I have a complex UI component with custom Drag & Drop behaviour and custom event code of several hundred lines, that basically works via regular MouseEvents.
I need to add additional functionality so that a user can Drag & Drop items from inside the component to outside the component. The "outside" works via regular HTML5 Drag & Drop events, meaning there is an element that already listens to the drop event, etc. Now, i just need to trigger the whole Drag & Drop chain, so that the drop zone element notices the event and during the drag operation i have the regular look drag image.
Simply setting my draggable item to draggable="true", does not work as the dragstart event is not thrown, it is prevented by our custom event code inside the component with event.preventDefault(). So my idea was to manually trigger dragstart events whenever the user wants to drag the item outside of the boundary of the component.
My current status is, that my onMoveStart() triggers the dragstart event, once it realizes the user wants to drag the item outside of the component. The onMove() triggers regular drag events while moving the mouse, the onMoveEnd() triggers the corresponding dragend / drop events. A somewhat similar and very boiled down version can be seen here: Fiddle.
Problem: A dragstart is properly triggered when dragging an item outside of the component, a drag event is properly triggered while regular mouse moving, the dragend event also works. The dropzone element however never receives the drop event. Additionally, there is no dragging image during the drag operation, which makes this look not working to the user. The datatransfer that i manually setup always has effectAllowed and dropOperation set to none even though i manually set them to proper values.
How can i get this working? How to implement the Drag & Drop behaviour manually? How to set the effectAllowed and dropEffect properties on DataTransfer manually so that i have a proper dragging effect without them being always overwritten to none?
Based on the code you provided, I produced something that built around it. From your post and my understanding, I believe there are 2 problems or maybe 3 that you are trying to solve
I start with dragging image. So I just clone the element that we want it to appear as dragging, set it with proper attributes
function draggingImage(el) {
let image = draggable.cloneNode(true);
image.setAttribute("id", "drag-image");
image.style.width = el.offsetWidth + 'px'
image.style.height = el.offsetHeight + 'px'
image.style.position = 'fixed'
image.style.left = el.getBoundingClientRect().left + 'px';
image.style.top = el.getBoundingClientRect().top + 'px';
image.style.background = getComputedStyle(draggable).backgroundColor
image.style.opacity = .5
let div = document.body.appendChild(image);
}
as for now, the dragging image is static, as expected, and we want it to move as our mouse move thus the dragging effect
let image = document.getElementById('drag-image')
image.style.left = image.getBoundingClientRect().left + e.movementX + 'px'
image.style.top = image.getBoundingClientRect().top + e.movementY + 'px'
while our mousemove with wasdragging = true, it's a good time to detect what's underneath our cursor, are we within the dropzone or outside
function getDropzone(e, left, top, id) {
// let rect1 = document.getElementById(id).getBoundingClientRect();
let rect1 = drop.getBoundingClientRect()
// to detect the overlap of mouse into the dropzone, as alternative of mouseover
var overlap = !(rect1.right < left ||
rect1.left > left ||
rect1.bottom < top ||
rect1.top > top)
return overlap
}
we can add the above function within onDrag function. The getDropzone function return true or false, and that's all needed. From there we can execute our logic or styling accordingly.
I also add global variable called as data, then a function that work almost similar to dataTransfer concept, naively.
let data = {}
function manualSetData(variable, v) {
data[variable] = v
}
with this, we can just get the data that we set with this function in ondragend
let getData = data[variable]
so this is DnD from scratch in a nutshell
const draggable = document.querySelector("#draggable");
const drop = document.querySelector("#drop");
const condition = true;
let wasDragging = false;
let allowedDrop = false
let data = {}
draggable.addEventListener("mousedown", onMoveStart)
document.addEventListener("mousemove", onMove)
document.addEventListener("mouseup", onMoveEnd)
function onMoveStart(e) {
event.preventDefault();
event.stopPropagation();
let el = e.target
// Other logic and custom event handling ...
if (condition) {
onDragStart(el);
}
}
function onMove(e) {
// Other logic ...
if (wasDragging) {
onDrag(e);
}
}
function onMoveEnd(event) {
// Other logic ...
if (wasDragging) {
onDragEnd(event.target);
}
}
function onDragStart(el) {
draggingImage(el)
wasDragging = true;
manualSetData('helloMom', el)
}
function draggingImage(el) {
let image = draggable.cloneNode(true);
image.setAttribute("id", "drag-image");
image.style.width = el.offsetWidth + 'px'
image.style.height = el.offsetHeight + 'px'
image.style.position = 'fixed'
image.style.left = el.getBoundingClientRect().left + 'px';
image.style.top = el.getBoundingClientRect().top + 'px';
image.style.background = getComputedStyle(draggable).backgroundColor
image.style.opacity = .5
let div = document.body.appendChild(image);
}
function manualSetData(variable, v) {
data[variable] = v
}
function onDrag(e) {
let image = document.getElementById('drag-image')
image.style.left = image.getBoundingClientRect().left + e.movementX + 'px'
image.style.top = image.getBoundingClientRect().top + e.movementY + 'px'
let left = e.pageX;
let top = e.pageY;
let overlap = getDropzone(e, left, top)
drop.style.backgroundColor = allowedDrop ? 'green' : 'blue'
if (overlap) {
document.body.style.cursor = 'copy';
allowedDrop = true
} else {
document.body.style.cursor = 'no-drop';
allowedDrop = false
}
}
function getDropzone(e, left, top, id) {
// let rect1 = document.getElementById(id).getBoundingClientRect();
let rect1 = drop.getBoundingClientRect()
// to detect the overlap of mouse into the dropzone, as alternative of mouseover
var overlap = !(rect1.right < left ||
rect1.left > left ||
rect1.bottom < top ||
rect1.top > top)
return overlap
}
function onDragEnd(element) {
let image = document.getElementById('drag-image')
image.remove()
document.body.style.cursor = 'default';
if (allowedDrop) {
let getData = data['helloMom']
drop.appendChild(getData)
}
wasDragging = false;
}
#draggable {
background-color: red;
}
#drop {
background-color: blue;
}
<div id="draggable" draggable="true">
fancy content
</div>
<div id="drop">
drop area
</div>
Related
I have a fixed window on my screen that I would like the user to be able to drag around the screen. While I have set this up to work for mouse inputs, I am having more difficulty getting this to work for touch screens.
So I have a basic box like so:
<div id="smallavatar" class="smallbox">
</div>
Which is then immediately followed by this JS (note that the first half is for the click events)
var divOverlay = document.getElementById ("smallavatar");
var isDown = false;
divOverlay.addEventListener('mousedown', function(e) {
isDown = true;
}, true);
document.addEventListener('mouseup', function() {
isDown = false;
}, true);
document.addEventListener('mousemove', function(event) {
event.preventDefault();
if (isDown) {
var deltaX = event.movementX;
var deltaY = event.movementY;
var rect = divOverlay.getBoundingClientRect();
divOverlay.style.left = rect.x + deltaX + 'px';
divOverlay.style.top = rect.y + deltaY + 'px';
}
}, true);
divOverlay.addEventListener('touchstart', e => {
clientX = e.touches[0].screenX;
clientY = e.touches[0].screenY;
});
divOverlay.addEventListener('touchmove', e => {
let x = divOverlay.style.left;
let y = divOverlay.style.top;
// Compute the change in X and Y coordinates.
// The first touch point in the changedTouches
// list is the touch point that was just removed from the surface.
deltaX = e.changedTouches[0].clientX - clientX;
deltaY = e.changedTouches[0].clientY - clientY;
divOverlay.style.left = divOverlay.style.left + deltaX;
divOverlay.style.top = divOverlay.style.top + deltaY;
});
Finally the following CSS is being used:
.smallbox{position:fixed; bottom:70px; right:0; width:360px; height:400px; z-index:20;}
Now while the touchmove event does work, the problem is that the box seems to fly off the screen very quickly. The idea is supposed to be that I'm trying to get the position the div was using before the touch event started, then work out how much movement has occured in the touchmove event and then from that update the left and top values with the new position it should be in.
Is there anything wrong that would explain why this isn't working as expected?
You have one major flaw in your code that causes the unexpected result:
At touchstart you store clientX and clientY, and than during touchmove you keep referencing those two values at deltaX = e.changedTouches[0].clientX - clientX; (and Y).
But while e.changedTouches[0].clientX keeps updating, clientX never gets updated and always keeps its initial start-value.
So for the next frame/iteration, deltaX = e.changedTouches[0].clientX - clientX; will actually be the delta-x of that last frame, plus the delta-x of the frame before, and the one before, and before, and so on till the very first frame.
So your divOverlay will be moving exponentially, and be out of sight in a fraction of a sec.
What the best choice is for getting the current position of divOverlay, depends a little on your situation, although I think in most cases, using pageX/pageY is probably your safest bet.
The other options are clientX/clientY and screenX/screenY, see this and this article for the differences between the three.
In any case, I wouldn't recommend using them interchangeably during one calculation, unless it's absolutely necessary.
See the live snippet below for the solution:
var divOverlay = document.getElementById("smallavatar");
/*MOUSE-LISTENERS---------------------------------------------*/
var isDown=false;
divOverlay.addEventListener('mousedown',function(){isDown=true;},true);
document.addEventListener('mouseup',function(){isDown=false;},true);
document.addEventListener('mousemove',function(e) {
e.preventDefault();
if (isDown) {
divOverlay.style.left = divOverlay.offsetLeft + e.movementX + 'px';
divOverlay.style.top = divOverlay.offsetTop + e.movementY + 'px';
}
},true);
/*TOUCH-LISTENERS---------------------------------------------*/
var startX=0, startY=0;
divOverlay.addEventListener('touchstart',function(e) {
startX = e.changedTouches[0].pageX;
startY = e.changedTouches[0].pageY;
});
divOverlay.addEventListener('touchmove',function(e) {
e.preventDefault();
var deltaX = e.changedTouches[0].pageX - startX;
var deltaY = e.changedTouches[0].pageY - startY;
divOverlay.style.left = divOverlay.offsetLeft + deltaX + 'px';
divOverlay.style.top = divOverlay.offsetTop + deltaY + 'px';
//reset start-position for next frame/iteration
startX = e.changedTouches[0].pageX;
startY = e.changedTouches[0].pageY;
});
.smallbox{position:fixed; bottom:70px; right:0; width:36px; height:40px; z-index:20; background:red;}
<div id="smallavatar" class="smallbox"></div>
jsfiddle: https://jsfiddle.net/2hdczkwn/4/
To address your major flaw, I added startX = e.changedTouches[0].pageX; and startY = e.changedTouches[0].pageY; to the end of your touchmove listener, resetting the start-position for each new frame/iteration to the end-position of the last frame/iteration.
I also added e.preventDefault(); to your touchmove listener, because otherwise any scrollable page would also start scrolling while you were dragging the divOverlay.
I converted your arrow functions into traditional ones, like your mouse listeners.
I added var startX=0, startY=0; outside the functions to make sure they are global vars.
I replaced var rect = divOverlay.getBoundingClientRect(); and rect.x and rect.y inside your mousemove listener, and divOverlay.style.left and divOverlay.style.top inside your touchmove listener, with divOverlay.offsetLeft and divOverlay.offsetTop.
This is actually quite important, since divOverlay.style.left returns a px value, e.g. 57px. When this value is used in a calculation, like 57px + 12, it will not result in 69 or 69px but instead in NaN.
I can't help but notice that your mouse and touch listeners are written in a different coding style, mouse uses traditional JS, while touch is written in the new ES6, using let and arrow functions.
As if you copied the touch listeners from someone else and didn't change it to match the rest of your code.
While it is fine to use either style and to use other people's code (as long as you have permission), I would discourage using them both in the same project, and it is never a good idea to simply copy someone else's code without rewriting it to fit your own style.
This will make sure your whole project retains its current style of coding, and has the added advantage of you actually understanding the code you're using.
I need to manually construct/fire a mousedown event in a way that can be handled by any relevant event handlers (either in straight JS, jQuery, or interact.js), just as a natural mousedown event would. However, the event does not seem to trigger anything the way I expect it to.
I am trying to make some irregularly shaped images draggable using the interact.js library. The images are simply rectangular img elements with transparent portions. On each element, I have defined 2 interact.js event listeners:
Checking if the click was inside the image area, disabling drag if not (fires on "down" event)
Handling the drag (fires on "drag" event)
However, if the img elements are overlapping, and the user clicks in the transparent area of the top element but on the filled area of the lower element, the lower element should be the target of the drag. After trying several things (see below), I have settled on the solution of: re-ordering the z-indexes of the elements at the same time that I disable drag in step 1, then re-firing the mousedown event on all lower elements. I'm using the "native" event type (not jQuery or interact.js) in hopes that it will literally just replicate the original mousedown event.
// code to re-assign "zIndex"s
function demote(element, interactible, event){
// block dragging on element
interactible.draggable(false);
// get all images lower than the target
var z = element.css("zIndex");
var images = $("img").filter(function() {
return Number($(this).css("zIndex")) < z;
});
// push the target to the back
element.css("zIndex",1);
// re-process all lower events
$(images).each( function () {
// move element up
$(this).css("zIndex",Number($(this).css("zIndex"))+1);
// re-fire event if element began below current target
elem = document.getElementById($(this).attr('id'));
// Create the event.
e = new MouseEvent("mousedown", {clientX: event.pageX, clientY: event.pageY});
var cancelled = !elem.dispatchEvent(e);
});
}
Unfortunately, this does not work, as the mousedown event does not register with any of the handlers. Why?
I have all the (relevant) code at this JSFiddle: https://jsfiddle.net/tfollo/xr27938a/10/
Note that this JSFiddle does not seem to work as smoothly as it does in a normal browser window, but I think it demonstrates the intended functionality.
Other things I have tried:
Lots of people have proposed different schemes to handle similar problems (i.e. forwarding events to lower layers, using pointer-events: none, etc), but none seem to work to trigger the interact.js handler and start a drag interaction on the right element. I also tried using interaction.start (provided by interact.js) but it seems buggy--there is at least one open issue on the topic and when I tried to start a new drag interaction on a target of my choice I got lots of errors from within the library's code.
I'm not against revisiting any of these solutions per se, but I would also really like to know why manually firing a mousedown event won't work.
The idea is to listen down event on parent element and to choose manually drag target. Also I didn't use z-index for choosing which image to drag, because z-index doesn't work with position:static. Instead of that I just gave priorities to images, it's all up to you. https://jsfiddle.net/yevt/6wb5oxx3/3/
var dragTarget;
function dragMoveListener (event) {
var target = event.target,
// keep the dragged position in the data-x/data-y attributes
x = (parseFloat(target.getAttribute('data-x')) || 0) + event.dx,
y = (parseFloat(target.getAttribute('data-y')) || 0) + event.dy;
// translate the element
target.style.webkitTransform =
target.style.transform =
'translate(' + x + 'px, ' + y + 'px)';
// update the posiion attributes
target.setAttribute('data-x', x);
target.setAttribute('data-y', y);
}
function setDragTarget(event) {
//choose element to drag
dragTarget = $('#parent').find('img')
.filter(function(i, el) {
var clickCandicateRect = el.getBoundingClientRect();
return insideBoundingRect(event.x, event.y, clickCandicateRect);
}).sort(byPriority).get(0);
}
function insideBoundingRect(x, y, rect) {
return (rect.left <= x) && (rect.top <= y) && (rect.right >= x) && (rect.bottom >= y);
}
function byPriority (a, b) {
return $(b).data('priority') - $(a).data('priority');
}
function startDrag(event) {
var interaction = event.interaction;
var target = dragTarget;
if (!interaction.interacting()) {
interaction.start({ name: 'drag' }, event.interactable, target);
}
}
//Give priority as you wish
$('#face1').data('priority', 2);
$('#face2').data('priority', 1);
interact('#parent').draggable({
//use manualStart to determine which element to drag
manualStart: true,
onmove: dragMoveListener,
restrict: {
restriction: "parent",
endOnly: true,
elementRect: { top: 0, left: 0, bottom: 1, right: 1 }
},
})
.on('down', setDragTarget)
.on('move', startDrag);
Have you tried to set the css property pointer-events: none on the higher levels (it could also be set via javascript)?
I have a Fabric.js canvas and I want to implement the full-canvas panning that software packages usually do with a "hand" tool. It's when you press one of the mouse buttons, then move over the canvas while holding the mouse button and the visible portion of the canvas changes accordingly.
You can see in this video what I want to achieve.
In order to implement this functionality I wrote the following code:
$(canvas.wrapperEl).on('mousemove', function(evt) {
if (evt.button == 2) { // 2 is the right mouse button
canvas.absolutePan({
x: evt.clientX,
y: evt.clientY
});
}
});
But it doesn't work. You can see in this video what happens.
How can I modify my code in order:
For panning to work like in the first video?
For the event handler to consume the event? It should prevent the context menu from appearing when the user presses or releases the right mouse button.
An easy way to pan a Fabric canvas in response to mouse movement is to calculate the cursor displacement between mouse events and pass it to relativePan.
Observe how we can use the screenX and screenY properties of the previous mouse event to calculate the relative position of the current mouse event:
function startPan(event) {
if (event.button != 2) {
return;
}
var x0 = event.screenX,
y0 = event.screenY;
function continuePan(event) {
var x = event.screenX,
y = event.screenY;
fc.relativePan({ x: x - x0, y: y - y0 });
x0 = x;
y0 = y;
}
function stopPan(event) {
$(window).off('mousemove', continuePan);
$(window).off('mouseup', stopPan);
};
$(window).mousemove(continuePan);
$(window).mouseup(stopPan);
$(window).contextmenu(cancelMenu);
};
function cancelMenu() {
$(window).off('contextmenu', cancelMenu);
return false;
}
$(canvasWrapper).mousedown(startPan);
We start panning on mousedown and continue panning on mousemove. On mouseup, we cancel the panning; we also cancel the mouseup-cancelling function itself.
The right-click menu, also known as the context menu, is cancelled by returning false. The menu-cancelling function also cancels itself. Thus, the context menu will work if you subsequently click outside the canvas wrapper.
Here is a page demonstrating this approach:
http://michaellaszlo.com/so/fabric-pan/
You will see three images on a Fabric canvas (it may take a moment or two for the images to load). You'll be able to use the standard Fabric functionality. You can left-click on the images to move them around, stretch them, and rotate them. But when you right-click within the canvas container, you pan the whole Fabric canvas with the mouse.
I have an example on Github using fabric.js Canvas panning: https://sabatinomasala.github.io/fabric-clipping-demo/
The code responsible for the panning behaviour is the following: https://github.com/SabatinoMasala/fabric-clipping-demo/blob/master/src/classes/Panning.js
It's a simple extension on the fabric.Canvas.prototype, which enables you to toggle 'drag mode' on the canvas as follows:
canvas.toggleDragMode(true); // Start panning
canvas.toggleDragMode(false); // Stop panning
Take a look at the following snippet, documentation is available throughout the code.
const STATE_IDLE = 'idle';
const STATE_PANNING = 'panning';
fabric.Canvas.prototype.toggleDragMode = function(dragMode) {
// Remember the previous X and Y coordinates for delta calculations
let lastClientX;
let lastClientY;
// Keep track of the state
let state = STATE_IDLE;
// We're entering dragmode
if (dragMode) {
// Discard any active object
this.discardActiveObject();
// Set the cursor to 'move'
this.defaultCursor = 'move';
// Loop over all objects and disable events / selectable. We remember its value in a temp variable stored on each object
this.forEachObject(function(object) {
object.prevEvented = object.evented;
object.prevSelectable = object.selectable;
object.evented = false;
object.selectable = false;
});
// Remove selection ability on the canvas
this.selection = false;
// When MouseUp fires, we set the state to idle
this.on('mouse:up', function(e) {
state = STATE_IDLE;
});
// When MouseDown fires, we set the state to panning
this.on('mouse:down', (e) => {
state = STATE_PANNING;
lastClientX = e.e.clientX;
lastClientY = e.e.clientY;
});
// When the mouse moves, and we're panning (mouse down), we continue
this.on('mouse:move', (e) => {
if (state === STATE_PANNING && e && e.e) {
// let delta = new fabric.Point(e.e.movementX, e.e.movementY); // No Safari support for movementX and movementY
// For cross-browser compatibility, I had to manually keep track of the delta
// Calculate deltas
let deltaX = 0;
let deltaY = 0;
if (lastClientX) {
deltaX = e.e.clientX - lastClientX;
}
if (lastClientY) {
deltaY = e.e.clientY - lastClientY;
}
// Update the last X and Y values
lastClientX = e.e.clientX;
lastClientY = e.e.clientY;
let delta = new fabric.Point(deltaX, deltaY);
this.relativePan(delta);
this.trigger('moved');
}
});
} else {
// When we exit dragmode, we restore the previous values on all objects
this.forEachObject(function(object) {
object.evented = (object.prevEvented !== undefined) ? object.prevEvented : object.evented;
object.selectable = (object.prevSelectable !== undefined) ? object.prevSelectable : object.selectable;
});
// Reset the cursor
this.defaultCursor = 'default';
// Remove the event listeners
this.off('mouse:up');
this.off('mouse:down');
this.off('mouse:move');
// Restore selection ability on the canvas
this.selection = true;
}
};
// Create the canvas
let canvas = new fabric.Canvas('fabric')
canvas.backgroundColor = '#f1f1f1';
// Add a couple of rects
let rect = new fabric.Rect({
width: 100,
height: 100,
fill: '#f00'
});
canvas.add(rect)
rect = new fabric.Rect({
width: 200,
height: 200,
top: 200,
left: 200,
fill: '#f00'
});
canvas.add(rect)
// Handle dragmode change
let dragMode = false;
$('#dragmode').change(_ => {
dragMode = !dragMode;
canvas.toggleDragMode(dragMode);
});
<div>
<label for="dragmode">
Enable panning
<input type="checkbox" id="dragmode" name="dragmode" />
</label>
</div>
<canvas width="300" height="300" id="fabric"></canvas>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.15/fabric.min.js"></script>
Not sure about FabricJS, but it could be in such a way:
for it to work like in the first video:
By making use of CSS cursor property, toggling it on mousedown and mouseup events using javascript.
the event handler consume the event (prevent the context menu from appearing, when the user releases the right mouse button):
Using javascript we return false on contextmenu event
CODE: with a little problem ( * )
using jQuery JS Fiddle 1
$('#test').on('mousedown', function(e){
if (e.button == 2) {
// if right-click, set cursor shape to grabbing
$(this).css({'cursor':'grabbing'});
}
}).on('mouseup', function(){
// set cursor shape to default
$(this).css({'cursor':'default'});
}).on('contextmenu', function(){
//disable context menu on right click
return false;
});
Using raw javascript JS Fiddle 2
var test = document.getElementById('test');
test.addEventListener('mousedown', function(e){
if (e.button == 2) {
// if right-click, set cursor shape to grabbing
this.style.cursor = 'grabbing';
}
});
test.addEventListener('mouseup', function(){
// set cursor shape to default
this.style.cursor = 'default';
});
test.oncontextmenu = function(){
//disable context menu on right click
return false;
}
( * ) Problem:
The above snippets works as it should but there's a cross-browser issue, if you check the above fiddles in Firefox - or Opera -you'll see the correct behavior, when checked in Chrome and IE11 - didn't checked it with Edge or Safari - I found that Chrome and IE don't support the grabbing cursor shape, so in the above code snippets, change the cursor lines into this:
jQuery: $(this).css({'cursor':'move'}); JS Fiddle 3
Raw javascript: this.style.cursor = 'move'; JS Fiddle 4
Now we have a working code but without the hand cursor. but there is the following solution:-
SOLUTIONS:
Chrome and Safari support grab and grabbing with the -webkit- prefix like:
$(this).css({'cursor': '-webkit-grabbing'});
but you need to make browser sniffing first, if Firefox then the default and standard code, if Chrome and Safari then with the -webkit- prefix, and this still makes IE out of the game.
Have a look at this example, test it with Chrome, Safari, Firefox, Opera and IE you can see that cursor: url(foo.bar) works and supported in ALL browsers.
Chrome, Safari, Firefox and Opera shows the yellow smile image smiley.gif, but IE shows the red ball cursor url(myBall.cur).
So I think you can make use of this, and a grabbing hand image like this
Or this:
You can use an image like the above, a png or gif format with all browsers except IE which supports .cur, so you need to find a way to convert it into a .cur. Google search shows many result of convert image to cur
Note that, although this cursor:url(smiley.gif),url(myBall.cur),auto; - with fallback support separated by comma, works well in the W3Schools example shown above, I couldn't get it to work the same way in javascript, I tried $(this).css({'cursor': 'grabbing, move'}); but it didn't work.
I also tried doing it as CSS class
.myCursor{ cursor: grabbing, -webkit-grabbing, move; }
Then with jQuery $(this).addClass('myCursor'); but no avail either.
So you still need to make browser sniffing whether you are going the second solution or a hybrid fix of the both solutions, this is my code which I've used couple times to detect browser and it worked well at the time of this post but you porbabely won't need the "Mobile" and "Kindle" parts.
// Detecting browsers
$UA = navigator.userAgent;
if ($UA.match(/firefox/i)) {
$browser = 'Firefox';
} else if ($UA.indexOf('Trident') != -1 && $UA.indexOf('MSIE') == -1) {
$browser = 'MSIE';
} else if ($UA.indexOf('MSIE') != -1) {
$browser = 'MSIE';
} else if ($UA.indexOf('OPR/') != -1) {
$browser = 'Opera';
} else if ($UA.indexOf("Chrome") != -1) {
$browser = 'Chrome';
} else if ($UA.indexOf("Safari")!=-1) {
$browser = 'Safari';
}
if($UA.match(/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Nokia|Mobile|Opera Mini/i)) {
$browser = 'Mobile';
}else if($UA.match(/KFAPWI/i)){
$browser = 'Kindle';
}
console.log($browser);
Resources:
https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
http://www.w3schools.com/cssref/pr_class_cursor.asp
https://css-tricks.com/almanac/properties/c/cursor/
Google images search of grabbing hand cursor
i have made an example on jsfiddle , that we can actually drag the whole canvas with all its objects, into a parent div, like the picture,and i will try to explain it step by step.
First of all i download the drag library jquery.dradscroll.js, you can find it on the net. This is a small js file that with little changes it can helps us complete the task.
download link: http://www.java2s.com/Open-Source/Javascript_Free_Code/jQuery_Scroll/Download_jquery_dragscroll_Free_Java_Code.htm
create the container that holds our canvas.
<div class="content">
<canvas id="c" width="600" height="700" ></canvas>
</div>
little css
.content{
overflow:auto;
width:400px;
height:400px;
}
javascript:
a. create the canvas.
b. make default cursor , when it is over canvas , open hand
canvas.defaultCursor = 'url(" http://maps.gstatic.com/intl/en_us/mapfiles/openhand_8_8.cur") 15 15, crosshair';
c. override the __onMouseDown function , for change to the closedhand cursor( at end).
fabric.Canvas.prototype.__onMouseDown = function(e){
// accept only left clicks
var isLeftClick = 'which' in e ? e.which === 1 : e.button === 1;
if (!isLeftClick && !fabric.isTouchSupported) {
return;
}
if (this.isDrawingMode) {
this._onMouseDownInDrawingMode(e);
return;
}
// ignore if some object is being transformed at this moment
if (this._currentTransform) {
return;
}
var target = this.findTarget(e),
pointer = this.getPointer(e, true);
// save pointer for check in __onMouseUp event
this._previousPointer = pointer;
var shouldRender = this._shouldRender(target, pointer),
shouldGroup = this._shouldGroup(e, target);
if (this._shouldClearSelection(e, target)) {
this._clearSelection(e, target, pointer);
}
else if (shouldGroup) {
this._handleGrouping(e, target);
target = this.getActiveGroup();
}
if (target && target.selectable && !shouldGroup) {
this._beforeTransform(e, target);
this._setupCurrentTransform(e, target);
}
// we must renderAll so that active image is placed on the top canvas
shouldRender && this.renderAll();
this.fire('mouse:down', { target: target, e: e });
target && target.fire('mousedown', { e: e });
if(!canvas.getActiveObject() || !canvas.getActiveGroup()){
flag=true;
//change cursor to closedhand.cur
canvas.defaultCursor = 'url("http://maps.gstatic.com/intl/en_us/mapfiles/closedhand_8_8.cur") 15 15, crosshair';
}//end if
override the __onMouseUp event ,to change back the cursor to openhand.
fabric.Canvas.prototype.__onMouseUp = function(e){
if(flag){
canvas.defaultCursor = 'url(" http://maps.gstatic.com/intl/en_us/mapfiles/openhand_8_8.cur") 15 15, crosshair';
flag=false;
}
};
You initialize the dragScroll() to work on the content that hosts the canvas:
$('.content').dragScroll({});
Some small changes on the jquery.dragScroll.js file, so as to understand when to drag the canvas and when not. On mousedown() event we add an if statement to check whether we have an active object or group.If true ,no canvas drag.
$($scrollArea).mousedown(function (e) {
if (canvas.getActiveObject() || canvas.getActiveGroup()) {
console.log('no drag');return;
} else {
console.log($('body'));
if (typeof options.limitTo == "object") {
for (var i = 0; i < options.limitTo.length; i++) {
if ($(e.target).hasClass(options.limitTo[i])) {
doMousedown(e);
}
}
} else {
doMousedown(e);
}
}
});
on mousedown event we grab the DOM element (.content) and get the top & left position
function doMousedown(e) {
e.preventDefault();
down = true;
x = e.pageX;
y = e.pageY;
top = e.target.parentElement.parentElement.scrollTop; // .content
left = e.target.parentElement.parentElement.scrollLeft;// .content
}
If we dont want to have the scrollbars visible:
.content{
overflow:hidden;
width:400px;
height:400px;
}
There is a small problem though,jsfiddle, accepts only https libraries ,so it blocks fabricjs, except if you add it from 'https://rawgit.com/kangax/fabric.js/master/dist/fabric.js', but again it still blocks it some times (at least on my chrome and mozilla).
jsfiddle example : https://jsfiddle.net/tornado1979/up48rxLs/
you may have better luck ,than me, on your browser , but it would definitelly work on your live app.
Anyway,
i hope helps ,good luck.
I know this has already been answered, but I redid the pen created in this answer using the new version of fabricjs (4.5.0)
Pen: https://codepen.io/201flaviosilva/pen/GROLbQa
In this case, I used the middle button in the mouse to pan :)
// Enable mouse middle button
canvas.fireMiddleClick = true;
// Mouse Up Event
if (e.button === 2) currentState = STATE_IDLE;
// Mouse Down Event
if (e.button === 2) currentState = STATE_PANNING;
:)
I have an AngularJS component that should react to either a single click or a drag (resizing an area).
I started to use RxJS (ReactiveX) in my application, so I try to find a solution using it. The Angular side of the request is minor...
To simplify the problem (and to train myself), I made a slider directive, based on the rx.angular.js drag'n'drop example: http://plnkr.co/edit/UqdyB2
See the Slide.js file (the other code is for other experiments). The code of this logic is:
function(scope, element, attributes)
{
var thumb = element.children(0);
var sliderPosition = element[0].getBoundingClientRect().left;
var sliderWidth = element[0].getBoundingClientRect().width;
var thumbPosition = thumb[0].getBoundingClientRect().left;
var thumbWidth = thumb[0].getBoundingClientRect().width;
// Based on drag'n'drop example of rx-angular.js
// Get the three major events
var mousedown = rx.Observable.fromEvent(thumb, 'mousedown');
var mousemove = rx.Observable.fromEvent(element, 'mousemove');
var mouseup = rx.Observable.fromEvent($document, 'mouseup');
// I would like to be able to detect a single click vs. click and drag.
// I would say if we get mouseup shortly after mousedown, it is a single click;
// mousedown.delay(200).takeUntil(mouseup)
// .subscribe(function() { console.log('Simple click'); }, undefined, function() { console.log('Simple click completed'); });
var locatedMouseDown = mousedown.map(function (event)
{
event.preventDefault();
// console.log('Click', event.clientX - sliderPosition);
// calculate offsets when mouse down
var initialThumbPosition = thumb[0].getBoundingClientRect().left - sliderPosition;
return { from: initialThumbPosition, offset: event.clientX - sliderPosition };
});
// Combine mouse down with mouse move until mouse up
var mousedrag = locatedMouseDown.flatMap(function (clickInfo)
{
return mousemove.map(function (event)
{
var move = event.clientX - sliderPosition - clickInfo.offset;
// console.log('Move', clickInfo);
// calculate offsets from mouse down to mouse moves
return clickInfo.from + move;
}).takeUntil(mouseup);
});
mousedrag
.map(function (position)
{
if (position < 0)
return 0;
if (position > sliderWidth - thumbWidth)
return sliderWidth - thumbWidth;
return position;
})
.subscribe(function (position)
{
// console.log('Drag', position);
// Update position
thumb.css({ left: position + 'px' });
});
}
That's mostly D'n'D constrained horizontally and to a given range.
Now, I would like to listen to mousedown, and if mouse up happens within a short while (say 200 ms, to adjust), I see it as a click and I do a specific treatment (eg. resetting the position to zero).
I tried with delay().takeUntil(mouseup), as seen in another SO answer, without success. Perhaps a switch() might be needed, too (to avoid going the drag route).
Any idea? Thanks in advance.
You can use timeout (timeoutWith if you are using ReactiveX/RxJS)
var click$ = mousedown.flatMap(function (md) {
return mouseup.timeoutWith(200, Observable.empty());
});
If the mouseup doesn't occur before the timeout it will just propagate an empty Observable instead. If it does then the downstream observer will receive an event.
Isn't the trick with delay(Xms).takeUntil(mouseup) doing the opposite of what you want? I mean, you want to detect when the mouseup event happens before the countdown, while the aformentioned trick detect when the mouseup event happens after.
I would try something around those lines (untested for now, but hopefully it will orient you in some positive direction):
var click$ = mousedown.flatMap(function ( mouseDownEv ) {
return merge(
Rx.just(mouseDownEv).delay(Xms).map(function ( x ) {return {event : 'noclick'};}),
mouseup.map(function ( mouseUpEv ) {return {event : mouseUpEv};})
).first();
});
The idea is to race the mouseup event against a dummy emission happening after your delay, and see who wins. So if click$ emits 'noclick' then you can consider that no click happened.
Hopefully that works, i will test soon but if you do before me, let me know.
Started using RxJs. Can't find a way around this problem. I have a draggable control:
startDrag = rx.Observable.fromEvent(myElem,'mousedown')
now, because the control is too small mousemove and mouseup events should be at document level (otherwise it won't stop dragging unless cursor exactly on the element)
endDrag = rx.Observable.fromEvent document,'mouseup'
position = startDrag.flatMap ->
rx.Observable.fromEvent document,'mousemove'
.map (x)-> x.clientX
.takeUntil endDrag
now how do I "catch" the right moment when is not being dragged anymore (mouseup).
you see the problem with subscribing to endDrag? It will fire every time clicked anywhere, and not just myElem
How do I check all 3 properties at once? It should take only those document.mouseups that happened exactly after startDrag and position
Upd: I mean the problem is not with moving the element. That part is easy - subscribe to position, change element's css.
My problem is - I need to detect the moment of mouseup and know the exact element that's been dragged (there are multiple elements on the page). How to do that I have no idea.
I have adapted the drag and drop example provided at the RxJS repo to behave as you need.
Notable changes:
mouseUp listens at document.
The targeted element is added to the return from select.
Drag movements are handled inside of map and map returns the element that was targeted in the mouseDown event.
Call last after takeUntil(mouseUp) so subscribe will only be reached when the drag process ends (once per drag).
Working example:
function main() {
var dragTarget = document.getElementById('dragTarget');
// Get the three major events
var mouseup = Rx.Observable.fromEvent(document, 'mouseup');
var mousemove = Rx.Observable.fromEvent(document, 'mousemove');
var mousedown = Rx.Observable.fromEvent(dragTarget, 'mousedown');
var mousedrag = mousedown.selectMany(function(md) {
// calculate offsets when mouse down
var startX = md.offsetX;
var startY = md.offsetY;
// Calculate delta with mousemove until mouseup
return mousemove.select(function(mm) {
if (mm.preventDefault) mm.preventDefault();
else event.returnValue = false;
return {
// Include the targeted element
elem: mm.target,
pos: {
left: mm.clientX - startX,
top: mm.clientY - startY
}
};
})
.map(function(data) {
// Update position
dragTarget.style.top = data.pos.top + 'px';
dragTarget.style.left = data.pos.left + 'px';
// Just return the element
return data.elem;
})
.takeUntil(mouseup)
.last();
});
// Here we receive the element when the drag is finished
subscription = mousedrag.subscribe(function(elem) {
alert('Drag ended on #' + elem.id);
});
}
main();
#dragTarget {
position: absolute;
width: 20px;
height: 20px;
background: #0f0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/rxjs/4.0.7/rx.all.min.js"></script>
<div id="dragTarget"></div>