Saya ingin menggambar di Kanvas HTML menggunakan mouse (mis: menggambar tanda tangan, menggambar nama, ...)
Tolong bantu saya bagaimana saya bisa melakukannya? Tolong berikan beberapa kode sumber. Terima kasih
Saya ingin menggambar di Kanvas HTML menggunakan mouse (mis: menggambar tanda tangan, menggambar nama, ...)
Tolong bantu saya bagaimana saya bisa melakukannya? Tolong berikan beberapa kode sumber. Terima kasih
Jawaban:
Berikut adalah contoh yang berfungsi.
<html>
<script type="text/javascript">
var canvas, ctx, flag = false,
prevX = 0,
currX = 0,
prevY = 0,
currY = 0,
dot_flag = false;
var x = "black",
y = 2;
function init() {
canvas = document.getElementById('can');
ctx = canvas.getContext("2d");
w = canvas.width;
h = canvas.height;
canvas.addEventListener("mousemove", function (e) {
findxy('move', e)
}, false);
canvas.addEventListener("mousedown", function (e) {
findxy('down', e)
}, false);
canvas.addEventListener("mouseup", function (e) {
findxy('up', e)
}, false);
canvas.addEventListener("mouseout", function (e) {
findxy('out', e)
}, false);
}
function color(obj) {
switch (obj.id) {
case "green":
x = "green";
break;
case "blue":
x = "blue";
break;
case "red":
x = "red";
break;
case "yellow":
x = "yellow";
break;
case "orange":
x = "orange";
break;
case "black":
x = "black";
break;
case "white":
x = "white";
break;
}
if (x == "white") y = 14;
else y = 2;
}
function draw() {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = x;
ctx.lineWidth = y;
ctx.stroke();
ctx.closePath();
}
function erase() {
var m = confirm("Want to clear");
if (m) {
ctx.clearRect(0, 0, w, h);
document.getElementById("canvasimg").style.display = "none";
}
}
function save() {
document.getElementById("canvasimg").style.border = "2px solid";
var dataURL = canvas.toDataURL();
document.getElementById("canvasimg").src = dataURL;
document.getElementById("canvasimg").style.display = "inline";
}
function findxy(res, e) {
if (res == 'down') {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
flag = true;
dot_flag = true;
if (dot_flag) {
ctx.beginPath();
ctx.fillStyle = x;
ctx.fillRect(currX, currY, 2, 2);
ctx.closePath();
dot_flag = false;
}
}
if (res == 'up' || res == "out") {
flag = false;
}
if (res == 'move') {
if (flag) {
prevX = currX;
prevY = currY;
currX = e.clientX - canvas.offsetLeft;
currY = e.clientY - canvas.offsetTop;
draw();
}
}
}
</script>
<body onload="init()">
<canvas id="can" width="400" height="400" style="position:absolute;top:10%;left:10%;border:2px solid;"></canvas>
<div style="position:absolute;top:12%;left:43%;">Choose Color</div>
<div style="position:absolute;top:15%;left:45%;width:10px;height:10px;background:green;" id="green" onclick="color(this)"></div>
<div style="position:absolute;top:15%;left:46%;width:10px;height:10px;background:blue;" id="blue" onclick="color(this)"></div>
<div style="position:absolute;top:15%;left:47%;width:10px;height:10px;background:red;" id="red" onclick="color(this)"></div>
<div style="position:absolute;top:17%;left:45%;width:10px;height:10px;background:yellow;" id="yellow" onclick="color(this)"></div>
<div style="position:absolute;top:17%;left:46%;width:10px;height:10px;background:orange;" id="orange" onclick="color(this)"></div>
<div style="position:absolute;top:17%;left:47%;width:10px;height:10px;background:black;" id="black" onclick="color(this)"></div>
<div style="position:absolute;top:20%;left:43%;">Eraser</div>
<div style="position:absolute;top:22%;left:45%;width:15px;height:15px;background:white;border:2px solid;" id="white" onclick="color(this)"></div>
<img id="canvasimg" style="position:absolute;top:10%;left:52%;" style="display:none;">
<input type="button" value="save" id="btn" size="30" onclick="save()" style="position:absolute;top:55%;left:10%;">
<input type="button" value="clear" id="clr" size="23" onclick="erase()" style="position:absolute;top:55%;left:15%;">
</body>
</html>
canvas.offsetLeft;
dan canvas.offsetTop;
dengan canvas.getBoundingClientRect().left;
dan canvas.getBoundingClientRect().top;
masing - masing untuk memperbaiki masalah pengguliran.
touchmove
, touchstart
, touchend
Dan kemudian clientX
berasal dari e.touches["0"].clientX
dalam findxy()
kode, belum memikirkan cara mudah untuk mendeteksi apa yang sedang digunakan meskipun, karena Anda tidak dapat mendengarkan kedua peristiwa pada waktu yang sama dari apa yang saya diuji. Aku pergi mouseout
apa adanya. Ini tidak sempurna, tetapi berhasil
Berikut cara paling mudah untuk membuat aplikasi menggambar dengan kanvas:
mousedown
, mousemove
dan mouseup
pendengar acara untuk DOM kanvasmousedown
, dapatkan koordinat mouse, dan gunakan moveTo()
metode untuk memposisikan kursor gambar Anda dan beginPath()
metode untuk memulai jalur gambar baru.mousemove
, terus tambahkan titik baru ke jalur dengan lineTo()
, dan warnai segmen terakhir dengan stroke()
.mouseup
, setel bendera untuk menonaktifkan gambar.Dari sana, Anda dapat menambahkan semua jenis fitur lain seperti memberi pengguna kemampuan untuk memilih ketebalan garis, warna, sapuan kuas, dan bahkan lapisan.
Saya pikir, contoh lain di sini terlalu rumit. Yang ini lebih sederhana dan hanya JS ...
// create canvas element and append it to document body
var canvas = document.createElement('canvas');
document.body.appendChild(canvas);
// some hotfixes... ( ≖_≖)
document.body.style.margin = 0;
canvas.style.position = 'fixed';
// get canvas 2D context and set him correct size
var ctx = canvas.getContext('2d');
resize();
// last known position
var pos = { x: 0, y: 0 };
window.addEventListener('resize', resize);
document.addEventListener('mousemove', draw);
document.addEventListener('mousedown', setPosition);
document.addEventListener('mouseenter', setPosition);
// new position from mouse event
function setPosition(e) {
pos.x = e.clientX;
pos.y = e.clientY;
}
// resize canvas
function resize() {
ctx.canvas.width = window.innerWidth;
ctx.canvas.height = window.innerHeight;
}
function draw(e) {
// mouse left button must be pressed
if (e.buttons !== 1) return;
ctx.beginPath(); // begin
ctx.lineWidth = 5;
ctx.lineCap = 'round';
ctx.strokeStyle = '#c0392b';
ctx.moveTo(pos.x, pos.y); // from
setPosition(e);
ctx.lineTo(pos.x, pos.y); // to
ctx.stroke(); // draw it!
}
if (e.buttons !== 1) return;
;-).
resize
fungsi saya . Saya mengatur lebar dan tinggi kanvas berdasarkan ukuran jendela. Anda harus mengatur ini berdasarkan file <div class="container-fluid">
.
offset
di setPosition
fungsi ...
Ini di Google ("program cat kanvas html5"). Sepertinya yang Anda butuhkan.
periksa http://jsfiddle.net/ArtBIT/kneDX/ ini . Ini akan mengarahkan Anda ke arah yang benar
Saya juga ingin menggunakan metode ini untuk tanda tangan, saya menemukan contoh di http://codetheory.in/ .
Saya telah menambahkan kode di bawah ini ke jsfiddle
Html:
<div id="sketch">
<canvas id="paint"></canvas>
</div>
Javascript:
(function() {
var canvas = document.querySelector('#paint');
var ctx = canvas.getContext('2d');
var sketch = document.querySelector('#sketch');
var sketch_style = getComputedStyle(sketch);
canvas.width = parseInt(sketch_style.getPropertyValue('width'));
canvas.height = parseInt(sketch_style.getPropertyValue('height'));
var mouse = {x: 0, y: 0};
var last_mouse = {x: 0, y: 0};
/* Mouse Capturing Work */
canvas.addEventListener('mousemove', function(e) {
last_mouse.x = mouse.x;
last_mouse.y = mouse.y;
mouse.x = e.pageX - this.offsetLeft;
mouse.y = e.pageY - this.offsetTop;
}, false);
/* Drawing on Paint App */
ctx.lineWidth = 5;
ctx.lineJoin = 'round';
ctx.lineCap = 'round';
ctx.strokeStyle = 'blue';
canvas.addEventListener('mousedown', function(e) {
canvas.addEventListener('mousemove', onPaint, false);
}, false);
canvas.addEventListener('mouseup', function() {
canvas.removeEventListener('mousemove', onPaint, false);
}, false);
var onPaint = function() {
ctx.beginPath();
ctx.moveTo(last_mouse.x, last_mouse.y);
ctx.lineTo(mouse.x, mouse.y);
ctx.closePath();
ctx.stroke();
};
}());
Ini adalah gambar kanvas kerja saya yang sangat sederhana dan hapus.
https://jsfiddle.net/richardcwc/d2gxjdva/
//Canvas
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
//Variables
var canvasx = $(canvas).offset().left;
var canvasy = $(canvas).offset().top;
var last_mousex = last_mousey = 0;
var mousex = mousey = 0;
var mousedown = false;
var tooltype = 'draw';
//Mousedown
$(canvas).on('mousedown', function(e) {
last_mousex = mousex = parseInt(e.clientX-canvasx);
last_mousey = mousey = parseInt(e.clientY-canvasy);
mousedown = true;
});
//Mouseup
$(canvas).on('mouseup', function(e) {
mousedown = false;
});
//Mousemove
$(canvas).on('mousemove', function(e) {
mousex = parseInt(e.clientX-canvasx);
mousey = parseInt(e.clientY-canvasy);
if(mousedown) {
ctx.beginPath();
if(tooltype=='draw') {
ctx.globalCompositeOperation = 'source-over';
ctx.strokeStyle = 'black';
ctx.lineWidth = 3;
} else {
ctx.globalCompositeOperation = 'destination-out';
ctx.lineWidth = 10;
}
ctx.moveTo(last_mousex,last_mousey);
ctx.lineTo(mousex,mousey);
ctx.lineJoin = ctx.lineCap = 'round';
ctx.stroke();
}
last_mousex = mousex;
last_mousey = mousey;
//Output
$('#output').html('current: '+mousex+', '+mousey+'<br/>last: '+last_mousex+', '+last_mousey+'<br/>mousedown: '+mousedown);
});
//Use draw|erase
use_tool = function(tool) {
tooltype = tool; //update
}
canvas {
cursor: crosshair;
border: 1px solid #000000;
}
<canvas id="canvas" width="800" height="500"></canvas>
<input type="button" value="draw" onclick="use_tool('draw');" />
<input type="button" value="erase" onclick="use_tool('erase');" />
<div id="output"></div>
Alco periksa yang ini:
Contoh:
https://github.com/williammalone/Simple-HTML5-Drawing-App
Dokumentasi:
http://www.williammalone.com/articles/create-html5-canvas-javascript-drawing-app/
Dokumen ini mencakup kode-kode berikut: -
HTML:
<canvas id="canvas" width="490" height="220"></canvas>
JS:
context = document.getElementById('canvas').getContext("2d");
$('#canvas').mousedown(function(e){
var mouseX = e.pageX - this.offsetLeft;
var mouseY = e.pageY - this.offsetTop;
paint = true;
addClick(e.pageX - this.offsetLeft, e.pageY - this.offsetTop);
redraw();
});
$('#canvas').mouseup(function(e){
paint = false;
});
$('#canvas').mouseleave(function(e){
paint = false;
});
var clickX = new Array();
var clickY = new Array();
var clickDrag = new Array();
var paint;
function addClick(x, y, dragging)
{
clickX.push(x);
clickY.push(y);
clickDrag.push(dragging);
}
//Also redraw
function redraw(){
context.clearRect(0, 0, context.canvas.width, context.canvas.height); // Clears the canvas
context.strokeStyle = "#df4b26";
context.lineJoin = "round";
context.lineWidth = 5;
for(var i=0; i < clickX.length; i++) {
context.beginPath();
if(clickDrag[i] && i){
context.moveTo(clickX[i-1], clickY[i-1]);
}else{
context.moveTo(clickX[i]-1, clickY[i]);
}
context.lineTo(clickX[i], clickY[i]);
context.closePath();
context.stroke();
}
}
Dan contoh mengagumkan lainnya
http://perfectionkills.com/exploring-canvas-drawing-techniques/
Saya harus memberikan contoh sederhana untuk subjek ini jadi saya akan membagikannya di sini:
http://jsfiddle.net/Haelle/v6tfp2e1
class SignTool {
constructor() {
this.initVars()
this.initEvents()
}
initVars() {
this.canvas = $('#canvas')[0]
this.ctx = this.canvas.getContext("2d")
this.isMouseClicked = false
this.isMouseInCanvas = false
this.prevX = 0
this.currX = 0
this.prevY = 0
this.currY = 0
}
initEvents() {
$('#canvas').on("mousemove", (e) => this.onMouseMove(e))
$('#canvas').on("mousedown", (e) => this.onMouseDown(e))
$('#canvas').on("mouseup", () => this.onMouseUp())
$('#canvas').on("mouseout", () => this.onMouseOut())
$('#canvas').on("mouseenter", (e) => this.onMouseEnter(e))
}
onMouseDown(e) {
this.isMouseClicked = true
this.updateCurrentPosition(e)
}
onMouseUp() {
this.isMouseClicked = false
}
onMouseEnter(e) {
this.isMouseInCanvas = true
this.updateCurrentPosition(e)
}
onMouseOut() {
this.isMouseInCanvas = false
}
onMouseMove(e) {
if (this.isMouseClicked && this.isMouseInCanvas) {
this.updateCurrentPosition(e)
this.draw()
}
}
updateCurrentPosition(e) {
this.prevX = this.currX
this.prevY = this.currY
this.currX = e.clientX - this.canvas.offsetLeft
this.currY = e.clientY - this.canvas.offsetTop
}
draw() {
this.ctx.beginPath()
this.ctx.moveTo(this.prevX, this.prevY)
this.ctx.lineTo(this.currX, this.currY)
this.ctx.strokeStyle = "black"
this.ctx.lineWidth = 2
this.ctx.stroke()
this.ctx.closePath()
}
}
var canvas = new SignTool()
canvas {
position: absolute;
border: 2px solid;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="canvas" width="500" height="300"></canvas>
Sudah bertahun-tahun sejak pertanyaan itu diajukan dan dijawab.
Bagi siapa saja yang mencari kanvas gambar sederhana (misalnya, untuk mengambil tanda tangan dari pengguna / pelanggan), di sini saya memposting versi jquery yang lebih sederhana dari jawaban yang diterima saat ini
$(document).ready(function() {
var flag, dot_flag = false,
prevX, prevY, currX, currY = 0,
color = 'black', thickness = 2;
var $canvas = $('#canvas');
var ctx = $canvas[0].getContext('2d');
$canvas.on('mousemove mousedown mouseup mouseout', function(e) {
prevX = currX;
prevY = currY;
currX = e.clientX - $canvas.offset().left;
currY = e.clientY - $canvas.offset().top;
if (e.type == 'mousedown') {
flag = true;
}
if (e.type == 'mouseup' || e.type == 'mouseout') {
flag = false;
}
if (e.type == 'mousemove') {
if (flag) {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = color;
ctx.lineWidth = thickness;
ctx.stroke();
ctx.closePath();
}
}
});
$('.canvas-clear').on('click', function(e) {
c_width = $canvas.width();
c_height = $canvas.height();
ctx.clearRect(0, 0, c_width, c_height);
$('#canvasimg').hide();
});
});
<html>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.0/jquery.min.js"></script>
<body>
<canvas id="canvas" width="400" height="400" style="position:absolute;top:10%;left:10%;border:2px solid;"></canvas>
<input type="button" value="Clear" class="canvas-clear" />
</body>
</html>
Beri tahu saya jika Anda kesulitan menerapkan ini. Ini menggunakan processing.js dan memiliki fitur untuk mengubah warna dan membuat titik gambar lebih besar dan lebih kecil.
<html>
<head>
<!--script librarires-->
<script type="text/javascript" src="processing.js"></script>
<script type="text/javascript" src="init.js"></script>
<!--styles -->
<style type="text/css" src="stylesheet.css">
</style>
</head>
<body>
<!--toolbox -->
<div id="draggable toolbox"></div>
<script type="application/processing">
// new script
int prevx, prevy;
int newx, newy;
boolean cliked;
color c1 = #000000;
int largeur=2;
int ps = 20;
int px = 50;
int py = 50;
void setup() {
size(500,500);
frameRate(25);
background(50);
prevx = mouseX;
prevy = mouseY;
cliked = false;
}
void draw() {
//couleur
noStroke(0);
fill(#FFFFFF);//blanc
rect(px, py, ps, ps);
fill(#000000);
rect(px, py+(ps), ps, ps);
fill(#FF0000);
rect(px, py+(ps*2), ps, ps);
fill(#00FF00);
rect(px, py+(ps*3), ps, ps);
fill(#FFFF00);
rect(px, py+(ps*4), ps, ps);
fill(#0000FF);
rect(px, py+(ps*5), ps, ps);
//largeur
fill(#FFFFFF);
rect(px, py+(ps*7), ps, ps);
fill(#FFFFFF);
rect(px, py+(ps*8), ps, ps);
stroke(#000000);
line(px+2, py+(ps*7)+(ps/2), px+(ps-2), py+(ps*7)+(ps/2));
line(px+(ps/2), py+(ps*7)+1, px+(ps/2), py+(ps*8)-1);
line(px+2, py+(ps*8)+(ps/2), px+(ps-2), py+(ps*8)+(ps/2));
if(cliked==false){
prevx = mouseX;
prevy = mouseY;
}
if(mousePressed) {
cliked = true;
newx = mouseX;
newy = mouseY;
strokeWeight(largeur);
stroke(c1);
line(prevx, prevy, newx, newy);
prevx = newx;
prevy = newy;
}else{
cliked= false;
}
}
void mouseClicked() {
if (mouseX>=px && mouseX<=(px+ps)){
//couleur
if (mouseY>=py && mouseY<=py+(ps*6)){
c1 = get(mouseX, mouseY);
}
//largeur
if (mouseY>=py+(ps*7) && mouseY<=py+(ps*8)){
largeur += 2;
}
if (mouseY>=py+(ps*8) && mouseY<=py+(ps*9)){
if (largeur>2){
largeur -= 2;
}
}
}
}
</script><canvas></canvas>
</body>
</html>
init.js
?
Versi super pendek, di sini , tanpa position:absolute
di vanilla JavaScript. Ide utamanya adalah memindahkan konteks kanvas ke koordinat yang benar dan menggambar garis. Tanda komentar click
handler dan komentar mousedown
& mousemove
penangan bawah untuk mendapatkan merasakan bagaimana itu bekerja.
<!DOCTYPE html>
<html>
<body>
<p style="margin: 50px">Just some padding in y direction</p>
<canvas id="myCanvas" width="300" height="300" style="background: #000; margin-left: 100px;">Your browser does not support the HTML5 canvas tag.</canvas>
<script>
const c = document.getElementById("myCanvas");
// c.addEventListener("click", penTool); // fires after mouse left btn is released
c.addEventListener("mousedown", setLastCoords); // fires before mouse left btn is released
c.addEventListener("mousemove", freeForm);
const ctx = c.getContext("2d");
function setLastCoords(e) {
const {x, y} = c.getBoundingClientRect();
lastX = e.clientX - x;
lastY = e.clientY - y;
}
function freeForm(e) {
if (e.buttons !== 1) return; // left button is not pushed yet
penTool(e);
}
function penTool(e) {
const {x, y} = c.getBoundingClientRect();
const newX = e.clientX - x;
const newY = e.clientY - y;
ctx.beginPath();
ctx.lineWidth = 5;
ctx.moveTo(lastX, lastY);
ctx.lineTo(newX, newY);
ctx.strokeStyle = 'white';
ctx.stroke();
ctx.closePath();
lastX = newX;
lastY = newY;
}
let lastX = 0;
let lastY = 0;
</script>
</body>
</html>
jika Anda memiliki gambar latar belakang untuk kanvas Anda, Anda harus membuat beberapa penyesuaian agar dapat berfungsi dengan baik karena trik menghapus putih akan menyembunyikan latar belakang.
berikut adalah inti dari kode tersebut.
<html>
<script type="text/javascript">
var canvas, canvasimg, backgroundImage, finalImg;
var mouseClicked = false;
var prevX = 0;
var currX = 0;
var prevY = 0;
var currY = 0;
var fillStyle = "black";
var globalCompositeOperation = "source-over";
var lineWidth = 2;
function init() {
var imageSrc = '/abstract-geometric-pattern_23-2147508597.jpg'
backgroundImage = new Image();
backgroundImage.src = imageSrc;
canvas = document.getElementById('can');
finalImg = document.getElementById('finalImg');
canvasimg = document.getElementById('canvasimg');
canvas.style.backgroundImage = "url('" + imageSrc + "')";
canvas.addEventListener("mousemove", handleMouseEvent);
canvas.addEventListener("mousedown", handleMouseEvent);
canvas.addEventListener("mouseup", handleMouseEvent);
canvas.addEventListener("mouseout", handleMouseEvent);
}
function getColor(btn) {
globalCompositeOperation = 'source-over';
lineWidth = 2;
switch (btn.getAttribute('data-color')) {
case "green":
fillStyle = "green";
break;
case "blue":
fillStyle = "blue";
break;
case "red":
fillStyle = "red";
break;
case "yellow":
fillStyle = "yellow";
break;
case "orange":
fillStyle = "orange";
break;
case "black":
fillStyle = "black";
break;
case "eraser":
globalCompositeOperation = 'destination-out';
fillStyle = "rgba(0,0,0,1)";
lineWidth = 14;
break;
}
}
function draw(dot) {
var ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.globalCompositeOperation = globalCompositeOperation;
if(dot){
ctx.fillStyle = fillStyle;
ctx.fillRect(currX, currY, 2, 2);
} else {
ctx.beginPath();
ctx.moveTo(prevX, prevY);
ctx.lineTo(currX, currY);
ctx.strokeStyle = fillStyle;
ctx.lineWidth = lineWidth;
ctx.stroke();
}
ctx.closePath();
}
function erase() {
if (confirm("Want to clear")) {
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
document.getElementById("canvasimg").style.display = "none";
}
}
function save() {
canvas.style.border = "2px solid";
canvasimg.width = canvas.width;
canvasimg.height = canvas.height;
var ctx2 = canvasimg.getContext("2d");
// comment next line to save the draw only
ctx2.drawImage(backgroundImage, 0, 0);
ctx2.drawImage(canvas, 0, 0);
finalImg.src = canvasimg.toDataURL();
finalImg.style.display = "inline";
}
function handleMouseEvent(e) {
if (e.type === 'mousedown') {
prevX = currX;
prevY = currY;
currX = e.offsetX;
currY = e.offsetY;
mouseClicked = true;
draw(true);
}
if (e.type === 'mouseup' || e.type === "mouseout") {
mouseClicked = false;
}
if (e.type === 'mousemove') {
if (mouseClicked) {
prevX = currX;
prevY = currY;
currX = e.offsetX;
currY = e.offsetY;
draw();
}
}
}
</script>
<body onload="init()">
<canvas id="can" width="400" height="400" style="position:absolute;top:10%;left:10%;border:2px solid;">
</canvas>
<div style="position:absolute;top:12%;left:43%;">Choose Color</div>
<div style="position:absolute;top:15%;left:45%;width:10px;height:10px;background:green;" data-color="green" onclick="getColor(this)"></div>
<div style="position:absolute;top:15%;left:46%;width:10px;height:10px;background:blue;" data-color="blue" onclick="getColor(this)"></div>
<div style="position:absolute;top:15%;left:47%;width:10px;height:10px;background:red;" data-color="red" onclick="getColor(this)"></div>
<div style="position:absolute;top:17%;left:45%;width:10px;height:10px;background:yellow;" data-color="yellow" onclick="getColor(this)"></div>
<div style="position:absolute;top:17%;left:46%;width:10px;height:10px;background:orange;" data-color="orange" onclick="getColor(this)"></div>
<div style="position:absolute;top:17%;left:47%;width:10px;height:10px;background:black;" data-color="black" onclick="getColor(this)"></div>
<div style="position:absolute;top:20%;left:43%;">Eraser</div>
<div style="position:absolute;top:22%;left:45%;width:15px;height:15px;background:white;border:2px solid;" data-color="eraser" onclick="getColor(this)"></div>
<canvas id="canvasimg" style="display:none;" ></canvas>
<img id="finalImg" style="position:absolute;top:10%;left:52%;display:none;" >
<input type="button" value="save" id="btn" size="30" onclick="save()" style="position:absolute;top:55%;left:10%;">
<input type="button" value="clear" id="clr" size="23" onclick="erase()" style="position:absolute;top:55%;left:15%;">
</body>
</html>