8

I am trying to draw a rectangle on an image that is inside canvas using mousemove event . But i am getting rectangle on the image with color filled in the rectangle because of clearRect . can anyone figure me out . how to draw a rectangle with just a border on the image . Below is the code that i followed to achieve it .

var canvas = document.getElementById('canvas'),
    ctx = canvas.getContext('2d'),
    rect = {},
    drag = false;
	function init() {
		var imageObj = new Image();

      imageObj.onload = function() {
        ctx.drawImage(imageObj, 0, 0);
      };
      imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/darth-vader.jpg';
	  canvas.addEventListener('mousedown', mouseDown, false);
	  canvas.addEventListener('mouseup', mouseUp, false);
	  canvas.addEventListener('mousemove', mouseMove, false);
	}
	function mouseDown(e) {
	  rect.startX = e.pageX - this.offsetLeft;
	  rect.startY = e.pageY - this.offsetTop;
	  drag = true;
	}
	function mouseUp() {
	  drag = false;
	}
	function mouseMove(e) {
	  if (drag) {
		rect.w = (e.pageX - this.offsetLeft) - rect.startX;
		rect.h = (e.pageY - this.offsetTop) - rect.startY ;
		ctx.clearRect(rect.startX, rect.startY,rect.w,rect.h);
		draw();
	  }
	}
	function draw() {
	  ctx.clearRect(rect.startX, rect.startY, rect.w, rect.h);
	  ctx.strokeRect(rect.startX, rect.startY, rect.w, rect.h);
	}
<head>
<meta charset="utf-8" />
<title>Draw a rectangle!</title>
</head>

<body onload="init();">
<canvas id="canvas" width="500" height="500"></canvas>
</body>

0

1 Answer 1

25

You probably need to first clear the entire canvas using clearRect, then draw your imageObj immediately and finally, draw the stroke. All of this happening inside the mouseMove function so it basically keeps drawing these elements on a continuous basis.

Try this snippet below:

var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var rect = {};
var drag = false;
var imageObj = null;

function init() {
    imageObj = new Image();
    imageObj.onload = function () { ctx.drawImage(imageObj, 0, 0); };
    imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/darth-vader.jpg';
    canvas.addEventListener('mousedown', mouseDown, false);
    canvas.addEventListener('mouseup', mouseUp, false);
    canvas.addEventListener('mousemove', mouseMove, false);
}

function mouseDown(e) {
    rect.startX = e.pageX - this.offsetLeft;
    rect.startY = e.pageY - this.offsetTop;
    drag = true;
}

function mouseUp() { drag = false; }

function mouseMove(e) {
    if (drag) {
        ctx.clearRect(0, 0, 500, 500);
        ctx.drawImage(imageObj, 0, 0);
        rect.w = (e.pageX - this.offsetLeft) - rect.startX;
        rect.h = (e.pageY - this.offsetTop) - rect.startY;
        ctx.strokeStyle = 'red';
        ctx.strokeRect(rect.startX, rect.startY, rect.w, rect.h);
    }
}
//
init();
<canvas id="canvas" width="500" height="500"></canvas>

Hope this is what you were looking for and helps you in some way.

P.S. I have intentionally applied the red colour on the stroke. You can remove it of course.

Sign up to request clarification or add additional context in comments.

Comments

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service and acknowledge you have read our privacy policy.

Start asking to get answers

Find the answer to your question by asking.

Ask question

Explore related questions

See similar questions with these tags.