I'm performing drawing operations on canvas. The best way to calculate cursor position relative to canvase top left corner is, in my opinion, usage of .getBoundingClientRect()
:
HTMLCanvasElement.prototype.relativeCoords = function(event) {
var x,y;
//This is the current screen rectangle of canvas
var rect = this.getBoundingClientRect();
//Recalculate mouse offsets to relative offsets
x = event.clientX - rect.x;
y = event.clientY - rect.y;
//Debug
console.log("x(",x,") = event.clientX(",event.clientX,") - rect.x(",rect.x,")");
//Return as array
return [x,y];
}
I see nothing wrong with this code and it works in firefox. Test it.
In google chrome however, my debug line prints this:
x(
NaN
) = event.clientX(166
) - rect.x(undefined
)
What am I doing wrong? Is this not according to the specifications?
Edit: seems my code follows W3C:
From the specs:
getBoundingClientRect()
The
getBoundingClientRect()
method, when invoked, must return the result of the following algorithm:
Let list be the result of invoking
getClientRects()
on the same element this method was invoked on.If the list is empty return a
DOMRect
object whosex
,y
,width
andheight
members are zero.Otherwise, return a
DOMRect
object describing the smallest rectangle that includes the first rectangle in list and all of the remaining rectangles of which the height or width is not zero.
DOMRect
interface DOMRect : DOMRectReadOnly {
inherit attribute unrestricted double x;
inherit attribute unrestricted double y;
inherit attribute unrestricted double width;
inherit attribute unrestricted double height;
};
The object returned by
getBoundingClientRect()
may havex
andy
properties in some browsers, but not all. It always hasleft
,top
,right
, andbottom
properties.I recommend using the MDN docs instead of any W3C specs when you want to know what browsers actually implement. See the MDN docs for getBoundingClientRect() for more accurate information on this function.
So all you need to do is change your
rect.x
andrect.y
torect.left
andrect.top
.