// Scale mouse coordinates into canvas coordinates
// by following the pattern laid out by 'jerryj' in the comments of
// http://www.html5canvastutorials.com/advanced/html5-canvas-mouse-coordinates/
+ var paddingLeft = parseFloat(helpers.getStyle(canvas, 'padding-left'));
+ var paddingTop = parseFloat(helpers.getStyle(canvas, 'padding-top'));
+ var paddingRight = parseFloat(helpers.getStyle(canvas, 'padding-right'));
+ var paddingBottom = parseFloat(helpers.getStyle(canvas, 'padding-bottom'));
+ var width = boundingRect.right - boundingRect.left - paddingLeft - paddingRight;
+ var height = boundingRect.bottom - boundingRect.top - paddingTop - paddingBottom;
// We divide by the current device pixel ratio, because the canvas is scaled up by that amount in each direction. However
// the backend model is in unscaled coordinates. Since we are going to deal with our model coordinates, we go back here
- mouseX = Math.round((mouseX - boundingRect.left) / (boundingRect.right - boundingRect.left) * canvas.width / chart.currentDevicePixelRatio);
- mouseY = Math.round((mouseY - boundingRect.top) / (boundingRect.bottom - boundingRect.top) * canvas.height / chart.currentDevicePixelRatio);
+ mouseX = Math.round((mouseX - boundingRect.left - paddingLeft) / (width) * canvas.width / chart.currentDevicePixelRatio);
+ mouseY = Math.round((mouseY - boundingRect.top - paddingTop) / (height) * canvas.height / chart.currentDevicePixelRatio);
return {
x: mouseX,