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845

answers:

2

I want to be able to zoom in on the point under the mouse in canvas with the mouse whell, like when zooming on maps.google.

I'd like straight code as I've been working on this for 5h+ 15h

Something to start with: After 2 weeks break I did it in 3 min, here is the working code:

<canvas id="canvas" width="800" height="600"></canvas>
<script type="text/javascript">
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var scale = 1;
var originx = 0;
var originy = 0;

function draw(){
    context.fillStyle = "white";
    context.fillRect(originx,originy,800/scale,600/scale);
    context.fillStyle = "black";
    context.fillRect(50,50,100,100);
}
setInterval(draw,100);

canvas.onmousewheel = function (event){
    var mousex = event.clientX - canvas.offsetLeft;
    var mousey = event.clientY - canvas.offsetTop;
    var wheel = event.wheelDelta/120;//n or -n

    var zoom = 1 + wheel/2;

    context.translate(
        originx,
        originy
    );
    context.scale(zoom,zoom);
    context.translate(
        -( mousex / scale + originx - mousex / ( scale * zoom ) ),
        -( mousey / scale + originy - mousey / ( scale * zoom ) )
    );

    originx = ( mousex / scale + originx - mousex / ( scale * zoom ) );
    originy = ( mousey / scale + originy - mousey / ( scale * zoom ) );
    scale *= zoom;
}

</script>
+1  A: 

This is actually a very difficult problem (mathematically), and I'm working on the same thing almost. I asked a similar question on Stackoverflow but got no response, but posted in DocType (StackOverflow for HTML/CSS) and got a response. Check it out http://doctype.com/javascript-image-zoom-css3-transforms-calculate-origin-example

I'm in the middle of building a jQuery plugin that does this (Google Maps style zoom using CSS3 Transforms). I've got the zoom to mouse cursor bit working fine, still trying to figure out how to allow the user to drag the canvas around like you can do in Google Maps. When I get it working I'll post code here, but check out above link for the mouse-zoom-to-point part.

I didn't realise there was scale and translate methods on Canvas context, you can achieve the same thing using CSS3 eg. using jQuery:

$('div.canvasContainer > canvas')
    .css('-moz-transform', 'scale(1) translate(0px, 0px)')
    .css('-webkit-transform', 'scale(1) translate(0px, 0px)')
    .css('-o-transform', 'scale(1) translate(0px, 0px)')
    .css('transform', 'scale(1) translate(0px, 0px)');

Make sure you set the CSS3 transform-origin to 0, 0 (-moz-transform-origin: 0 0). Using CSS3 transform allows you to zoom in on anything, just make sure the container DIV is set to overflow: hidden to stop the zoomed edges spilling out of the sides.

Whether you use CSS3 transforms, or canvas' own scale and translate methods is upto you, but check the above link for the calculations.


Update: Meh! I'll just post the code here rather than get you to follow a link:

$(document).ready(function()
{
    var scale = 1;  // scale of the image
    var xLast = 0;  // last x location on the screen
    var yLast = 0;  // last y location on the screen
    var xImage = 0; // last x location on the image
    var yImage = 0; // last y location on the image

    // if mousewheel is moved
    $("#mosaicContainer").mousewheel(function(e, delta)
    {
        // find current location on screen 
        var xScreen = e.pageX - $(this).offset().left;
        var yScreen = e.pageY - $(this).offset().top;

        // find current location on the image at the current scale
        xImage = xImage + ((xScreen - xLast) / scale);
        yImage = yImage + ((yScreen - yLast) / scale);

        // determine the new scale
        if (delta > 0)
        {
            scale *= 2;
        }
        else
        {
            scale /= 2;
        }
        scale = scale < 1 ? 1 : (scale > 64 ? 64 : scale);

        // determine the location on the screen at the new scale
        var xNew = (xScreen - xImage) / scale;
        var yNew = (yScreen - yImage) / scale;

        // save the current screen location
        xLast = xScreen;
        yLast = yScreen;

        // redraw
        $(this).find('div').css('-moz-transform', 'scale(' + scale + ')' + 'translate(' + xNew + 'px, ' + yNew + 'px' + ')')
                           .css('-moz-transform-origin', xImage + 'px ' + yImage + 'px')
        return false;
    });
});

You will of course need to adapt it to use the canvas scale and translate methods.


Update 2: Just noticed I'm using transform-origin together with translate. I've managed to implement a version that just uses scale and translate on their own, check it out here http://www.dominicpettifer.co.uk/Files/Mosaic/MosaicTest.html Wait for the images to download then use your mouse wheel to zoom, also supports panning by dragging the image around. It's using CSS3 Transforms but you should be able to use the same calculations for your Canvas.

Sunday Ironfoot
i finally solved it, took me 3 minutes now after about 2weeks of doing something else
csiz
+1  A: 

Finally solved it, the code is in the question.

csiz