Drag Drop
by ale920
HTML
<title>
Canvas Drag and Drop Test</title>
<body>
<section>
<div>
<canvas id="canvas" width="400" height="300">
This text is displayed if your browser does not support HTML5 Canvas.
</canvas>
</div>
JavaScript
var canvas;
var ctx;
var x = 75;
var y = 50;
var WIDTH = 400;
var HEIGHT = 300;
var dragok = false;
function rect(x, y, w, h) {
ctx.beginPath();
ctx.rect(x, y, w, h);
ctx.closePath();
ctx.fill();
}
function clear() {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
}
function init() {
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
return setInterval(draw, 10);
}
function draw() {
clear();
ctx.fillStyle = "#FAF7F8";
rect(0, 0, WIDTH, HEIGHT);
ctx.fillStyle = "#444444";
rect(x - 15, y - 15, 30, 30);
/*
ctx.fillStyle = "#FF9999";
rect(x - 30, y - 30, 30, 30);
*/
}
function myMove(e) {
if (dragok) {
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
}
}
function myDown(e) {
if (e.pageX < x + 15 + canvas.offsetLeft && e.pageX > x - 15 +
canvas.offsetLeft && e.pageY < y + 15 + canvas.offsetTop &&
e.pageY > y - 15 + canvas.offsetTop) {
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
dragok = true;
canvas.onmousemove = myMove;
}
}
function myUp() {
dragok = false;
canvas.onmousemove = null;
}
init();
canvas.onmousedown = myDown;
canvas.onmouseup = myUp;