HTML Canvas Mouse Event Draw with mouse
<!doctype html> <html> <head> <meta charset="utf-8"> <title>Drawing App</title> </head>/* w ww . j a v a2s .c o m*/ <body> <canvas id="canvas" width="400" height="400"></canvas> <aside>Click and draw with the mouse.</aside> <script> captureMouse = function (element) { var 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) { var 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; }; window.onload = function () { var canvas = document.getElementById('canvas'), context = canvas.getContext('2d'), mouse = captureMouse(canvas); 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 onMouseMove () { context.lineTo(mouse.x, mouse.y); context.stroke(); } }; </script> </body> </html>