Draw with mouse
<!doctype html> <html> <head> <style>canvas{border:1px solid red;}</style> </head> /*from ww w . ja v a2s .c om*/ <body> <canvas id="canvas" width="400" height="400"></canvas> <script> window.onload = function () { let canvas = document.getElementById('canvas'), context = canvas.getContext('2d'), mouse = captureMouse(canvas); function onMouseMove () { context.lineTo(mouse.x, mouse.y); context.stroke(); } canvas.addEventListener('mousedown', function () { context.beginPath(); context.moveTo(mouse.x, mouse.y); canvas.addEventListener('mousemove', onMouseMove, false); }, false); canvas.addEventListener('mouseup', function () { canvas.removeEventListener('mousemove', onMouseMove, false); }, false); } function captureMouse(element) { let mouse = {x: 0, y: 0, event: null}, body_scrollLeft = document.body.scrollLeft, element_scrollLeft = document.documentElement.scrollLeft, body_scrollTop = document.body.scrollTop, element_scrollTop = document.documentElement.scrollTop, offsetLeft = element.offsetLeft, offsetTop = element.offsetTop; element.addEventListener('mousemove', function (event) { let x, y; if (event.pageX || event.pageY) { x = event.pageX; y = event.pageY; } else { x = event.clientX + body_scrollLeft + element_scrollLeft; y = event.clientY + body_scrollTop + element_scrollTop; } x -= offsetLeft; y -= offsetTop; mouse.x = x; mouse.y = y; mouse.event = event; }, false); return mouse; } </script> </body> </html>