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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

              <canvas id="myCanvas" width=300 height=350></canvas>
              #myCanvas {
  background-color: rgba(158, 167, 184, 0.2);
              // See my tech blog at http://tech.scargill.net 
// Very simple example of getting mouse information from an HTML5 canvas for gauges etc.
// values returned include degrees, x and y and finally distance from centre of the canvas

// Get a "handle" on the canvas to work with
theCanvas = document.getElementById("myCanvas");
// define the centre point of the canvas
cX = Math.floor(theCanvas.width / 2);
cY = Math.floor(theCanvas.height / 2);
// Get a "context"
ctx= theCanvas.getContext("2d");

// set up the font
ctx.font = "12px Helvetica";
ctx.textAlign = 'center';
ctx.fillStyle = '#8A8A8A';

// the rest are functions - the "event listener" traps the mouse and displays results

// Get the position of the mouse relative to the canvas
function getMousePos(canvasDom, mouseEvent) {
  var rect = canvasDom.getBoundingClientRect();
  return {
    x: mouseEvent.clientX - rect.left,
    y: mouseEvent.clientY - rect.top

// Here we get mouse coordinates and translate to a value
// Good old basic algebra from school
// Apparently the convention is  to start at 0 degrees on the right and go backwards
// - someone should have told that to clock-makers
theCanvas.addEventListener("mousemove", function(e) {
  var m = getMousePos(theCanvas, e);
  if (m.x < cX) {
    if (m.y < cY) pos = 180 + Math.floor(Math.atan((m.y - cY) / (cX - m.x)) * (180 / Math.PI));
    else pos = 180 + -Math.floor(Math.atan((m.y - cY) / (m.x - cX)) * (180 / Math.PI));
  } else {
    if (m.y < cY) pos = - Math.floor(Math.atan((cY - m.y) / (cX - m.x)) * (180 / Math.PI)) ;
    else pos = 360 + Math.floor(Math.atan((cY - m.y) / (m.x - cX)) * (180 / Math.PI));

  // and for good measure get the distance from the centre
  // You may, for example, only be interested in an arc area around the edge of the canvas
  tX = Math.abs(cX - m.x);
  tY = Math.abs(cY - m.y);
  tD = Math.floor(Math.sqrt(tX * tX + tY * tY));

  // print the result
  ctx.clearRect(0, 0, myCanvas.width, myCanvas.height);
  ctx.moveTo(cX, cY);
  ctx.fillStyle = "#ff0044";
  ctx.arc(cX, cY, 5, 0, 360, false);
 // ctx.closePath();
    // some colour just for the sake of it
  var gradient = ctx.createLinearGradient(0, 0, 150, 100);
  gradient.addColorStop(0, "rgb(255, 0, 128)");
  gradient.addColorStop(1, "rgb(105, 103, 255)");
  ctx.fillStyle = gradient;

  ctx.fillText("Mouse= " + pos + " degrees. (" + m.x + "x," + m.y + "y)" + " Dist; " + tD + "px", cX, 30);
}, false);

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