Building a Drawing App with Canvas — Smooth Lines, Undo, and Shape Tools
A drawing app is a great Canvas project. Here's how to get smooth lines, implement undo, and add shape tools — including the non-obvious parts.
Smooth Lines with Quadratic Curves
Connecting every mousemove point with straight lines looks jagged. The fix: use quadratic Bezier curves through the midpoints:
let lastX, lastY;
canvas.addEventListener('mousemove', (e) => {
if (!isDrawing) return;
const { x, y } = getPos(e);
ctx.beginPath();
ctx.moveTo(lastX, lastY);
// Midpoint between last and current
const midX = (lastX + x) / 2;
const midY = (lastY + y) / 2;
ctx.quadraticCurveTo(lastX, lastY, midX, midY);
ctx.stroke();
lastX = x;
lastY = y;
});
Undo with State Snapshots
The simplest undo: save the entire canvas state as a data URL after each stroke:
const history = [];
const MAX_HISTORY = 20;
function saveState() {
history.push(canvas.toDataURL());
if (history.length > MAX_HISTORY) history.shift();
}
function undo() {
if (history.length === 0) return;
const dataUrl = history.pop();
const img = new Image();
img.onload = () => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(img, 0, 0);
};
img.src = dataUrl;
}
toDataURL() is slow for large canvases. For better performance, store ImageData objects instead.
Drawing Shapes
Shapes need a "preview" that updates on mousemove without permanently drawing:
let snapshot; // Canvas state before shape starts
canvas.addEventListener('mousedown', () => {
snapshot = ctx.getImageData(0, 0, canvas.width, canvas.height);
});
canvas.addEventListener('mousemove', (e) => {
if (!isDrawing || tool !== 'rect') return;
// Restore snapshot, then draw preview
ctx.putImageData(snapshot, 0, 0);
const { x, y } = getPos(e);
ctx.strokeRect(startX, startY, x - startX, y - startY);
});
Loading an Image to Draw Over
For annotation use cases, load an existing image onto the canvas:
function loadImageOntoCanvas(file) {
const img = new Image();
img.onload = () => {
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage(img, 0, 0);
saveState(); // Save as first undo state
};
img.src = URL.createObjectURL(file);
}
Touch Support
Add touch events alongside mouse events:
function getPos(e) {
const rect = canvas.getBoundingClientRect();
const clientX = e.touches ? e.touches[0].clientX : e.clientX;
const clientY = e.touches ? e.touches[0].clientY : e.clientY;
return {
x: (clientX - rect.left) * (canvas.width / rect.width),
y: (clientY - rect.top) * (canvas.height / rect.height),
};
}
The scaling factor handles cases where the canvas display size differs from its actual resolution.
Draw at toolzip.app/tools/drawing-pad.
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