Communicating Between HTML Forms and the Canvas
Back in our JavaScript code, we need to create an event handler for the keyup
event of textBox
. We do this by finding the form
element by using the document.getElementById()
function of the DOM document
object and storing it in the formElement
variable. Then we call the addEventListener()
method of formElement
, setting the
event to keyup
and the event handler
to the function textBoxChanged
, which
we have yet to define:
var
formElement
=
document
.
getElementById
(
"textBox"
);
formElement
.
addEventListener
(
'keyup'
,
textBoxChanged
,
false
);
The final piece of the puzzle is to define the textBoxChanged()
event handler. This function
works like the event handlers we created in Chapter 1. It is passed one parameter
when it is called, an event
object
that we universally name e
because
it’s easy to remember.
The event
object contains a property named target
that holds a reference to the HTML form
element that created the change
event. In turn, the target
contains a
property named value
that holds the
newly changed value of the form element that caused the event to occur
(that is, textBox
). We retrieve this
value and store it in the message
variable we created in JavaScript. It is the very same message
variable we use inside the drawScreen()
method to paint the canvas. Now,
all we have to do is call drawScreen()
, and the new value of message
will appear “automagically” on the
canvas:
function
textBoxChanged
(
e
)
{
var
target
=
e
.
target
;
message
=
target ...
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