlign = 'center';
for (var w = 0; w < canvas.width; w += 100) {
for (var h = 0; h < canvas.height; h += 100) {
ctx.fillText(w + ',' + h, w, h);
}
}
#container {
width: 200px;
height: 200px;
overflow: auto;
border: 1px solid;
}
canvas{
display: block;
}
<div id="container">
<canvas id="canvas" height="5000" width="5000"></canvas>
</div>
Main advantages :
easily implemented.
users are used to these scrollbars.
Main caveats :
You're limited by canvas maximum sizes.
If your canvas is animated, you'll also draw for each frame parts of the canvas that aren't visible.
You have small control on scrollbars look and you'll still have to implement drag-to-scroll feature yourself for desktop browsers.
A second solution, is to implement this feature yourself, using canvas transform methods : particularly translate, transform and setTransform.
Here is an example :
var ctx = canvas.getContext('2d');
var app = {};
// the total area of our drawings, can be very large now
app.WIDTH = 5000;
app.HEIGHT = 5000;
app.draw = function() {
// reset everything (clears the canvas + transform + fillStyle + any other property of the context)
canvas.width = canvas.width;
// move our context by the inverse of our scrollbars' left and top property
ctx.setTransform(1, 0, 0, 1, -app.scrollbars.left, -app.scrollbars.top);
ctx.textAlign = 'center';
// draw only the visible area
var visibleLeft = app.scrollbars.left;
var visibleWidth = visibleLeft + canvas.width;
var visibleTop = app.scrollbars.top
var visibleHeight = visibleTop + canvas.height;
// you probably will have to make other calculations than these ones to get your drawings
// to draw only where required
for (var w = visibleLeft; w < visibleWidth + 50; w += 100) {
for (var h = visibleTop; h < visibleHeight + 50; h += 100) {
var x = Math.round((w) / 100) * 100;
var y = Math.round((h) / 100) * 100;
ctx.fillText(x + ',' + y, x, y);
}
}
// draw our scrollbars on top if needed
app.scrollbars.draw();
}
app.scrollbars = function() {
var scrollbars = {};
// initial position
scrollbars.left = 0;
scrollbars.top = 0;
// a single constructor for both horizontal and vertical
var ScrollBar = function(vertical) {
var that = {
vertical: vertical
};
that.left = vertical ? canvas.width - 10 : 0;
that.top = vertical ? 0 : canvas.height - 10;
that.height = vertical ? canvas.height - 10 : 5;
that.width = vertical ? 5 : canvas.width - 10;
that.fill = '#dedede';
that.cursor = {
radius: 5,
fill: '#bababa'
};
that.cursor.top = vertical ? that.cursor.radius : that.top + that.cursor.radius / 2;
that.cursor.left = vertical ? that.left + that.cursor.radius / 2 : that.cursor.radius;
that.draw = function() {
if (!that.visible) {
return;
}
// remember to reset the matrix
ctx.setTransform(1, 0, 0, 1, 0, 0);
// you can give it any shape you like, all canvas drawings operations are possible
ctx.fillStyle = that.fill;
ctx.fillRect(that.left, that.top, that.width, that.height);
ctx.beginPath();
ctx.arc(that.cursor.left, that.cursor.top, that.cursor.radius, 0, Math.PI * 2);
ctx.fillStyle = that.cursor.fill;
ctx.fill();
};
// check if we're hovered
that.isHover = function(x, y) {
if (x >= that.left - that.cursor.radius && x <= that.left + that.width + that.cursor.radius &&
y >= that.top - that.cursor.radius && y <= that.top + that.height + that.cursor.radius) {
// we are so record the position of the mouse and set ourself as the one hovered
scrollbars.mousePos = vertical ? y : x;
scrollbars.hovered = that;
that.visible = true;
return true;
}
// we were visible last call and no wheel event is happening
else if (that.visible && !scrollbars.willHide) {
that.visible = false;
// the app should be redrawn
return true;
}
}
return that;
};
scrollbars.horizontal = ScrollBar(0);
scrollbars.vertical = ScrollBar(1);
scrollbars.hovered = null;
scrollbars.dragged = null;
scrollbars.mousePos = null;
// check both of our scrollbars
scrollbars.isHover = function(x, y) {
return this.horizontal.isHover(x, y) || this.vertical.isHover(x, y);
};
// draw both of our scrollbars
scrollbars.draw = function() {
this.horizontal.draw();
this.vertical.draw();
};
// check if one of our scrollbars is visible
scrollbars.visible = function() {
return this.horizontal.visible || this.vertical.visible;
};
// hide it...
scrollbars.hide = function() {
// only if we're not using the mousewheel or dragging the cursor
if (this.willHide || this.dragged) {
return;
}
this.horizontal.visible = false;
this.vertical.visible = false;
};
// get the area's coord relative to our scrollbar
var toAreaCoord = function(pos, scrollBar) {
var sbBase = scrollBar.vertical ? scrollBar.top : scrollBar.left;
var sbMax = scrollBar.vertical ? scrollBar.height : scrollBar.width;
var areaMax = scrollBar.vertical ? app.HEIGHT - canvas.height : app.WIDTH - canvas.width;
var ratio = (pos - sbBase) / (sbMax - sbBase);
return areaMax * ratio;
};
// get the scrollbar's coord relative to our total area
var toScrollCoords = function(pos, scrollBar) {
var sbBase = scrollBar.vertical ? scrollBar.top : scrollBar.left;
var sbMax = scrollBar.vertical ? scrollBar.height : scrollBar.width;
var areaMax = scrollBar.vertical ? app.HEIGHT - canvas.height : app.WIDTH - canvas.width;
var ratio = pos / areaMax;
return ((sbMax - sbBase) * ratio) + sbBase;
}
scrollbars.scroll = function() {
// check which one of the scrollbars is active
var vertical = this.hovered.vertical;
// until where our cursor can go
var maxCursorPos = this.hovered[vertical ? 'height' : 'width'];
var pos = vertical ? 'top' : 'left';
// check that we're not out of the bounds
this.hovered.cursor[pos] = this.mousePos < 0 ? 0 :
this.mousePos > maxCursorPos ? maxCursorPos : this.mousePos;
// seems ok so tell the app we scrolled
this[pos] = toAreaCoord(this.hovered.cursor[pos], this.hovered);
// redraw everything
app.draw();
}
// because we will hide it after a small time
scrollbars.willHide;
// called by the wheel event
scrollbars.scrollBy = function(deltaX, deltaY) {
// it's not coming from our scrollbars
this.hovered = null;
// we're moving horizontally
if (deltaX) {
var newLeft = this.left + deltaX;
// make sure we're in the bounds
this.left = newLeft > app.WIDTH - canvas.width ? app.WIDTH - canvas.width : newLeft < 0 ? 0 : newLeft;
// update the horizontal cursor
this.horizontal.cursor.left = toScrollCoords(this.left, this.horizontal);
// show our scrollbar
this.horizontal.visible = true;
}
if (deltaY) {
var newTop = this.top + deltaY;
this.top = newTop > app.HEIGHT - canvas.height ? app.HEIGHT - canvas.height : newTop < 0 ? 0 : newTop;
this.vertical.cursor.top = toScrollCoords(this.top, this.vertical);
this.vertical.visible = true;
}
// if we were called less than the required timeout
clearTimeout(this.willHide);
this.willHide = setTimeout(function() {
scrollbars.willHide = null;
scrollbars.hide();
app.draw();
}, 500);
// redraw everything
app.draw();
};
return scrollbars;
}();
var mousedown = function(e) {
// tell the browser we handle this
e.preventDefault();
// we're over one the scrollbars
if (app.scrollbars.hovered) {
// new promotion ! it becomes the dragged one
app.scrollbars.dragged = app.scrollbars.hovered;
app.scrollbars.scroll();
}
};
var mousemove = function(e) {
// check the coordinates of our canvas in the document
var rect = canvas.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
// we're dragging something
if (app.scrollbars.dragged) {
// update the mouse position
app.scrollbars.mousePos = app.scrollbars.dragged.vertical ? y : x;
app.scrollbars.scroll();
} else if (app.scrollbars.isHover(x, y)) {
// something has changed, redraw to show or hide the scrollbar
app.draw();
}
e.preventDefault();
};
var mouseup = function() {
// we dropped it
app.scrollbars.dragged = null;
};
var mouseout = function() {
// we're out
if (app.scrollbars.visible()) {
app.scrollbars.hide();
app.scrollbars.dragged = false;
app.draw();
}
};
var mouseWheel = function(e) {
e.preventDefault();
app.scrollbars.scrollBy(e.deltaX, e.deltaY);
};
canvas.addEventListener('mousemove', mousemove);
canvas.addEventListener('mousedown', mousedown);
canvas.addEventListener('mouseup', mouseup);
canvas.addEventListener('mouseout', mouseout);
canvas.addEventListener('wheel', mouseWheel);
range.onchange = function() {
app.WIDTH = app.HEIGHT = this.value;
app.scrollbars.left = 0;
app.scrollbars.top = 0;
app.draw();
};
// an initial drawing
app.draw();
canvas {border: 1px solid;}
span{font-size: .8em;}
<canvas id="canvas" width="200" height="150"></canvas>
<span>
change the total area size
<input type="range" min="250" max="5000000" steps="250" value="5000" id="range" />
</span>
Main advantages :
no limitation for the size of your drawing areas.
you can customize your scrollbars as you wish.
you can control when the scrollbars are enable or not.
you can get the visible area quite easily.
Main caveats:
a bit more code than the CSS solution...
no really, that's a lot of code...
A third way I wrote some time ago for an other question took advantage of the ability to draw an other canvas with ctx.drawImage(). It has its own caveats and advantages, so I let you pick the one you need, but this last one also had a drag and slide feature which can be useful.
So your node drawings don't fit on the canvas size?
You can easily "shrink" your content to fit the visible canvas with just 1 command!
The context.scale(horizontalRescale,verticalRescale) command will shrink every following drawing by your specified horizontalRescale & verticalRescale percentages.
An Important note: You must make horizontalRescale,verticalRescale the same value or your content will be distorted.
The nice thing about using context.scale is that you don't have to change any of the code that draws your nodes ... canvas automatically scales all those nodes for you.
For example, this code will shrink your nodes to 80% of their original size:
var downscaleFactor= 0.80;
context.scale( downscaleFactor, downscaleFactor );
Rather than go through your 200+ lines of code, I leave it to you to calculate downscaleFactor.

Draw a grid on an HTML 5 canvas element

I've been searching everywhere and couldn't find how to draw a grid on an HTML5 Canvas. I'm new to HTML5 and canvas.
I know how to draw shapes but this drawing grid is taking forever to understand.
Can someone help me on this?
The answer is taken from here Grid drawn using a <canvas> element looking stretched
Just edited it a little, hope it helps
// Box width
var bw = 400;
// Box height
var bh = 400;
// Padding
var p = 10;
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
function drawBoard(){
for (var x = 0; x <= bw; x += 40) {
context.moveTo(0.5 + x + p, p);
context.lineTo(0.5 + x + p, bh + p);
}
for (var x = 0; x <= bh; x += 40) {
context.moveTo(p, 0.5 + x + p);
context.lineTo(bw + p, 0.5 + x + p);
}
context.strokeStyle = "black";
context.stroke();
}
drawBoard();
body {
background: lightblue;
}
#canvas {
background: #fff;
margin: 20px;
}
<div>
<canvas id="canvas" width="420px" height="420px"></canvas>
</div>
// Box width
var bw = 270;
// Box height
var bh = 180;
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
function drawBoard(){
context.lineWidth = 10;
context.strokeStyle = "rgb(2,7,159)";
for (var x = 0; x < bw; x += 90) {
for (var y = 0; y < bh; y += 90) {
context.strokeRect(x+10, y+10, 90, 90);
}
}
}
drawBoard();
This code allows for a scalable / resize grid
const canvas = document.getElementById('canvas')
const ctx = canvas.getContext('2d')
canvas.width = window.innerWidth
canvas.height = window.innerHeight
function drawBoard()
{
// canvas dims
const bw = window.innerWidth
const bh = window.innerHeight
const lw = 1 // box border
const boxRow = 10 // how many boxes
const box = bw / boxRow // box size
ctx.lineWidth = lw
ctx.strokeStyle = 'rgb(2,7,159)'
for (let x=0;x<bw;x+=box)
{
for (let y=0;y<bh;y+=box)
{
ctx.strokeRect(x,y,box,box)
}
}
}
let rTimeout = null
window.addEventListener('resize', (e) =>
{
clearTimeout(rTimeout)
ctx.clearRect(0, 0, window.innerWidth, window.innerHeight)
rTimeout = setTimeout(function(){drawBoard()}, 33)
})
drawBoard()
<canvas id="canvas"></canvas>