// our container object
var container = {
width: window.innerWidth - 2,
height: window.innerHeight - 2,
top: 0,
left: 0,
canvas: document.getElementById('container'),
isOver: function(x, y) {
return (x >= this.left && x <= this.left + this.width &&
y >= this.top && y <= this.top + this.height);
},
};
// our content object
var content = {
width: container.width * 2,
height: container.height * 2,
top: 0,
left: 0,
background: 'rgba(0,255,0,.5)',
canvas: document.createElement('canvas'),
// set an init function to draw the texts
init: function() {
var ctx = this.ctx;
ctx.font = '20px sans-serif';
ctx.textBaseline = 'top';
ctx.fillText('Hello World', 0, 0);
ctx.textBaseline = 'middle';
ctx.textAlign = 'center';
ctx.fillText('Middle world', this.width / 2, this.height / 2);
ctx.textBaseline = 'bottom';
ctx.textAlign = 'left';
var textLength = ctx.measureText('Bye World').width;
ctx.fillText('Bye World', this.canvas.width - textLength, this.canvas.height);
ctx.fillStyle = this.background;
ctx.fillRect(0, 0, this.width, this.height);
},
};
// init the objects
var init = function(obj) {
var c = obj.canvas;
obj.ctx = c.getContext('2d');
c.width = obj.width;
c.height = obj.height;
if (obj.init) {
obj.init();
}
}
// our drawing function
var draw = function() {
container.ctx.clearRect(0, 0, container.width, container.height);
container.ctx.drawImage(content.canvas, content.left, content.top);
};
// update the content position
container.update = function(x, y) {
// if the content is smaller, we don't need to scroll
if (content.width > container.width) {
var maxX = Math.max(container.width, content.width);
var minX = Math.min(container.width, content.width);
content.left -= x;
// if we are at one end
if (content.left < minX - maxX) {
content.left = minX - maxX;
} // or another
else if (content.left > 0) {
content.left = 0;
}
}
if (content.height > container.height) {
var maxY = Math.max(container.height, content.height);
var minY = Math.min(container.height, content.height);
content.top -= y;
if (content.top < minY - maxY) {
content.top = minY - maxY;
} else if (content.top > 0) {
content.top = 0;
}
}
};
var drag = {
friction: .1,
sensibility: 18,
minSpeed: .01,
};
var mouseMove_Handler = function(e) {
// we're not dragging anything, stop here
if (!drag.dragged) {
return;
}
var rect = this.getBoundingClientRect();
var posX = e.clientX - rect.left;
var posY = e.clientY - rect.top;
// how long did it take since last event
var deltaTime = (e.timeStamp - drag.lastDragTime) / drag.sensibility;
// our moving speed
var deltaX = (drag.lastDragX - posX) / deltaTime;
var deltaY = (drag.lastDragY - posY) / deltaTime;
// update the drag object
drag.lastDragX = posX;
drag.lastDragY = posY;
drag.lastDeltaX = deltaX;
drag.lastDeltaY = deltaY;
drag.lastDragTime = e.timeStamp;
// update the container obj
drag.dragged.update(deltaX, deltaY);
// redraw
draw();
};
var mouseDown_Handler = function(e) {
// if we are sliding, stop it
if (drag.sliding) {
cancelAnimationFrame(drag.sliding);
drag.sliding = null;
}
var rect = this.getBoundingClientRect();
var posX = e.clientX - rect.left;
var posY = e.clientY - rect.top;
// first check that the event occurred on top of our container object
// we could loop through multiple ones
if (container.isOver(posX, posY)) {
// init our drag object
drag.dragged = container;
drag.lastDragX = posX;
drag.lastDragY = posY;
drag.lastDragTime = e.timeStamp;
}
};
var mouseUp_Handler = function(e) {
// store a ref of which object we were moving
var container = drag.dragged;
// we're not dragging anymore
drag.dragged = false;
var slide = function() {
// decrease the speed
drag.lastDeltaX /= 1 + drag.friction;
drag.lastDeltaY /= 1 + drag.friction;
// check that we are still out of our minimum speed
if (drag.lastDeltaX > drag.minSpeed || drag.lastDeltaY > drag.minSpeed ||
drag.lastDeltaX < -drag.minSpeed || drag.lastDeltaY < -drag.minSpeed) {
// store a reference of the animation
drag.sliding = requestAnimationFrame(slide);
} else {
drag.sliding = null;
drag.lastDeltaX = drag.lastDeltaY = 0;
}
container.update(drag.lastDeltaX, drag.lastDeltaY);
draw();
};
slide();
};
// add the wheel listener, for a polyfill check the MDN page :
// https://developer.mozilla.org/en-US/docs/Web/Events/wheel#Listening_to_this_event_across_browser
var mouseWheel_Handler = function(e) {
// get the position of our canvas element
var rect = this.getBoundingClientRect();
var posX = e.clientX - rect.left;
var posY = e.clientY - rect.top;
// first check that the event occurred on top of our container object
if (container.isOver(posX, posY)) {
// tell the browser we handle it
e.preventDefault();
e.stopPropagation();
// send the event's deltas
container.update(e.deltaX, e.deltaY);
// redraw
draw();
}
};
container.canvas.addEventListener('mousedown', mouseDown_Handler);
container.canvas.addEventListener('mousemove', mouseMove_Handler);
container.canvas.addEventListener('mouseup', mouseUp_Handler);
container.canvas.addEventListener('mouseleave', mouseUp_Handler);
container.canvas.addEventListener('wheel', mouseWheel_Handler);
// init the objects
init(container);
init(content);
// make a first draw
draw();
// Snippet only preventions \\
// avoid the outer window to scroll
window.onscroll = function(e) {
e.preventDefault();
e.stopPropagation()
};
// if you go in full page view
window.onresize = function() {
container.width = window.innerWidth;
container.height = window.innerHeight;
content.width = container.width * 2;
content.height = container.height * 2;
init(container);
init(content);
draw();
};
body,html,canvas {
margin: 0;
display: block
}
canvas {
border: 1px solid;
}
<canvas id="container"></canvas>