I\'m trying to implement functionality to \"pan\" inside a canvas in HTML5 and I am unsure about the best way to go about accomplishing it.
Currently - I am trying t
It depends on how you want panning with mouse movement to be implemented, but today it's often 'realtime' panning in that you can drag around. I tried to update your fiddle a little: http://jsfiddle.net/pimvdb/VWn6t/3/.
var isDown = false; // whether mouse is pressed
var startCoords = []; // 'grab' coordinates when pressing mouse
var last = [0, 0]; // previous coordinates of mouse release
canvas.onmousedown = function(e) {
isDown = true;
startCoords = [
e.offsetX - last[0], // set start coordinates
e.offsetY - last[1]
];
};
canvas.onmouseup = function(e) {
isDown = false;
last = [
e.offsetX - startCoords[0], // set last coordinates
e.offsetY - startCoords[1]
];
};
canvas.onmousemove = function(e)
{
if(!isDown) return; // don't pan if mouse is not pressed
var x = e.offsetX;
var y = e.offsetY;
// set the canvas' transformation matrix by setting the amount of movement:
// 1 0 dx
// 0 1 dy
// 0 0 1
ctx.setTransform(1, 0, 0, 1,
x - startCoords[0], y - startCoords[1]);
render(); // render to show changes
}
pimvdb's fiddle shows the concept nicely but doesn't actually work, at least not for me.
Here's a fixed version: http://jsfiddle.net/VWn6t/173/
The meat of it is basically the same.
var startCoords = {x: 0, y: 0};
var last = {x: 0, y: 0};
var isDown = false;
canvas.onmousemove = function (e) {
if(isDown) {
ctx.setTransform(1, 0, 0, 1,
xVal - startCoords.x,
yVal - startCoords.y);
}
};
canvas.onmousedown = function (e) {
isDown = true;
startCoords = {x: e.pageX - this.offsetLeft - last.x,
y: e.pageY - this.offsetTop - last.y};
};
canvas.onmouseup = function (e) {
isDown = false;
last = {x: e.pageX - this.offsetLeft - startCoords.x,
y: e.pageY - this.offsetTop - startCoords.y};
};