I'm working with custom "buttons" in html5 canvas. Because I've got so many buttons I think it makes more sense to store then in an array. My dilemma is, I'm not quite sure on how to implement custom functions which are 'attached' to a particular button. I've seen this posting, not exactly sure if that is applicable here.
Clearly btn[i].function+"()"; isn't cutting it.
How can I store a custom function within the button array, and successfully call it upon mouseclick?
Code follows:
<!doctype html>
<html>
<head>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body {background-color: black; margin: 8px; }
#canvas {border: 1px solid gray;}
</style>
<script>
$(function() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var $canvas = $("#canvas");
var canvasOffset = $canvas.offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var scrollX = $canvas.scrollLeft();
var scrollY = $canvas.scrollTop();
var cw = canvas.width;
var ch = canvas.height;
var btn = [{
x: 50,
y: 100,
width: 80,
height: 50,
display: "Hello There",
function: "functionA" // Is this right?
}, {
x: 150,
y: 100,
width: 80,
height: 50,
display: "Why Not?",
function: "functionB" // Is this right?
}, {
x: 250,
y: 100,
width: 80,
height: 50,
display: "Let's Go!",
function: "functionC" // Is this right?
}];
function drawAll() {
ctx.clearRect(0, 0, cw, ch);
for (var i = 0; i < btn.length; i++) {
drawButton(ctx, btn[i].x, btn[i].y, btn[i].width, btn[i].height, btn[i].display);
}
}
drawAll();
// listen for mouse events
$("#canvas").mousedown(function(e) {
handleMouseDown(e);
});
function handleMouseDown(e) {
// tell the browser we'll handle this event
e.preventDefault();
e.stopPropagation();
// save the mouse position
lastX = parseInt(e.clientX - offsetX);
lastY = parseInt(e.clientY - offsetY);
// hit all existing buttons
for (var i = 0; i < btn.length; i++) {
if ((lastX < (btn[i].x + btn[i].width)) &&
(lastX > btn[i].x) &&
(lastY < (btn[i].y + btn[i].height)) &&
(lastY > btn[i].y)) {
// execute button function
btn[i].function+"()"; // obviously this is just wrong.
console.log("Button #" + (i + 1) + " has been clicked!!" );
}
}
}
function drawButton(context, x, y, width, height, text) {
var myGradient = context.createLinearGradient(0, y, 0, y + height);
myGradient.addColorStop(0, '#999999');
myGradient.addColorStop(1, '#222222');
context.fillStyle = myGradient;
context.fillRect(x, y, width, height);
context.fillStyle = 'white';
// textAlign aligns text horizontally relative to placement
context.textAlign = 'center';
// textBaseline aligns text vertically relative to font style
context.textBaseline = 'middle';
context.font = 'bold 15px sans-serif';
context.fillText(text, x + width / 2, y + height / 2);
}
function functionA() {
alert("Yipee Function A!");
}
function functionB() {
alert("Yowza, it's Function B!");
}
function functionC() {
alert("Now showing Function C!");
}
})
</script>
</head>
<body>
<canvas id="canvas" width=400 height=300></canvas>
</body>
</html>
functionpoorly. Barmar for quick speed (correct answer first), doldt for awesome screen name. My tendency is to go with Sigmus. Unless... Tiebreaker = find a link of Mozilla Developer Network quality or better describing the correct procedure for this issue? Anybody up for that? I thought not... :^)