$(function() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// get the offset position of the container
var $canvas = $("#canvas");
var Offset = $canvas.offset();
var offsetX = Offset.left;
var offsetY = Offset.top;
// select all .tool's
var $tools = $(".tool");
// make all .tool's draggable
$tools.draggable({
helper: 'clone',
revert: 'invalid'
});
// assign each .tool its index in $tools
$tools.each(function (index, element) {
$(this).data("toolsIndex", index);
});
// make the canvas a dropzone
$canvas.droppable({
drop: dragDrop,
});
// handle a drop into the canvas
function dragDrop(e, ui) {
// get the drop point (be sure to adjust for border)
var x = parseInt(ui.offset.left - offsetX);
var y = parseInt(ui.offset.top - offsetY);
// get the drop payload (here the payload is the $tools index)
var theIndex = ui.draggable.data("toolsIndex");
// drawImage at the drop point using the dropped image
ctx.drawImage($tools[theIndex], x, y, 32, 32);
}
});
I tried many things but I failed. This code allows me to drag and drop multiple images onto a canvas element. What I need to do is to add the possibility of dragging the image again after it's been dropped. I know that the canvas has to be redrawn each time, but I didn't know how.
Can anyone fix this for me?
$(function() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// get the offset position of the container
var $canvas = $("#canvas");
var Offset = $canvas.offset();
var offsetX = Offset.left;
var offsetY = Offset.top;
// select all .tool's
var $tools = $(".tool");
// make all .tool's draggable
$tools.draggable({
helper: 'clone',
revert: 'invalid'
});
// assign each .tool its index in $tools
$tools.each(function (index, element) {
$(this).data("toolsIndex", index);
});
// make the canvas a dropzone
$canvas.droppable({
drop: dragDrop,
});
// handle a drop into the canvas
function dragDrop(e, ui) {
// get the drop point (be sure to adjust for border)
var x = parseInt(ui.offset.left - offsetX);
var y = parseInt(ui.offset.top - offsetY);
// get the drop payload (here the payload is the $tools index)
var theIndex = ui.draggable.data("toolsIndex");
// drawImage at the drop point using the dropped image
ctx.drawImage($tools[theIndex], x, y, 32, 32);
}
});
I tried many things but I failed. This code allows me to drag and drop multiple images onto a canvas element. What I need to do is to add the possibility of dragging the image again after it's been dropped. I know that the canvas has to be redrawn each time, but I didn't know how.
Can anyone fix this for me?
Share Improve this question asked Mar 13, 2014 at 10:39 Sahar Ch.Sahar Ch. 4991 gold badge9 silver badges28 bronze badges 5- What do yo mean 'dragging the image again'? You mean starting the drag once in the canvas? – Oscar Paz Commented Mar 13, 2014 at 10:48
- The images I'm dragging are not in the canvas element. I drag from outside the canvas (an accordion actually), and drop onto the canvas element. So, once they're inside the canvas I can't move them anymore, I need them to be draggable, to change their position (for the flexibility of the application). – Sahar Ch. Commented Mar 13, 2014 at 10:52
- You mean that once you drop them, they are removed from the accordion, but you want them to still be there so you can drag them again? – Oscar Paz Commented Mar 13, 2014 at 10:53
- No, this is not the issue, I can drag the same image multiple times. I want to reposition them once they're dropped in canvas, using the mouse, so obviously I'll be needing event handlers, which I tried and didn't work. – Sahar Ch. Commented Mar 13, 2014 at 10:58
- Does this answer your question? How to drag an image after drop onto HTML5 Canvas? – handle Commented Dec 17, 2021 at 8:31
2 Answers
Reset to default 6Since you mented that you're open to canvas libraries, here's an example that lets you:
- drag an img element from a toolbar-div using jqueryUI.
- drop the img on the canvas and create a
KineticJS.Image
object that you can drag around the canvas.
A Demo: http://jsfiddle/m1erickson/gkefk/
Results: An img dragged 3X from blue toolbar, dropped on gray canvas, and then dragged on the canvas.
Here's a mented code example:
$(function() {
// get a reference to the house icon in the toolbar
// hide the icon until its image has loaded
var $house = $("#house");
$house.hide();
// get the offset position of the kinetic container
var $stageContainer = $("#container");
var stageOffset = $stageContainer.offset();
var offsetX = stageOffset.left;
var offsetY = stageOffset.top;
// create the Kinetic.Stage and layer
var stage = new Kinetic.Stage({
container: 'container',
width: 350,
height: 350
});
var layer = new Kinetic.Layer();
stage.add(layer);
// start loading the image used in the draggable toolbar element
// this image will be used in a new Kinetic.Image
var image1 = new Image();
image1.onload = function() {
$house.show();
}
image1.src = "https://i.sstatic/GeibZ.png";
// make the toolbar image draggable
$house.draggable({
helper: 'clone',
});
// set the data payload
$house.data("url", "house.png"); // key-value pair
$house.data("width", "32"); // key-value pair
$house.data("height", "33"); // key-value pair
$house.data("image", image1); // key-value pair
// make the Kinetic Container a dropzone
$stageContainer.droppable({
drop: dragDrop,
});
// handle a drop into the Kinetic container
function dragDrop(e, ui) {
// get the drop point
var x = parseInt(ui.offset.left - offsetX);
var y = parseInt(ui.offset.top - offsetY);
// get the drop payload (here the payload is the image)
var element = ui.draggable;
var data = element.data("url");
var theImage = element.data("image");
// create a new Kinetic.Image at the drop point
// be sure to adjust for any border width (here border==1)
var image = new Kinetic.Image({
name: data,
x: x,
y: y,
image: theImage,
draggable: true
});
layer.add(image);
layer.draw();
}
}); // end $(function(){});
body {
padding: 20px;
}
#container {
border: solid 1px #ccc;
margin-top: 10px;
width: 350px;
height: 350px;
}
#toolbar {
width: 350px;
height: 35px;
border: solid 1px blue;
}
<script src="https://cdnjs.cloudflare./ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare./ajax/libs/kineticjs/4.7.2/kinetic.min.js"></script>
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Prototype</title>
<script
src="https://code.jquery./ui/1.12.1/jquery-ui.min.js"
integrity="sha256-VazP97ZCwtekAsvgPBSUwPFKdrwD3unUfSGVYrahUqU="
crossorigin="anonymous"></script>
</head>
<body>
<div id="toolbar">
<img id="house" width=32 height=32 src="https://i.sstatic/GeibZ.png"><br>
</div>
<div id="container"></div>
</body>
</html>
What you want is certainly not easy. Now you just drop the image and draw it in the mouse position. To do what you want, you'll need:
- Keep track of the images added, their positions, their sizes, and their z-index. The best way to do this is using a stack structure, an array of objects with this properties:
url
x
,y
,width
,height
. The z-index can be the index of the array. - Once you start a drag operation on the canvas, you need to get the point you're dragging, and find the image with the highest z-index that contains that point (basically, implement hit-testing).
- To move it, then you have to remove it from the canvas, which implies redrawing the entire canvas with all the images except the one you're dragging. For this you can use the stack previously defined, and draw the images in order.
- Finally, you need to draw your image again once you drop it, take it from its position in the array and append it at the end.
This is not an easy task. I suggest you to use some library for it. I cannot remend you one, because I have little to no experience with canvas.