Book Image

HTML5 Web Application Development By Example : Beginner's guide

By : Jody Gustafson
Book Image

HTML5 Web Application Development By Example : Beginner's guide

By: Jody Gustafson

Overview of this book

HTML5's new features have made it a real application development platform with widespread adoption throughout the industry for this purpose. Being able to create one application that can run on virtually any device from phone to desktop has made it the first choice among developers. Although JavaScript has been around for a while now, it wasn't until the introduction of HTML5 that we have been able to create dynamic, feature-rich applications rivaling those written for the desktop. HTML5 Web Application Development By Example will give you the knowledge you need to build rich, interactive web applications from the ground up, incorporating the most popular HTML5 and CSS3 features available right now. This book is full of tips, tools, and example applications that will get you started writing your own applications today. HTML5 Web Application Development By Example shows you how to write web applications using the most popular HTML5 and CSS3 features. This book is a practical, hands-on guide with numerous real-world and relevant examples. You will learn how to use local storage to save an application's state and incorporate CSS3 to make it look great. You will also learn how to use custom data attributes to implement data binding. We'll use the new Canvas API to create a drawing application, then use the Audio API to create a virtual piano, before turning it all into a game. The time to start using HTML5 is now. And HTML5 Web Application Development by Example will give you the tips and know-how to get started.
Table of Contents (18 chapters)
HTML5 Web Application Development By Example Beginner's guide
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Time for action – using the mouse to draw


The first thing we need to do is capture mouse events. Let's go into our CanvasPadApp object and add the code to check for them in the start() method. As you may recall, we already added a mousemove event handler above. Now we will add handlers for mousedown, mouseup, and mouseout events:

$("#main>canvas").mousemove(onMouseMove)
    .mousedown(onMouseDown)
    .mouseup(onMouseUp)
    .mouseout(onMouseUp);

No, there's not a mistake in mouseout. We want the mouseout event to be handled the same way as mouseup, so they both stop the drawing process. The mouseout event is fired when the mouse leaves the <canvas> element. When that happens we can't get mousemove events anymore and therefore lose track of the pen position.

Before we implement the event handlers we need a couple of new variables to keep track of things. We need a Boolean value to keep track of when we are drawing, an array to keep track of the current set of points, and an array to...