Table of Contents
1. Attach Event Listeners to the Canvas
2. Get Mouse Position Relative to the Canvas
3. Detect Interaction with Drawn Objects
4. Handle Common Interaction Patterns
Key Points to Remember
Home Web Front-end H5 Tutorial How to handle mouse events on an HTML5 canvas?

How to handle mouse events on an HTML5 canvas?

Aug 02, 2025 am 06:29 AM

To correctly handle mouse events on HTML5 canvas, first add an event listener to canvas, then calculate the coordinates of the mouse relative to canvas, then judge whether it interacts with the drawn object through geometric detection, and finally implement interactive modes such as drag and drop. 1. Use addEventListener to bind mousedown, mousemove, mouseup and mouseleave events for canvas; 2. Use getBoundingClientRect method to convert clientX/clientY to coordinates relative to canvas; 3. Use manual geometric calculations (such as rectangle boundary or circle distance formula) to detect whether the mouse is hovering on the drawn figure; 4. Maintain an array of objects containing all figures, judge the selected and update the position in the mouse event, and repaint the picture with the redraw function; you must always manually track the figure state and redraw canvas after interaction to achieve complete interaction. This is a process of building from scratch but flexible control.

How to handle mouse events on an HTML5 canvas?

Handling mouse events on an HTML5 canvas require a slightly different approach compared to regular DOM elements because the canvas is treated as a single element — all drawing happens within it, but the interactions must be manually mapped to positions in the drawing space.

How to handle mouse events on an HTML5 canvas?

Here's how to properly handle mouse events on a canvas:


1. Attach Event Listeners to the Canvas

First, get a reference to the canvas element and attach standard mouse event listeners such as mousedown , mousemove , mouseup , and mouseleave .

How to handle mouse events on an HTML5 canvas?
 const canvas = document.getElementById('myCanvas');
const ctx = canvas.getContext('2d');

canvas.addEventListener('mousedown', handleMouseDown);
canvas.addEventListener('mousemove', handleMouseMove);
canvas.addEventListener('mouseup', handleMouseUp);
canvas.addEventListener('mouseleave', handleMouseLeave);

2. Get Mouse Position Relative to the Canvas

The default clientX and clientY from mouse events are relative to the viewport, not the canvas. You need to convert them to coordinates relative to the canvas, especially if your canvas is positioned or scaled.

Use getBoundingClientRect() to get accurate positioning:

How to handle mouse events on an HTML5 canvas?
 function getMousePos(canvas, evt) {
    const rect = canvas.getBoundingClientRect();
    return {
        x: evt.clientX - rect.left,
        y: evt.clientY - rect.top
    };
}

Now use this inside your event handlers:

 function handleMouseMove(event) {
    const mousePos = getMousePos(canvas, event);
    console.log('Mouse at:', mousePos.x, mousePos.y);
}

This is essential for detecting if the mouse is over a shape you've drawn.


3. Detect Interaction with Drawn Objects

Since the canvas doesn't track individual shapes, you have to manually check if the mouse is over a drawn object by using geometric checks.

For example, to detect if the mouse is over a rectangle:

 function isInsideRect(mouseX, mouseY, rectX, rectY, width, height) {
    return mouseX >= rectX && mouseX <= rectX width &&
           mouseY >= rectY && mouseY <= rectY height;
}

// Usage in event handler
function handleMouseMove(event) {
    const mousePos = getMousePos(canvas, event);
    const hovering = isInsideRect(mousePos.x, mousePos.y, 50, 50, 100, 100);
    console.log(&#39;Over rectangle:&#39;, hovering);
}

For circles, use distance formula:

 function isInsideCircle(mouseX, mouseY, centerX, centerY, radius) {
    const dx = mouseX - centerX;
    const dy = mouseY - centerY;
    return Math.sqrt(dx*dx dy*dy) <= radius;
}

You'll need to keep track of all drawn objects in an array or data structure to loop through them during hit detection.


4. Handle Common Interaction Patterns

Here's a practical example using drag-and-drop on a rectangle:

 let isDragging = false;
let selectedShape = null;

const shapes = [
    { type: &#39;rect&#39;, x: 50, y: 50, w: 100, h: 80, color: &#39;blue&#39; },
    { type: &#39;circle&#39;, x: 200, y: 100, r: 30, color: &#39;green&#39; }
];

function handleMouseDown(event) {
    const mousePos = getMousePos(canvas, event);

    // Check shapes in reverse order (topmost first)
    for (let i = shapes.length - 1; i >= 0; i--) {
        const shape = shapes[i];
        if (shape.type === &#39;rect&#39;) {
            if (isInsideRect(mousePos.x, mousePos.y, shape.x, shape.y, shape.y, shape.w, shape.h)) {
                isDragging = true;
                selectedShape = shape;
                break;
            }
        } else if (shape.type === &#39;circle&#39;) {
            if (isInsideCircle(mousePos.x, mousePos.y, shape.x, shape.y, shape.y, shape.r)) {
                isDragging = true;
                selectedShape = shape;
                break;
            }
        }
    }
}

function handleMouseMove(event) {
    if (!isDragging || !selectedShape) return;

    const mousePos = getMousePos(canvas, event);

    // Move the shape
    if (selectedShape.type === &#39;rect&#39;) {
        selectedShape.x = mousePos.x - selectedShape.w / 2;
        selectedShape.y = mousePos.y - selectedShape.h / 2;
    } else if (selectedShape.type === &#39;circle&#39;) {
        selectedShape.x = mousePos.x;
        selectedShape.y = mousePos.y;
    }

    // Redraw canvas
    redraw();
}

function handleMouseUp() {
    isDragging = false;
    selectedShape = null;
}

function handleMouseLeave() {
    isDragging = false;
    selectedShape = null;
}

function redraw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    shapes.forEach(shape => {
        if (shape.type === &#39;rect&#39;) {
            ctx.fillStyle = shape.color;
            ctx.fillRect(shape.x, shape.y, shape.w, shape.h);
        } else if (shape.type === &#39;circle&#39;) {
            ctx.beginPath();
            ctx.arc(shape.x, shape.y, shape.r, 0, Math.PI * 2);
            ctx.fillStyle = shape.color;
            ctx.fill();
        }
    });
}

// Initial draw
redraw();

Key Points to Remember

  • The canvas does not inherently know about drawn content — you must track objects and their positions.
  • Always use getBoundingClientRect() for accurate mouse positioning.
  • Redraw the canvas after state changes (like dragging).
  • For better performance with many objects, consider spatial indexing (like quadtrees) for hit detection.
  • Touch events require similar handling using touchstart , touchmove , etc., with touch coordinates.

Basically, you're building interaction logic from scratch, but once set up, it gives you full control over 2D graphics interactions.

The above is the detailed content of How to handle mouse events on an HTML5 canvas?. For more information, please follow other related articles on the PHP Chinese website!

Statement of this Website
The content of this article is voluntarily contributed by netizens, and the copyright belongs to the original author. This site does not assume corresponding legal responsibility. If you find any content suspected of plagiarism or infringement, please contact admin@php.cn

Hot AI Tools

Undress AI Tool

Undress AI Tool

Undress images for free

Undresser.AI Undress

Undresser.AI Undress

AI-powered app for creating realistic nude photos

AI Clothes Remover

AI Clothes Remover

Online AI tool for removing clothes from photos.

Clothoff.io

Clothoff.io

AI clothes remover

Video Face Swap

Video Face Swap

Swap faces in any video effortlessly with our completely free AI face swap tool!

Hot Tools

Notepad++7.3.1

Notepad++7.3.1

Easy-to-use and free code editor

SublimeText3 Chinese version

SublimeText3 Chinese version

Chinese version, very easy to use

Zend Studio 13.0.1

Zend Studio 13.0.1

Powerful PHP integrated development environment

Dreamweaver CS6

Dreamweaver CS6

Visual web development tools

SublimeText3 Mac version

SublimeText3 Mac version

God-level code editing software (SublimeText3)

Hot Topics

PHP Tutorial
1506
276
Integrating CSS and JavaScript effectively with HTML5 structure. Integrating CSS and JavaScript effectively with HTML5 structure. Jul 12, 2025 am 03:01 AM

HTML5, CSS and JavaScript should be efficiently combined with semantic tags, reasonable loading order and decoupling design. 1. Use HTML5 semantic tags, such as improving structural clarity and maintainability, which is conducive to SEO and barrier-free access; 2. CSS should be placed in, use external files and split by module to avoid inline styles and delayed loading problems; 3. JavaScript is recommended to be introduced in front, and use defer or async to load asynchronously to avoid blocking rendering; 4. Reduce strong dependence between the three, drive behavior through data-* attributes and class name control status, and improve collaboration efficiency through unified naming specifications. These methods can effectively optimize page performance and collaborate with teams.

Explaining the HTML5 `` vs `` elements. Explaining the HTML5 `` vs `` elements. Jul 12, 2025 am 03:09 AM

It is a block-level element, suitable for layout; it is an inline element, suitable for wrapping text content. 1. Exclusively occupy a line, width, height and margins can be set, which are often used in structural layout; 2. No line breaks, the size is determined by the content, and is suitable for local text styles or dynamic operations; 3. When choosing, it should be judged based on whether the content needs independent space; 4. It cannot be nested and is not suitable for layout; 5. Priority is given to the use of semantic labels to improve structural clarity and accessibility.

HTML5 video streaming techniques and considerations HTML5 video streaming techniques and considerations Jul 14, 2025 am 02:41 AM

Three points to note for making HTML5 videos smoothly playback: 1. Select a suitable video format, such as MP4, WebM or Ogg, and provide multiple formats or a single format according to the target user's choice; 2. Use adaptive bit rate technology such as HLS or DASH, combined with hls.js or dash.js to achieve automatic clarity switching; 3. Reasonably set preloading policies and server configurations, such as preload attributes, byte range requests, compression and cache, to optimize loading speed and reduce traffic consumption.

What are the new input types available in HTML5 forms? What are the new input types available in HTML5 forms? Jul 12, 2025 am 03:07 AM

HTML5introducednewinputtypesthatenhanceformfunctionalityanduserexperiencebyimprovingvalidation,UI,andmobilekeyboardlayouts.1.emailvalidatesemailaddressesandsupportsmultipleentries.2.urlchecksforvalidwebaddressesandtriggersURL-optimizedkeyboards.3.num

Developing Web Games Using HTML5 Canvas and Game APIs Developing Web Games Using HTML5 Canvas and Game APIs Jul 14, 2025 am 03:08 AM

HTML5Canvas is an API for drawing graphics and animations on web pages, combined with GameAPIs to enable feature-rich web games. 1. Set elements and get 2D context; 2. Use JavaScript to draw objects and implement animation loops; 3. Process user input to control the game; 4. Combine APIs such as Gamepad, WebAudio, PointerLock and Fullscreen to improve the interactive experience; 5. Optimize performance and manage resource loading to ensure smooth operation.

How to access user's current location with the HTML5 Geolocation API? How to access user's current location with the HTML5 Geolocation API? Jul 13, 2025 am 02:23 AM

To get the user's current location, use the HTML5 GeolocationAPI. This API provides information such as latitude and longitude after user authorization. The core method is getCurrentPosition(), which requires successful and error callbacks to be handled; at the same time, pay attention to the HTTPS prerequisite, user authorization mechanism and error code processing. ① Call getCurrentPosition to get the position once, and an error callback will be triggered if it fails; ② The user must authorize it, otherwise it cannot be obtained and may no longer be prompted; ③ Error processing should distinguish between rejection, timeout, location unavailable, etc.; ④ Enable high-precision, set timeout time, etc., and can be configured through the third parameter; ⑤ The online environment must use HTTPS, otherwise it may be restricted by the browser.

Explain the `async` and `defer` attributes for scripts in HTML5. Explain the `async` and `defer` attributes for scripts in HTML5. Jul 13, 2025 am 03:06 AM

The difference between async and defer is the execution timing of the script. async allows scripts to be downloaded in parallel and executed immediately after downloading, without guaranteeing the execution order; defer executes scripts in order after HTML parsing is completed. Both avoid blocking HTML parsing. Using async is suitable for standalone scripts such as analyzing code; defer is suitable for scenarios where you need to access the DOM or rely on other scripts.

Why is my image not showing up in HTML? Why is my image not showing up in HTML? Jul 28, 2025 am 02:08 AM

Image not displayed is usually caused by a wrong file path, incorrect file name or extension, HTML syntax issues, or browser cache. 1. Make sure that the src path is consistent with the actual location of the file and use the correct relative path; 2. Check whether the file name case and extension match exactly, and verify whether the image can be loaded by directly entering the URL; 3. Check whether the img tag syntax is correct, ensure that there are no redundant characters and the alt attribute value is appropriate; 4. Try to force refresh the page, clear the cache, or use incognito mode to eliminate cache interference. Troubleshooting in this order can solve most HTML image display problems.

See all articles