Javascript examples for Canvas:Mouse
drag image after dropping it in canvas element
<!doctype html> <html> <head> <!-- reset css --> <script type="text/javascript" src="https://code.jquery.com/jquery.min.js"></script> <style> #canvas{border:1px solid red;} </style> <script> $(function(){// ww w . j a va 2 s. c o m var canvas=document.getElementById("canvas"); var ctx=canvas.getContext("2d"); var canvasOffset=$("#canvas").offset(); var offsetX=canvasOffset.left; var offsetY=canvasOffset.top; var isDown=false; var startX; var startY; var imgX=50; var imgY=50; var imgWidth,imgHeight; var img=new Image();img.onload=start;img.src="https://www.java2s.com/style/demo/InternetExplorer.png"; function start(){ imgWidth=img.width; imgHeight=img.height; ctx.drawImage(img,imgX,imgY); } function handleMouseDown(e){ e.preventDefault(); startX=parseInt(e.clientX-offsetX); startY=parseInt(e.clientY-offsetY); if(startX>=imgX && startX<=imgX+imgWidth && startY>=imgY && startY<=imgY+imgHeight){ isDown=true; } } function handleMouseUp(e){ e.preventDefault(); isDown=false; } function handleMouseOut(e){ e.preventDefault(); isDown=false; } function handleMouseMove(e){ if(!isDown){return;} e.preventDefault(); mouseX=parseInt(e.clientX-offsetX); mouseY=parseInt(e.clientY-offsetY); // Put your mousemove stuff here if(!isDown){return;} imgX+=mouseX-startX; imgY+=mouseY-startY; startX=mouseX; startY=mouseY; ctx.clearRect(0,0,canvas.width,canvas.height); ctx.drawImage(img,imgX,imgY); } $("#canvas").mousedown(function(e){handleMouseDown(e);}); $("#canvas").mousemove(function(e){handleMouseMove(e);}); $("#canvas").mouseup(function(e){handleMouseUp(e);}); $("#canvas").mouseout(function(e){handleMouseOut(e);}); }); // end $(function(){}); </script> </head> <body> <canvas id="canvas" width="300" height="300"></canvas> </body> </html>