Fabric.js - Free draw a rectangle
Looks like Fabric.js calculates everything from the origin. So, 'Top' and 'Left' are a bit misleading. Check the following link: Canvas Coordinates Have Offset. Also, I've changed a bit of your code:
var canvas = new fabric.Canvas('canvas');
canvas.observe('mouse:down', function(e) { mousedown(e); });
canvas.observe('mouse:move', function(e) { mousemove(e); });
canvas.observe('mouse:up', function(e) { mouseup(e); });
var started = false;
var x = 0;
var y = 0;
/* Mousedown */
function mousedown(e) {
var mouse = canvas.getPointer(e.memo.e);
started = true;
x = mouse.x;
y = mouse.y;
var square = new fabric.Rect({
width: 0,
height: 0,
left: x,
top: y,
fill: '#000'
});
canvas.add(square);
canvas.renderAll();
canvas.setActiveObject(square);
}
/* Mousemove */
function mousemove(e) {
if(!started) {
return false;
}
var mouse = canvas.getPointer(e.memo.e);
var w = Math.abs(mouse.x - x),
h = Math.abs(mouse.y - y);
if (!w || !h) {
return false;
}
var square = canvas.getActiveObject();
square.set('width', w).set('height', h);
canvas.renderAll();
}
/* Mouseup */
function mouseup(e) {
if(started) {
started = false;
}
var square = canvas.getActiveObject();
canvas.add(square);
canvas.renderAll();
}
The answer above seems to be deprecated. I changed some things on the code below to fix that. And on the mousedown function I add the if to detect the active object to avoid creating a new rectangle when the user's move a selected object.
var canvas = new fabric.Canvas('canvas');
canvas.on('mouse:down', function(options) {
if(canvas.getActiveObject()){
return false;
}
started = true;
x = options.e.clientX;
y = options.e.clientY;
var square = new fabric.Rect({
width: 0,
height: 0,
left: x,
top: y,
fill: '#000'
});
canvas.add(square);
canvas.setActiveObject(square);
});
canvas.on('mouse:move', function(options) {
if(!started) {
return false;
}
var w = Math.abs(options.e.clientX - x),
h = Math.abs(options.e.clientY - y);
if (!w || !h) {
return false;
}
var square = canvas.getActiveObject();
square.set('width', w).set('height', h);
});
canvas.on('mouse:up', function(options) {
if(started) {
started = false;
}
var square = canvas.getActiveObject();
canvas.add(square);
});
Here is the detail blog with jsfiddle - https://blog.thirdrocktechkno.com/drawing-a-square-or-rectangle-over-html5-canvas-using-fabricjs-f48beeedb4d3
var Rectangle = (function () {
function Rectangle(canvas) {
var inst=this;
this.canvas = canvas;
this.className= 'Rectangle';
this.isDrawing = false;
this.bindEvents();
}
Rectangle.prototype.bindEvents = function() {
var inst = this;
inst.canvas.on('mouse:down', function(o) {
inst.onMouseDown(o);
});
inst.canvas.on('mouse:move', function(o) {
inst.onMouseMove(o);
});
inst.canvas.on('mouse:up', function(o) {
inst.onMouseUp(o);
});
inst.canvas.on('object:moving', function(o) {
inst.disable();
})
}
Rectangle.prototype.onMouseUp = function (o) {
var inst = this;
inst.disable();
};
Rectangle.prototype.onMouseMove = function (o) {
var inst = this;
if(!inst.isEnable()){ return; }
var pointer = inst.canvas.getPointer(o.e);
var activeObj = inst.canvas.getActiveObject();
activeObj.stroke= 'red',
activeObj.strokeWidth= 5;
activeObj.fill = 'transparent';
if(origX > pointer.x){
activeObj.set({ left: Math.abs(pointer.x) });
}
if(origY > pointer.y){
activeObj.set({ top: Math.abs(pointer.y) });
}
activeObj.set({ width: Math.abs(origX - pointer.x) });
activeObj.set({ height: Math.abs(origY - pointer.y) });
activeObj.setCoords();
inst.canvas.renderAll();
};
Rectangle.prototype.onMouseDown = function (o) {
var inst = this;
inst.enable();
var pointer = inst.canvas.getPointer(o.e);
origX = pointer.x;
origY = pointer.y;
var rect = new fabric.Rect({
left: origX,
top: origY,
originX: 'left',
originY: 'top',
width: pointer.x-origX,
height: pointer.y-origY,
angle: 0,
transparentCorners: false,
hasBorders: false,
hasControls: false
});
inst.canvas.add(rect).setActiveObject(rect);
};
Rectangle.prototype.isEnable = function(){
return this.isDrawing;
}
Rectangle.prototype.enable = function(){
this.isDrawing = true;
}
Rectangle.prototype.disable = function(){
this.isDrawing = false;
}
return Rectangle;
}());
var canvas = new fabric.Canvas('canvas');
var rect = new Rectangle(canvas);
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.17/fabric.min.js"></script>
Please draw rectangle here
<div id="canvasContainer">
<canvas id="canvas" width="400" height="400" style="border: solid 1px"></canvas>
</div>
I have written an example for you. Please follow the link below:
http://jsfiddle.net/a7mad24/aPLq5/
var canvas = new fabric.Canvas('canvas', { selection: false });
var rect, isDown, origX, origY;
canvas.on('mouse:down', function(o){
isDown = true;
var pointer = canvas.getPointer(o.e);
origX = pointer.x;
origY = pointer.y;
var pointer = canvas.getPointer(o.e);
rect = new fabric.Rect({
left: origX,
top: origY,
originX: 'left',
originY: 'top',
width: pointer.x-origX,
height: pointer.y-origY,
angle: 0,
fill: 'rgba(255,0,0,0.5)',
transparentCorners: false
});
canvas.add(rect);
});
canvas.on('mouse:move', function(o){
if (!isDown) return;
var pointer = canvas.getPointer(o.e);
if(origX>pointer.x){
rect.set({ left: Math.abs(pointer.x) });
}
if(origY>pointer.y){
rect.set({ top: Math.abs(pointer.y) });
}
rect.set({ width: Math.abs(origX - pointer.x) });
rect.set({ height: Math.abs(origY - pointer.y) });
canvas.renderAll();
});
canvas.on('mouse:up', function(o){
isDown = false;
});