Javascript: Drawing Rectangle On Canvas Doesn't Work On Ie
I have a web application where you can draw a rectangle on a canvas. I use two canvas elements: one for the preview while drawing and another one laying exactly under the other one
Solution 1:
Problem
You are drawing rectangles with context2.rect
which is a path command.
Path commands are "remembered" by the canvas until a new context2.beginPath
is issued
Therefore, all your previous rects are being remembered and redrawn when you do context2.stroke
Fix
Just put context2.beginPath in your mousemove event handler: http://jsfiddle.net/m1erickson/A8ge6/
canvas2.addEventListener("mousedown",startLine);
canvas2.addEventListener("mouseup",drawLine);
canvas2.addEventListener('mousemove', function (evt) {
var rect = canvas2.getBoundingClientRect();
x = evt.clientX - rect.left;
y = evt.clientY - rect.top;
if (clicked) {
canvas2.width = canvas2.width;
console.log(xStart);
// add beginPath so previous context2.rect's are dismissed
context2.beginPath();
context2.rect(xStart, yStart, x - xStart, y - yStart);
context2.stroke();
}
}, false);
Solution 2:
There is Nothing Wrong with the Code and nothing Wrong With IE 9,What you missed is a l'le concept ,
addEventListener() didn't work For IE instead you have to use attachEvent() for it to make your Code run in IE
//For your code to work in IEif (!canvas2.addEventListener) {
canvas2.attachEvent("onclick", CanvasFunction);
}
//for rest of the Browserelse {
canvas2.addEventListener("click", CanvasFunction, false);
}
functionCanvasFunction(evt)
{
var rect = canvas2.getBoundingClientRect();
x = evt.clientX - rect.left;
y = evt.clientY - rect.top;
if (clicked) {
canvas2.width = canvas2.width;
console.log(xStart);
// add beginPath so previous context2.rect's are dismissed
context2.beginPath();
context2.rect(xStart, yStart, x - xStart, y - yStart);
context2.stroke();
}
}
Playing with Canvas ,remember IE doesn't support addEventListners ..Enjoy Coding
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