Canvas Draw
Free drawing on Canvas
by gnijuohz
HTML
<input type="button" id="clear" value="Clear Canvas"/>
<canvas id="myCanvas" width="500" height="500"></canvas>
CSS
#myCanvas {
border: 1px solid #222;
}
JavaScript
let canvas = document.getElementById('myCanvas');
const ctx = canvas.getContext('2d');
var flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0;
var x = "black",
y = 2;
let w = canvas.width;
let h = canvas.height;
// idea from: http://stackoverflow.com/a/8398189/1062364
canvas.addEventListener("mousemove", function (e) {
findxy('move', e)
}, false);
canvas.addEventListener("mousedown", function (e) {
findxy('down', e)
}, false);
canvas.addEventListener("mouseup", function (e) {
findxy('up', e)
}, false);
canvas.addEventListener("mouseout", function (e) {
findxy('out', e)
}, false);
function draw() {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = x;
ctx.lineWidth = y;
ctx.stroke();
ctx.closePath();
}
function findxy(res, e) {
if (res == 'down') {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
flag = true;
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
}
if (res == 'up' || res == "out") {
flag = false;
}
if (res == 'move') {
if (flag) {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
draw();
}
}
}
function clearCanvas() {
ctx.clearRect(0, 0, w, h);
}
let clearButton = document.getElementById('clear');
clearButton.onclick = clearCanvas;