I have the following which doesn't work correctly:

var canvas = new fabric.Canvas('canvas');


canvas.observe('mouse:down', function(e) { mousedown(e); });
canvas.observe('mouse:move', function(e) { mousemove(e); });
canvas.observe('mouse:up', function(e) { mouseup(e); });


var started = false;


var x = 0;
var y = 0;


/* Mousedown */
function mousedown(e) {

    var mouse = canvas.getPointer(e.memo.e);

    started = true;

    x = mouse.x;
    y = mouse.y;    

    var square = new fabric.Rect({ 

        width: 1, 
        height: 1, 
        left: mouse.x, 
        top: mouse.y, 
        fill: '#000'

    });


    canvas.add(square); 
    canvas.renderAll();
    canvas.setActiveObject(square); 

}


/* Mousemove */
function mousemove(e) {

    if(!started) {

        return false;

    }

    var mouse = canvas.getPointer(e.memo.e);

    var x = Math.min(mouse.x,  x),
    y = Math.min(mouse.y,  y),
    w = Math.abs(mouse.x - x),
    h = Math.abs(mouse.y - y);

    if (!w || !h) {

        return false;

    }

    var square = canvas.getActiveObject(); 

    square.set('top', y).set('left', x).set('width', w).set('height', h);

    canvas.renderAll(); 

}


/* Mouseup */
function mouseup(e) {

    if(started) {

        started = false;    

    }   

 }

The above logic is from a simple rectangle drawing system I used without fabric.js so I know it works, just not with fabric.js.

It seems the maths is off or I'm setting the incorrect params with the width/height/x/y values, as when you draw the rectangle does not follow the cursor correctly.

Any help is much appreciated, thanks in advance :)

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