Get pixel color from canvas, on mousemove
Here's a complete, self-contained example. First, use the following HTML:
<canvas id="example" width="200" height="60"></canvas>
<div id="status"></div>
Then put some squares on the canvas with random background colors:
var example = document.getElementById('example');
var context = example.getContext('2d');
context.fillStyle = randomColor();
context.fillRect(0, 0, 50, 50);
context.fillStyle = randomColor();
context.fillRect(55, 0, 50, 50);
context.fillStyle = randomColor();
context.fillRect(110, 0, 50, 50);
And print each color on mouseover:
$('#example').mousemove(function(e) {
var pos = findPos(this);
var x = e.pageX - pos.x;
var y = e.pageY - pos.y;
var coord = "x=" + x + ", y=" + y;
var c = this.getContext('2d');
var p = c.getImageData(x, y, 1, 1).data;
var hex = "#" + ("000000" + rgbToHex(p[0], p[1], p[2])).slice(-6);
$('#status').html(coord + "<br>" + hex);
});
The code above assumes the presence of jQuery and the following utility functions:
function findPos(obj) {
var curleft = 0, curtop = 0;
if (obj.offsetParent) {
do {
curleft += obj.offsetLeft;
curtop += obj.offsetTop;
} while (obj = obj.offsetParent);
return { x: curleft, y: curtop };
}
return undefined;
}
function rgbToHex(r, g, b) {
if (r > 255 || g > 255 || b > 255)
throw "Invalid color component";
return ((r << 16) | (g << 8) | b).toString(16);
}
function randomInt(max) {
return Math.floor(Math.random() * max);
}
function randomColor() {
return `rgb(${randomInt(256)}, ${randomInt(256)}, ${randomInt(256)})`
}
See it in action here:
- https://bl.ocks.org/wayneburkett/ca41a5245a9f48766b7bc881448f9203
// set up some sample squares with random colors
var example = document.getElementById('example');
var context = example.getContext('2d');
context.fillStyle = randomColor();
context.fillRect(0, 0, 50, 50);
context.fillStyle = randomColor();
context.fillRect(55, 0, 50, 50);
context.fillStyle = randomColor();
context.fillRect(110, 0, 50, 50);
$('#example').mousemove(function(e) {
var pos = findPos(this);
var x = e.pageX - pos.x;
var y = e.pageY - pos.y;
var coord = "x=" + x + ", y=" + y;
var c = this.getContext('2d');
var p = c.getImageData(x, y, 1, 1).data;
var hex = "#" + ("000000" + rgbToHex(p[0], p[1], p[2])).slice(-6);
$('#status').html(coord + "<br>" + hex);
});
function findPos(obj) {
var curleft = 0, curtop = 0;
if (obj.offsetParent) {
do {
curleft += obj.offsetLeft;
curtop += obj.offsetTop;
} while (obj = obj.offsetParent);
return { x: curleft, y: curtop };
}
return undefined;
}
function rgbToHex(r, g, b) {
if (r > 255 || g > 255 || b > 255)
throw "Invalid color component";
return ((r << 16) | (g << 8) | b).toString(16);
}
function randomInt(max) {
return Math.floor(Math.random() * max);
}
function randomColor() {
return `rgb(${randomInt(256)}, ${randomInt(256)}, ${randomInt(256)})`
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<canvas id="example" width="200" height="60"></canvas>
<div id="status"></div>
I know this is an old question, but here's an alternative. I'd store that image data in an array, then, on mouse move event over the canvas:
var index = (Math.floor(y) * canvasWidth + Math.floor(x)) * 4
var r = data[index]
var g = data[index + 1]
var b = data[index + 2]
var a = data[index + 3]
A lot easier than getting the imageData everytime.
Merging various references found here in StackOverflow (including the article above) and in other sites, I did so using javascript and JQuery:
<html>
<body>
<canvas id="myCanvas" width="400" height="400" style="border:1px solid #c3c3c3;">
Your browser does not support the canvas element.
</canvas>
<script src="jquery.js"></script>
<script type="text/javascript">
window.onload = function(){
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var img = new Image();
img.src = 'photo_apple.jpg';
context.drawImage(img, 0, 0);
};
function findPos(obj){
var current_left = 0, current_top = 0;
if (obj.offsetParent){
do{
current_left += obj.offsetLeft;
current_top += obj.offsetTop;
}while(obj = obj.offsetParent);
return {x: current_left, y: current_top};
}
return undefined;
}
function rgbToHex(r, g, b){
if (r > 255 || g > 255 || b > 255)
throw "Invalid color component";
return ((r << 16) | (g << 8) | b).toString(16);
}
$('#myCanvas').click(function(e){
var position = findPos(this);
var x = e.pageX - position.x;
var y = e.pageY - position.y;
var coordinate = "x=" + x + ", y=" + y;
var canvas = this.getContext('2d');
var p = canvas.getImageData(x, y, 1, 1).data;
var hex = "#" + ("000000" + rgbToHex(p[0], p[1], p[2])).slice(-6);
alert("HEX: " + hex);
});
</script>
<img src="photo_apple.jpg"/>
</body>
</html>
This is my complete solution. Here I only used canvas and one image, but if you need to use <map>
over the image, it's possible too.
calling getImageData every time will slow the process ... to speed up things i recommend store image data and then you can get pix value easily and quickly, so do something like this for better performance
// keep it global
let imgData = false; // initially no image data we have
// create some function block
if(imgData === false){
// fetch once canvas data
var ctx = canvas.getContext("2d");
imgData = ctx.getImageData(0, 0, canvas.width, canvas.height);
}
// Prepare your X Y coordinates which you will be fetching from your mouse loc
let x = 100; //
let y = 100;
// locate index of current pixel
let index = (y * imgData.width + x) * 4;
let red = imgData.data[index];
let green = imgData.data[index+1];
let blue = imgData.data[index+2];
let alpha = imgData.data[index+3];
// Output
console.log('pix x ' + x +' y '+y+ ' index '+index +' COLOR '+red+','+green+','+blue+','+alpha);