Move objecj within canvas canvas boundary limit with zoom Applied










2















I'm trying to limit the movement of an object only inside the canvas. This I have achieved with the following code



if(obj.getBoundingRect().top < 0 || obj.getBoundingRect().left< 0)
obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top);
obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left));

// bot-right corner
if(obj.getBoundingRect().top+obj.getBoundingRect().height > obj.canvas.height || obj.getBoundingRect().left+obj.getBoundingRect().width > obj.canvas.width)
obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top);
obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left);



This works well when I have no zoom applied to the canvas.
I need to be able to make it work also when I apply a zoom + or a zoom -



I had thought about trying to solve it like this



if(obj.getBoundingRect().top*canvas.getZoom() < 0 || obj.getBoundingRect().left*canvas.getZoom() < 0)
obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top)*canvas.getZoom();
obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left)*canvas.getZoom();

// bot-right corner
if(obj.getBoundingRect().top*canvas.getZoom()+obj.getBoundingRect().height > obj.canvas.height || obj.getBoundingRect().left*canvas.getZoom()+obj.getBoundingRect().width > obj.canvas.width)
obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top)*canvas.getZoom();
obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left)*canvas.getZoom();



But it does not work. Can you help me?



Edit: Add the fiddle



https://jsfiddle.net/samael205/m19cuk0j/1/



Edit: Sloved, that ONLY works with Fabric 2.0.0+



if(obj.getBoundingRect(true).top < 0 || obj.getBoundingRect(true).left < 0)
obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect(true).top);
obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect(true).left);

// bot-right corner
if(obj.getBoundingRect(true).top+obj.getBoundingRect(true).height > obj.canvas.height/canvas.getZoom() || obj.getBoundingRect(true).left+obj.getBoundingRect(true).width > obj.canvas.width/canvas.getZoom())
obj.top = Math.min(obj.top, obj.canvas.height/canvas.getZoom()-obj.getBoundingRect(true).height+obj.top-obj.getBoundingRect(true).top);
obj.left = Math.min(obj.left, obj.canvas.width/canvas.getZoom()-obj.getBoundingRect(true).width+obj.left-obj.getBoundingRect(true).left);










share|improve this question




























    2















    I'm trying to limit the movement of an object only inside the canvas. This I have achieved with the following code



    if(obj.getBoundingRect().top < 0 || obj.getBoundingRect().left< 0)
    obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top);
    obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left));

    // bot-right corner
    if(obj.getBoundingRect().top+obj.getBoundingRect().height > obj.canvas.height || obj.getBoundingRect().left+obj.getBoundingRect().width > obj.canvas.width)
    obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top);
    obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left);



    This works well when I have no zoom applied to the canvas.
    I need to be able to make it work also when I apply a zoom + or a zoom -



    I had thought about trying to solve it like this



    if(obj.getBoundingRect().top*canvas.getZoom() < 0 || obj.getBoundingRect().left*canvas.getZoom() < 0)
    obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top)*canvas.getZoom();
    obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left)*canvas.getZoom();

    // bot-right corner
    if(obj.getBoundingRect().top*canvas.getZoom()+obj.getBoundingRect().height > obj.canvas.height || obj.getBoundingRect().left*canvas.getZoom()+obj.getBoundingRect().width > obj.canvas.width)
    obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top)*canvas.getZoom();
    obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left)*canvas.getZoom();



    But it does not work. Can you help me?



    Edit: Add the fiddle



    https://jsfiddle.net/samael205/m19cuk0j/1/



    Edit: Sloved, that ONLY works with Fabric 2.0.0+



    if(obj.getBoundingRect(true).top < 0 || obj.getBoundingRect(true).left < 0)
    obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect(true).top);
    obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect(true).left);

    // bot-right corner
    if(obj.getBoundingRect(true).top+obj.getBoundingRect(true).height > obj.canvas.height/canvas.getZoom() || obj.getBoundingRect(true).left+obj.getBoundingRect(true).width > obj.canvas.width/canvas.getZoom())
    obj.top = Math.min(obj.top, obj.canvas.height/canvas.getZoom()-obj.getBoundingRect(true).height+obj.top-obj.getBoundingRect(true).top);
    obj.left = Math.min(obj.left, obj.canvas.width/canvas.getZoom()-obj.getBoundingRect(true).width+obj.left-obj.getBoundingRect(true).left);










    share|improve this question


























      2












      2








      2


      1






      I'm trying to limit the movement of an object only inside the canvas. This I have achieved with the following code



      if(obj.getBoundingRect().top < 0 || obj.getBoundingRect().left< 0)
      obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top);
      obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left));

      // bot-right corner
      if(obj.getBoundingRect().top+obj.getBoundingRect().height > obj.canvas.height || obj.getBoundingRect().left+obj.getBoundingRect().width > obj.canvas.width)
      obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top);
      obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left);



      This works well when I have no zoom applied to the canvas.
      I need to be able to make it work also when I apply a zoom + or a zoom -



      I had thought about trying to solve it like this



      if(obj.getBoundingRect().top*canvas.getZoom() < 0 || obj.getBoundingRect().left*canvas.getZoom() < 0)
      obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top)*canvas.getZoom();
      obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left)*canvas.getZoom();

      // bot-right corner
      if(obj.getBoundingRect().top*canvas.getZoom()+obj.getBoundingRect().height > obj.canvas.height || obj.getBoundingRect().left*canvas.getZoom()+obj.getBoundingRect().width > obj.canvas.width)
      obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top)*canvas.getZoom();
      obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left)*canvas.getZoom();



      But it does not work. Can you help me?



      Edit: Add the fiddle



      https://jsfiddle.net/samael205/m19cuk0j/1/



      Edit: Sloved, that ONLY works with Fabric 2.0.0+



      if(obj.getBoundingRect(true).top < 0 || obj.getBoundingRect(true).left < 0)
      obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect(true).top);
      obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect(true).left);

      // bot-right corner
      if(obj.getBoundingRect(true).top+obj.getBoundingRect(true).height > obj.canvas.height/canvas.getZoom() || obj.getBoundingRect(true).left+obj.getBoundingRect(true).width > obj.canvas.width/canvas.getZoom())
      obj.top = Math.min(obj.top, obj.canvas.height/canvas.getZoom()-obj.getBoundingRect(true).height+obj.top-obj.getBoundingRect(true).top);
      obj.left = Math.min(obj.left, obj.canvas.width/canvas.getZoom()-obj.getBoundingRect(true).width+obj.left-obj.getBoundingRect(true).left);










      share|improve this question
















      I'm trying to limit the movement of an object only inside the canvas. This I have achieved with the following code



      if(obj.getBoundingRect().top < 0 || obj.getBoundingRect().left< 0)
      obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top);
      obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left));

      // bot-right corner
      if(obj.getBoundingRect().top+obj.getBoundingRect().height > obj.canvas.height || obj.getBoundingRect().left+obj.getBoundingRect().width > obj.canvas.width)
      obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top);
      obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left);



      This works well when I have no zoom applied to the canvas.
      I need to be able to make it work also when I apply a zoom + or a zoom -



      I had thought about trying to solve it like this



      if(obj.getBoundingRect().top*canvas.getZoom() < 0 || obj.getBoundingRect().left*canvas.getZoom() < 0)
      obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect().top)*canvas.getZoom();
      obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect().left)*canvas.getZoom();

      // bot-right corner
      if(obj.getBoundingRect().top*canvas.getZoom()+obj.getBoundingRect().height > obj.canvas.height || obj.getBoundingRect().left*canvas.getZoom()+obj.getBoundingRect().width > obj.canvas.width)
      obj.top = Math.min(obj.top, obj.canvas.height-obj.getBoundingRect().height+obj.top-obj.getBoundingRect().top)*canvas.getZoom();
      obj.left = Math.min(obj.left, obj.canvas.width-obj.getBoundingRect().width+obj.left-obj.getBoundingRect().left)*canvas.getZoom();



      But it does not work. Can you help me?



      Edit: Add the fiddle



      https://jsfiddle.net/samael205/m19cuk0j/1/



      Edit: Sloved, that ONLY works with Fabric 2.0.0+



      if(obj.getBoundingRect(true).top < 0 || obj.getBoundingRect(true).left < 0)
      obj.top = Math.max(obj.top, obj.top-obj.getBoundingRect(true).top);
      obj.left = Math.max(obj.left, obj.left-obj.getBoundingRect(true).left);

      // bot-right corner
      if(obj.getBoundingRect(true).top+obj.getBoundingRect(true).height > obj.canvas.height/canvas.getZoom() || obj.getBoundingRect(true).left+obj.getBoundingRect(true).width > obj.canvas.width/canvas.getZoom())
      obj.top = Math.min(obj.top, obj.canvas.height/canvas.getZoom()-obj.getBoundingRect(true).height+obj.top-obj.getBoundingRect(true).top);
      obj.left = Math.min(obj.left, obj.canvas.width/canvas.getZoom()-obj.getBoundingRect(true).width+obj.left-obj.getBoundingRect(true).left);







      javascript html5 canvas fabricjs






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      share|improve this question




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      edited Dec 14 '18 at 7:04









      Cœur

      18.1k9108148




      18.1k9108148










      asked Jan 15 '18 at 17:02









      Pedro JosePedro Jose

      10511




      10511






















          1 Answer
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          0














          Thanks, everything works fine, I rewrote a little, can it be useful to someone



          canvas.on("object:moving", function(e)
          var obj = e.target;
          obj.setCoords();

          var bound = obj.getBoundingRect(true);
          var width = obj.canvas.width;
          var height = obj.canvas.height;

          obj.left = Math.min(Math.max(0, bound.left), width - bound.width);
          obj.top = Math.min(Math.max(0, bound.top), height - bound.height);
          )





          share|improve this answer






















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            1 Answer
            1






            active

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            active

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            0














            Thanks, everything works fine, I rewrote a little, can it be useful to someone



            canvas.on("object:moving", function(e)
            var obj = e.target;
            obj.setCoords();

            var bound = obj.getBoundingRect(true);
            var width = obj.canvas.width;
            var height = obj.canvas.height;

            obj.left = Math.min(Math.max(0, bound.left), width - bound.width);
            obj.top = Math.min(Math.max(0, bound.top), height - bound.height);
            )





            share|improve this answer



























              0














              Thanks, everything works fine, I rewrote a little, can it be useful to someone



              canvas.on("object:moving", function(e)
              var obj = e.target;
              obj.setCoords();

              var bound = obj.getBoundingRect(true);
              var width = obj.canvas.width;
              var height = obj.canvas.height;

              obj.left = Math.min(Math.max(0, bound.left), width - bound.width);
              obj.top = Math.min(Math.max(0, bound.top), height - bound.height);
              )





              share|improve this answer

























                0












                0








                0







                Thanks, everything works fine, I rewrote a little, can it be useful to someone



                canvas.on("object:moving", function(e)
                var obj = e.target;
                obj.setCoords();

                var bound = obj.getBoundingRect(true);
                var width = obj.canvas.width;
                var height = obj.canvas.height;

                obj.left = Math.min(Math.max(0, bound.left), width - bound.width);
                obj.top = Math.min(Math.max(0, bound.top), height - bound.height);
                )





                share|improve this answer













                Thanks, everything works fine, I rewrote a little, can it be useful to someone



                canvas.on("object:moving", function(e)
                var obj = e.target;
                obj.setCoords();

                var bound = obj.getBoundingRect(true);
                var width = obj.canvas.width;
                var height = obj.canvas.height;

                obj.left = Math.min(Math.max(0, bound.left), width - bound.width);
                obj.top = Math.min(Math.max(0, bound.top), height - bound.height);
                )






                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Nov 13 '18 at 12:57









                Artem SinelnikovArtem Sinelnikov

                186




                186





























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