well right now im trying to learn how to use the canvas tag on html, and im having trouble handling mouse events when i apply css to the document.
the issue starts when i move the div containing the canvas and center it on the page, the first poing of the canvas wouldnt be 0 because its centered and for some reason 0,0 would be the beginning of the screen and not the beginning of the canvas, which i found weird because im adding the event listener to the canvas directly.
here is the code:
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>test</title>
<style type="text/css">
body {
font: 100%/1.4 Verdana, Arial, Helvetica, sans-serif;
background: #42413C;
margin: 0;
padding: 0;
color: #000;
}
#divId {
width: 800px;
height: 600px;
text-align:center;
margin: 20px auto;
background-color:#0099FF;
}
</style>
<script>
window.onload = function () {
var canvas = document.getElementById('canvasId');
var c = canvas.getContext('2d');
alert("lol");
canvas.addEventListener('mousedown', hmd, false);
function hmd(e) {
alert ("x: " + e.clientX + " y: " + e.clientY);
}
}
</script>
</head>
<body>
<div id="divId">
<canvas height="300" width="800" id="canvasId" />
</div>
</body>
</html>
so i read somewhere that the issue was caused by the div, but when i tried to give css directly to the canvas tag it didnt work, so basically what i need to do, is to get that canvas centered or placed anywhere on the screen, but having its first pixel as 0,0. adding a solution would be hard because its centering automatically, so i would need to know the user resolution to be able to calculate the offset so what im looking for is a way to do it simply with css or something.
console.log()instead ofalert()for debugging. :)Quirks Mode.