When you draw to a canvas
element, you are simply drawing a bitmap in immediate mode.
The elements (shapes, lines, images) that are drawn have no representation besides the pixels they use and their colour.
Therefore, to get a click event on a canvas
element (shape), you need to capture click events on the canvas
HTML element and use some math to determine which element was clicked, provided you are storing the elements' width/height and x/y offset.
To add a click
event to your canvas
element, use...
canvas.addEventListener('click', function() { }, false);
To determine which element was clicked...
var elem = document.getElementById('myCanvas'),
elemLeft = elem.offsetLeft + elem.clientLeft,
elemTop = elem.offsetTop + elem.clientTop,
context = elem.getContext('2d'),
elements = [];
// Add event listener for `click` events.
elem.addEventListener('click', function(event) {
var x = event.pageX - elemLeft,
y = event.pageY - elemTop;
// Collision detection between clicked offset and element.
elements.forEach(function(element) {
if (y > element.top && y < element.top + element.height
&& x > element.left && x < element.left + element.width) {
alert('clicked an element');
}
});
}, false);
// Add element.
elements.push({
colour: '#05EFFF',
width: 150,
height: 100,
top: 20,
left: 15
});
// Render elements.
elements.forEach(function(element) {
context.fillStyle = element.colour;
context.fillRect(element.left, element.top, element.width, element.height);
});
jsFiddle.
This code attaches a click
event to the canvas
element, and then pushes one shape (called an element
in my code) to an elements
array. You could add as many as you wish here.
The purpose of creating an array of objects is so we can query their properties later. After all the elements have been pushed onto the array, we loop through and render each one based on their properties.
When the click
event is triggered, the code loops through the elements and determines if the click was over any of the elements in the elements
array. If so, it fires an alert()
, which could easily be modified to do something such as remove the array item, in which case you'd need a separate render function to update the canvas
.
For completeness, why your attempts didn't work...
elem.onClick = alert("hello world"); // displays alert without clicking
This is assigning the return value of alert()
to the onClick
property of elem
. It is immediately invoking the alert()
.
elem.onClick = alert('hello world'); // displays alert without clicking
In JavaScript, the '
and "
are semantically identical, the lexer probably uses ['"]
for quotes.
elem.onClick = "alert('hello world!')"; // does nothing, even with clicking
You are assigning a string to the onClick
property of elem
.
elem.onClick = function() { alert('hello world!'); }; // does nothing
JavaScript is case sensitive. The onclick
property is the archaic method of attaching event handlers. It only allows one event to be attached with the property and the event can be lost when serialising the HTML.
elem.onClick = function() { alert("hello world!"); }; // does nothing
Again, ' === "
.
onclick
instead ofonClick
– Marmaraalert()
directly in<script>
, instead of defining a function that will callalert()
. The rest don't do anything because of the capitalization ofonclick
. – Evitaevitable