必ず何らかのしきい値を使用してコーナーのドラッグをチェックし、closeEnough
変数を使用してこのしきい値を保持してから、コーナーポイントとマウスポイントの差の絶対値がしきい値よりも小さいかどうかを確認してコーナーをチェックしてください。それとは別に、通過するのは多くの場合です。これがそのjsFiddleです
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d'),
rect = {},
drag = false,
mouseX,
mouseY,
closeEnough = 10,
dragTL=dragBL=dragTR=dragBR=false;
function init() {
canvas.addEventListener('mousedown', mouseDown, false);
canvas.addEventListener('mouseup', mouseUp, false);
canvas.addEventListener('mousemove', mouseMove, false);
}
function mouseDown(e) {
mouseX = e.pageX - this.offsetLeft;
mouseY = e.pageY - this.offsetTop;
// if there isn't a rect yet
if(rect.w === undefined){
rect.startX = mouseY;
rect.startY = mouseX;
dragBR = true;
}
// if there is, check which corner
// (if any) was clicked
//
// 4 cases:
// 1. top left
else if( checkCloseEnough(mouseX, rect.startX) && checkCloseEnough(mouseY, rect.startY) ){
dragTL = true;
}
// 2. top right
else if( checkCloseEnough(mouseX, rect.startX+rect.w) && checkCloseEnough(mouseY, rect.startY) ){
dragTR = true;
}
// 3. bottom left
else if( checkCloseEnough(mouseX, rect.startX) && checkCloseEnough(mouseY, rect.startY+rect.h) ){
dragBL = true;
}
// 4. bottom right
else if( checkCloseEnough(mouseX, rect.startX+rect.w) && checkCloseEnough(mouseY, rect.startY+rect.h) ){
dragBR = true;
}
// (5.) none of them
else {
// handle not resizing
}
ctx.clearRect(0,0,canvas.width,canvas.height);
draw();
}
function checkCloseEnough(p1, p2){
return Math.abs(p1-p2)<closeEnough;
}
function mouseUp() {
dragTL = dragTR = dragBL = dragBR = false;
}
function mouseMove(e) {
mouseX = e.pageX - this.offsetLeft;
mouseY = e.pageY - this.offsetTop;
if(dragTL){
rect.w += rect.startX-mouseX;
rect.h += rect.startY-mouseY;
rect.startX = mouseX;
rect.startY = mouseY;
} else if(dragTR) {
rect.w = Math.abs(rect.startX-mouseX);
rect.h += rect.startY-mouseY;
rect.startY = mouseY;
} else if(dragBL) {
rect.w += rect.startX-mouseX;
rect.h = Math.abs(rect.startY-mouseY);
rect.startX = mouseX;
} else if(dragBR) {
rect.w = Math.abs(rect.startX-mouseX);
rect.h = Math.abs(rect.startY-mouseY);
}
ctx.clearRect(0,0,canvas.width,canvas.height);
draw();
}
function draw() {
ctx.fillRect(rect.startX, rect.startY, rect.w, rect.h);
}
init();