I\'ve got some code which draws a rectangle on a canvas, but I want that rectangle to change color when I hover the mouse over it.
The problem is after I\'ve drawn t
You could use canvas.addEventListener
var canvas = document.getElementById('canvas0');
canvas.addEventListener('mouseover', function() { /*your code*/ }, false);
It worked on google chrome
Consider this following code:
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.rect(20,20,150,100);
ctx.stroke();
c.addEventListener("mouseover", doMouseOver, false);//added event to canvas
function doMouseOver(e){
ctx.fillStyle = 'red';
ctx.fill();
}
DEMO
You can't do this out-of-the-box with canvas. Canvas is just a bitmap, so the hover logic has to be implemented manually.
Example
var canvas = document.querySelector("canvas"),
ctx = canvas.getContext("2d"),
rects = [
{x: 10, y: 10, w: 200, h: 50},
{x: 50, y: 70, w: 150, h: 30} // etc.
], i = 0, r;
// render initial rects.
while(r = rects[i++]) ctx.rect(r.x, r.y, r.w, r.h);
ctx.fillStyle = "blue"; ctx.fill();
canvas.onmousemove = function(e) {
// important: correct mouse position:
var rect = this.getBoundingClientRect(),
x = e.clientX - rect.left,
y = e.clientY - rect.top,
i = 0, r;
ctx.clearRect(0, 0, canvas.width, canvas.height); // for demo
while(r = rects[i++]) {
// add a single rect to path:
ctx.beginPath();
ctx.rect(r.x, r.y, r.w, r.h);
// check if we hover it, fill red, if not fill it blue
ctx.fillStyle = ctx.isPointInPath(x, y) ? "red" : "blue";
ctx.fill();
}
};
<canvas/>
Below code adds shadow to canvas circle on hovering it.
<html>
<body>
<canvas id="myCanvas" width="1000" height="500" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
</body>
<script>
var canvas = document.getElementById("myCanvas"),
ctx = canvas.getContext("2d"),
circle = [{
x: 60,
y: 50,
r: 40,
},
{
x: 100,
y: 150,
r: 50,
} // etc.
];
// render initial rects.
for (var i = 0; i < circle.length; i++) {
ctx.beginPath();
ctx.arc(circle[i].x, circle[i].y, circle[i].r, 0, 2 * Math.PI);
ctx.fillStyle = "blue";
ctx.fill();
}
canvas.onmousemove = function(e) {
var x = e.clientX,
y = e.clientY,
i = 0,
r;
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let i = 0; i < circle.length; i++) {
if ((x > circle[i].x - circle[i].r) && (y > circle[i].y - circle[i].r) && (x < circle[i].x + circle[i].r) && (y < circle[i].y + circle[i].r)) {
ctx.beginPath();
ctx.arc(circle[i].x, circle[i].y, circle[i].r, 0, 2 * Math.PI);
ctx.fillStyle = "blue";
ctx.fill();
ctx.shadowBlur = 10;
ctx.lineWidth = 3;
ctx.strokeStyle = 'rgb(255,255,255)';
ctx.shadowColor = 'grey';
ctx.stroke();
ctx.shadowColor = 'white';
ctx.shadowBlur = 0;
} else {
ctx.beginPath();
ctx.arc(circle[i].x, circle[i].y, circle[i].r, 0, 2 * Math.PI);
ctx.fillStyle = "blue";
ctx.fill();
ctx.shadowColor = 'white';
ctx.shadowBlur = 0;
}
}
};
</script>
</html>
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.rect(20,20,150,100);
ctx.stroke();
$(c).hover(function(e){
ctx.fillStyle = 'red';
ctx.fill();
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<canvas id="myCanvas"/>
This is a stable code in base of @K3N answer. The basic problem of his code is because when one box is over the another the two may get mouse hover at same time. My answer perfectly solves that adding a 'DESC' to 'ASC' loop.
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
var map = [
{x: 20, y: 20, w: 60, h: 60},
{x: 30, y: 50, w: 76, h: 60}
];
var hover = false, id;
var _i, _b;
function renderMap() {
for(_i = 0; _b = map[_i]; _i ++) {
ctx.fillStyle = (hover && id === _i) ? "red" : "blue";
ctx.fillRect(_b.x, _b.y, _b.w, _b.h);
}
}
// Render everything
renderMap();
canvas.onmousemove = function(e) {
// Get the current mouse position
var r = canvas.getBoundingClientRect(),
x = e.clientX - r.left, y = e.clientY - r.top;
hover = false;
ctx.clearRect(0, 0, canvas.width, canvas.height);
for(var i = map.length - 1, b; b = map[i]; i--) {
if(x >= b.x && x <= b.x + b.w &&
y >= b.y && y <= b.y + b.h) {
// The mouse honestly hits the rect
hover = true;
id = i;
break;
}
}
// Draw the rectangles by Z (ASC)
renderMap();
}
<canvas id="canvas"></canvas>