There are many ways to implement free drawing tools in Konva.
I see two most common and simple ways:
- Konva-based vector graphics (simple)
- Manual drawing into 2d canvas (advanced)
Free drawing with Konva nodes
So the first and probably the simplest ways is:
- Start a new
Konva.Line
onmousedown
/touchstart
- Add new point into the line while
mousemove
/touchmove
That way works ok for many applications. Also it is simple to store the state of the drawing somewhere in vector representation (like React store or JSON saving into database).
Show source code!
<html>
<head>
<script src="https://unpkg.com/[email protected]/konva.min.js"></script>
<meta charset="utf-8" />
<title>Konva Free Drawing Demo</title>
<style>
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: #f0f0f0;
}
</style>
</head>
<body>
Tool:
<select id="tool">
<option value="brush">Brush</option>
<option value="eraser">Eraser</option>
</select>
<div id="container"></div>
<script>
var width = window.innerWidth;
var height = window.innerHeight - 25;
// first we need Konva core things: stage and layer
var stage = new Konva.Stage({
container: 'container',
width: width,
height: height,
});
var layer = new Konva.Layer();
stage.add(layer);
var isPaint = false;
var mode = 'brush';
var lastLine;
stage.on('mousedown touchstart', function (e) {
isPaint = true;
var pos = stage.getPointerPosition();
lastLine = new Konva.Line({
stroke: '#df4b26',
strokeWidth: 5,
globalCompositeOperation:
mode === 'brush' ? 'source-over' : 'destination-out',
// round cap for smoother lines
lineCap: 'round',
lineJoin: 'round',
// add point twice, so we have some drawings even on a simple click
points: [pos.x, pos.y, pos.x, pos.y],
});
layer.add(lastLine);
});
stage.on('mouseup touchend', function () {
isPaint = false;
});
// and core function - drawing
stage.on('mousemove touchmove', function (e) {
if (!isPaint) {
return;
}
// prevent scrolling on touch devices
e.evt.preventDefault();
const pos = stage.getPointerPosition();
var newPoints = lastLine.points().concat([pos.x, pos.y]);
lastLine.points(newPoints);
});
var select = document.getElementById('tool');
select.addEventListener('change', function () {
mode = select.value;
});
</script>
</body>
</html>
Free drawing manually
The first approach has limitation if we want to use some low-level 2d canvas API directly. If you need advanced access to the canvas it is better to use Native Context Access
We will create special offscreen canvas where we will add all drawings.
With native access to the canvas we can use low-level 2d context functions.
To display the canvas on the stage we will use Konva.Image
.
Show source code!
<html>
<head>
<script src="https://unpkg.com/[email protected]/konva.min.js"></script>
<meta charset="utf-8" />
<title>Konva Free Drawing Demo</title>
<style>
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: #f0f0f0;
}
</style>
</head>
<body>
Tool:
<select id="tool">
<option value="brush">Brush</option>
<option value="eraser">Eraser</option>
</select>
<div id="container"></div>
<script>
var width = window.innerWidth;
var height = window.innerHeight - 25;
// first we need Konva core things: stage and layer
var stage = new Konva.Stage({
container: 'container',
width: width,
height: height,
});
var layer = new Konva.Layer();
stage.add(layer);
// then we are going to draw into special canvas element
var canvas = document.createElement('canvas');
canvas.width = stage.width();
canvas.height = stage.height();
// created canvas we can add to layer as "Konva.Image" element
var image = new Konva.Image({
image: canvas,
x: 0,
y: 0,
});
layer.add(image);
// Good. Now we need to get access to context element
var context = canvas.getContext('2d');
context.strokeStyle = '#df4b26';
context.lineJoin = 'round';
context.lineWidth = 5;
var isPaint = false;
var lastPointerPosition;
var mode = 'brush';
// now we need to bind some events
// we need to start drawing on mousedown
// and stop drawing on mouseup
image.on('mousedown touchstart', function () {
isPaint = true;
lastPointerPosition = stage.getPointerPosition();
});
// will it be better to listen move/end events on the window?
stage.on('mouseup touchend', function () {
isPaint = false;
});
// and core function - drawing
stage.on('mousemove touchmove', function () {
if (!isPaint) {
return;
}
if (mode === 'brush') {
context.globalCompositeOperation = 'source-over';
}
if (mode === 'eraser') {
context.globalCompositeOperation = 'destination-out';
}
context.beginPath();
var localPos = {
x: lastPointerPosition.x - image.x(),
y: lastPointerPosition.y - image.y(),
};
context.moveTo(localPos.x, localPos.y);
var pos = stage.getPointerPosition();
localPos = {
x: pos.x - image.x(),
y: pos.y - image.y(),
};
context.lineTo(localPos.x, localPos.y);
context.closePath();
context.stroke();
lastPointerPosition = pos;
// redraw manually
layer.batchDraw();
});
var select = document.getElementById('tool');
select.addEventListener('change', function () {
mode = select.value;
});
</script>
</body>
</html>