I'm trying to limit boundaries and I'm running into issues. I'm upscaling an image from another canvas and then implementing zoom and pan. My issue (code below) is with limiting/capping the offsetx/y so that you never see the whitespace; only parts of the image.
Pardon the mess! Any help is appreciated! :P
var zoomIntensity = 0.2;
var canvas = document.getElementById("canvas");
var canvas2 = document.getElementById("canvas2");
var context = canvas.getContext("2d");
var context2 = canvas2.getContext("2d");
var width = 200;
var height = 200;
var scale = 1;
var originx = 0;
var originy = 0;
var offset = {x:0, y:0};
//fill smaller canvas with random pixels
for(var x = 0; x < 100; x++)
for(var y = 0; y < 100; y++)
{
var rando = function(){return Math.floor(Math.random() * 9)};
var val = rando();
context2.fillStyle = "#" + val + val + val;
context2.fillRect(x,y,1,1);
}
//draw the larger canvas
function draw()
{
context.imageSmoothingEnabled = false;
// Clear screen to white.
context.fillStyle = "white";
context.fillRect(originx - offset.x, originy - offset.y, width/scale, height/scale);
context.drawImage(canvas2, 0,0, width, height);
}
// Draw loop at 60FPS.
setInterval(draw, 1000/60);
canvas.onmousewheel = function (event){
event.preventDefault();
// Get mouse offset.
var mousex = event.clientX - canvas.offsetLeft;
var mousey = event.clientY - canvas.offsetTop;
// Normalize wheel to +1 or -1.
var wheel = event.wheelDelta/120;
// Compute zoom factor.
var zoom = Math.exp(wheel*zoomIntensity);
// Translate so the visible origin is at the context's origin.
context.translate(originx - offset.x, originy - offset.y); //offset is panning
//make sure we don't zoom out further than normal scale
var resultingScale = scale * zoom;
if(resultingScale < 1)
zoom = 1/scale;
// Compute the new visible origin. Originally the mouse is at a
// distance mouse/scale from the corner, we want the point under
// the mouse to remain in the same place after the zoom, but this
// is at mouse/new_scale away from the corner. Therefore we need to
// shift the origin (coordinates of the corner) to account for this.
originx -= mousex/(scale*zoom) - mousex/scale;
originy -= mousey/(scale*zoom) - mousey/scale;
// Scale it (centered around the origin due to the trasnslate above).
context.scale(zoom, zoom);
// Offset the visible origin to it's proper position.
context.translate(-originx + offset.x, -originy + offset.y); //offset is panning
// Update scale and others.
scale *= zoom;
}
document.onkeydown = function (evt)
{
var offsetx = 0;
var offsety = 0;
switch(evt.which)
{
case 37: //left
offsetx = 1;
break;
case 38: //up
offsety = 1;
break;
case 39: //right
offsetx = -1
break;
case 40: //down
offsety = -1;
break;
}
offsetx /= scale;
offsety /= scale;
offset.x += offsetx;
offset.y += offsety;
context.translate(offsetx,offsety);
}
<canvas id="canvas" width="200" height="200"></canvas>
<canvas id="canvas2" width="100" height="100"></canvas>