JS Code -
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var $canvas = $("#canvas");
var BB=canvas.getBoundingClientRect();
var offsetX = BB.left;
var offsetY = BB.top;
var mx;
var my;
var texts = [];
var images = [];
var dragF = -1;
var mode = "none";
var print = console.log;
function addNewText(string_text, arrayname) {
var y = texts.length * 20 20;
var text = {
text: string_text,
x: 20,
y: y,
name: arrayname
};
ctx.font = "16px verdana";
text.width = ctx.measureText(text.text).width;
text.height = 16;
texts.push(text);
draw();
}
function hitDrag(x,y,textIndex) {
var r=texts[textIndex];
return (x>r.x && x<r.x r.width && y>r.y && y<r.y r.height);
}
function myDown(e) {
e.preventDefault();
e.stopPropagation();
mx=parseInt(e.clientX-offsetX);
my=parseInt(e.clientY-offsetY);
for(var i=0;i<texts.length;i ){
if(hitDrag(mx,my,i)){
print("found");
dragF = i;
}
}
}
$("#canvas").mousedown(function(e) {
myDown(e);
});
Basically, when you click the text. It's not printing "found" in the console log, nor is assigning it to the dragF variable. I think the issue is something to do with the hitDrag function. I want the hitDrag function to work, so when I click the text it will do what's required to do. (I renamed console.log to print for personal reasons)
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < texts.length; i ) {
var text = texts[i];
ctx.fillText(text.text, text.x, text.y);
}
for (var i = 0; i < images.length; i ) {
var image = images[i];
var newImg = new Image;
newImg.src = image.src;
newImg.onload = function() {
ctx.drawImage(this, 20, 20);
};
}
}
CodePudding user response:
The key to your issue lies here:
console.log("t:", texts.length); // empty array
//empty array so does nothing
for (var i = 0; i < texts.length; i ) {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var $canvas = $("#canvas");
var BB = canvas.getBoundingClientRect();
console.log("BB:", BB);
var offsetX = BB.left;
var offsetY = BB.top;
var mx;
var my;
var texts = [];
var images = [];
var dragF = -1;
var mode = "none";
var print = console.log;
function addNewText(string_text, arrayname) {
var y = texts.length * 20 20;
var text = {
text: string_text,
x: 20,
y: y,
name: arrayname
};
ctx.font = "16px verdana";
text.width = ctx.measureText(text.text).width;
text.height = 16;
texts.push(text);
draw();
}
function hitDrag(x, y, textIndex) {
var r = texts[textIndex];
return (x > r.x && x < r.x r.width && y > r.y && y < r.y r.height);
}
function myDown(e) {
console.log("called");
e.preventDefault();
e.stopPropagation();
console.log("c2");
mx = parseInt(e.clientX - offsetX);
my = parseInt(e.clientY - offsetY);
console.log("t:", texts.length); // empty array
//empty array so does nothing
for (var i = 0; i < texts.length; i ) {
console.log("i:", i);
if (hitDrag(mx, my, i)) {
print("found");
dragF = i;
}
}
}
$("#canvas").mousedown(function(e) {
console.log("triggered");
myDown(e);
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<canvas id="canvas"></canvas>
CodePudding user response:
The problem is that you are using the default textBaseline = "alphabetic"
, this makes the y
value correspond to the bottom of glyphs like o
.
You can see that your text BBox is wrong by tracing it:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var $canvas = $("#canvas");
var BB=canvas.getBoundingClientRect();
var offsetX = BB.left;
var offsetY = BB.top;
var mx;
var my;
var texts = [];
var images = [];
var dragF = -1;
var mode = "none";
var print = console.log;
function addNewText(string_text, arrayname) {
var y = texts.length * 40 40;
var text = {
text: string_text,
x: 20,
y: y,
name: arrayname
};
ctx.font = "32px verdana";
text.width = ctx.measureText(text.text).width;
text.height = 32;
texts.push(text);
draw();
}
function hitDrag(x,y,textIndex) {
var r=texts[textIndex];
return (x>r.x && x<r.x r.width && y>r.y && y<r.y r.height);
}
function myDown(e) {
e.preventDefault();
e.stopPropagation();
mx=parseInt(e.clientX-offsetX);
my=parseInt(e.clientY-offsetY);
for(var i=0;i<texts.length;i ){
if(hitDrag(mx,my,i)){
print("found");
dragF = i;
}
}
}
$("#canvas").mousedown(function(e) {
myDown(e);
});
function draw() {
for(const { text, x, y, width, height } of texts) {
ctx.fillText(text, x, y);
// trace the text's BBox
ctx.strokeRect(x, y, width, height);
}
}
addNewText("Hello world", "text 1");
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<canvas id="canvas"></canvas>
Setting this textBaseline
to "top"
would minimize the issue at lower cost, but that won't be a perfect fit, moreover if you use special glyphs.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var $canvas = $("#canvas");
var BB=canvas.getBoundingClientRect();
var offsetX = BB.left;
var offsetY = BB.top;
var mx;
var my;
var texts = [];
var images = [];
var dragF = -1;
var mode = "none";
var print = console.log;
function addNewText(string_text, arrayname) {
var y = texts.length * 40 40;
var text = {
text: string_text,
x: 20,
y: y,
name: arrayname
};
ctx.font = "32px verdana";
ctx.textBaseline = "top";
text.width = ctx.measureText(text.text).width;
text.height = 32;
texts.push(text);
draw();
}
function hitDrag(x,y,textIndex) {
var r=texts[textIndex];
return (x>r.x && x<r.x r.width && y>r.y && y<r.y r.height);
}
function myDown(e) {
e.preventDefault();
e.stopPropagation();
mx=parseInt(e.clientX-offsetX);
my=parseInt(e.clientY-offsetY);
for(var i=0;i<texts.length;i ){
if(hitDrag(mx,my,i)){
print("found");
dragF = i;
}
}
}
$("#canvas").mousedown(function(e) {
myDown(e);
});
function draw() {
for(const { text, x, y, width, height } of texts) {
ctx.fillText(text, x, y);
// trace the text's BBox
ctx.strokeRect(x, y, width, height);
}
}
addNewText("Hello world", "text 1");
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<canvas id="canvas"></canvas>
All major browsers finally support the actualBoundingBoxXXX
properties of the TextMetrics interface, so we can now get precise text BBox:
function getTextBBox( ctx, text ) {
const metrics = ctx.measureText( text );
const left = metrics.actualBoundingBoxLeft * -1;
const top = metrics.actualBoundingBoxAscent * -1;
const right = metrics.actualBoundingBoxRight;
const bottom = metrics.actualBoundingBoxDescent;
const width = right - left;
const height = bottom - top;
return { left, top, right, bottom, width, height };
}
function getTextBBox(ctx, text) {
const metrics = ctx.measureText(text);
const left = metrics.actualBoundingBoxLeft * -1;
const top = metrics.actualBoundingBoxAscent * -1;
const right = metrics.actualBoundingBoxRight;
const bottom = metrics.actualBoundingBoxDescent;
const width = right - left;
const height = bottom - top;
return { left, top, right, bottom, width, height };
}
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var $canvas = $("#canvas");
var BB=canvas.getBoundingClientRect();
var offsetX = BB.left;
var offsetY = BB.top;
var mx;
var my;
var texts = [];
var images = [];
var dragF = -1;
var mode = "none";
var print = console.log;
function addNewText(string_text, arrayname) {
ctx.font = "32px verdana";
ctx.textBaseline = "top";
const bbox = getTextBBox(ctx, string_text);
const prevText = texts[ texts.length - 1 ];
const text = {
text: string_text,
x: 20,
y: (prevText ? (prevText.y prevText.bbox.bottom) : 32) 2,
bbox,
name: arrayname
};
texts.push(text);
draw();
}
function hitDrag(mx,my,textIndex) {
const { x, y, bbox: { left, right, top, bottom } } = texts[textIndex];
return (
mx > x left &&
mx < x right &&
my > y top &&
my < y bottom
);
}
function myDown(e) {
e.preventDefault();
e.stopPropagation();
mx=parseInt(e.clientX-offsetX);
my=parseInt(e.clientY-offsetY);
for(var i=0;i<texts.length;i ){
if(hitDrag(mx,my,i)){
print("found");
dragF = i;
}
}
}
$("#canvas").mousedown(function(e) {
myDown(e);
});
function draw() {
for(const { text, x, y, bbox } of texts) {
ctx.fillText(text, x, y);
// trace the text's BBox
ctx.strokeRect(x bbox.left, y bbox.top, bbox.width, bbox.height);
}
}
addNewText("Hello world", "text 1");
addNewText("Works fine?", "text 2");
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<canvas id="canvas"></canvas>
Now, if you need to find if you clicked on an actual painted pixel of a glyph, you'd need to get the ImageData of the canvas, I already shown how to do this in an other answer, so I won't repeat it here.