JSFiddle - React, Tailwind, and code Playground
by blparker
HTML
<canvas id='canvas' width='300' height='300'></canvas>
<button onclick='clear()'>Clear</div>
CSS
canvas { background:whitesmoke}
div { width:100px; height:100px; margin-top:100px; border:1px solid black }
JavaScript
// Bind canvas to listeners
var canvas = document.getElementById('canvas');
canvas.addEventListener('mousedown', mouseDown, false);
canvas.addEventListener('mousemove', mouseMove, false);
canvas.addEventListener('mouseup', mouseUp, false);
var ctx = canvas.getContext('2d');
ctx.lineWidth = 5;
ctx.lineJoin = 'round';
ctx.lineCap = 'round';
var started = false;
var lastx = 0;
var lasty = 0;
// create an in-memory canvas
var memCanvas = document.createElement('canvas');
memCanvas.width = 300;
memCanvas.height = 300;
var memCtx = memCanvas.getContext('2d');
var points = [];
function mouseDown(e) {
var m = getMouse(e, canvas);
points.push({
x: m.x,
y: m.y
});
started = true;
};
function mouseMove(e) {
if (started) {
ctx.clearRect(0, 0, 300, 300);
// put back the saved content
ctx.drawImage(memCanvas, 0, 0);
var m = getMouse(e, canvas);
points.push({
x: m.x,
y: m.y
});
drawPoints(ctx, points);
}
};
function mouseUp(e) {
if (started) {
started = false;
// When the pen is done, save the resulting context
// to the in-memory canvas
memCtx.clearRect(0, 0, 300, 300);
memCtx.drawImage(canvas, 0, 0);
points = [];
}
};
// clear both canvases!
function clear() {
context.clearRect(0, 0, 300, 300);
memCtx.clearRect(0, 0, 300, 300);
};
function drawPoints(ctx, points) {
// draw a basic circle instead
if (points.length < 6) {
var b = points[0];
ctx.beginPath(),
ctx.arc(b.x, b.y, ctx.lineWidth / 2, 0, Math.PI * 2, !0),
ctx.closePath(), ctx.fill();
return
}
ctx.beginPath(),
ctx.moveTo(points[0].x, points[0].y);
// draw a bunch of quadratics, using the average of two points as the control point
for (i = 1; i < points.length - 2; i++) {
var c = (points[i].x +...