In this jsFiddle I have a Raphael canvas with a line/path where the user can drag it.
Problem is that the exact top pixel of the mouse pointer has to be on the line to be able to drag it. I need Raphael to be more "forgiving" and let the user drag the line if it touches the top, say, 3 pixels of the pointer.
I added mouseover/mouseout events to actually tell when the mouse is over the line, otherwise is very difficult to know.
So the question is: is there a way to drag the line without having to accurately position the mouse pointer?
var paper = Raphael("canvas", 600, 600);
var line = this.paper.path('M10 10 L50 50');
var start = function () {
this.odx = 0;
this.ody = 0;
},
move = function (dx, dy) {
this.translate(dx - this.odx, dy - this.ody);
this.odx = dx;
this.ody = dy;
},
up = function () {};
line.drag(move, start, up);
line.mouseover(function(e) {
line.attr('stroke', 'red');
});
line.mouseout(function(e) {
line.attr('stroke', 'black');
});
The Raphael library creates an SVG element (not a CANVAS element) for drawing purposes, and drawing lines creates PATH elements within the SVG element.
I had some success by increasing the line width on hover. You do have to trigger the width change by at least moving the mouse over the line, but it is a lot easier to select afterwards. While the visual effect produced may not be perfect (some width flicking can occur) continuing the drag operation proceeds without problem.
You could try increasing the line width by either modifying the stroke-width attribute in the mouseover and mouseout handlers:
line.mouseover(function(e) {
line.attr('stroke', 'red');
line.attr('stroke-width', '9')
});
line.mouseout(function(e) {
line.attr('stroke', 'black');
line.attr('stroke-width', '1')
});
or by modifying the stroke-width styling when hovering over all path elements in CSS using
path:hover {
stroke-width: 9;
}
According to this question Raphael does not provide an abstraction of all possible CSS styling so it could use VML in XML documents. If you can live without IE 9 support and expect users to have a modern browser you may be interested in the following snippet which
increases the width of a line on mouseover by setting class name draggable, which sets a move cursor,
when a move is started replaces draggable with dragging ( which removes the width increase) and sets a move cursor over the svg container,
removes class draggable, but not dragging, on mouseout
cleans up classes and the cursor in the up function.
"use strict";
var container = document.getElementById("canvas");
var paper = Raphael("canvas", 600, 600);
var line = this.paper.path('M10 10 L50 50');
var start = function () {
this.odx = 0;
this.ody = 0;
},
move = function (dx, dy) {
this.translate(dx - this.odx, dy - this.ody);
this.odx = dx;
this.ody = dy;
if( this.node.classList.contains("draggable")) {
this.node.classList.replace("draggable", "dragging");
container.classList.add("moveCursor");
}
},
up = function (e) {
line.node.classList.remove("draggable", "dragging");
container.classList.remove("moveCursor");
};
line.drag(move, start, up);
line.mouseover(function(e) {
if(!e.target.classList.contains("dragging")) {
e.target.setAttribute("class", "draggable");
}
});
.draggable:hover {
stroke-width: 9;
stroke:red;
cursor: move;
}
path.dragging {
stroke: red;
}
.moveCursor{
cursor:move;
}
svg {
border: thin solid blue;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/raphael/2.1.0/raphael-min.js"></script>
<!-- body-html -->
<div id="canvas"></div>
The code is basically for demonstration - if you drag a line outside the SVG element you can't see it or grab it to drag back.
Some CSS rules (i.e. path.dragging) needed additional specificity to take priority over the defaults supplied by Raphael.
Related
var rectangle = new Graphics();
rectangle.beginFill(0, 0.001);
rectangle.lineStyle(1, 0xFF0000);
rectangle.drawRect(5, 5, 200, 100);
rectangle.interactive = true;
rectangle.buttonMode = true;
rectangle.on('pointerdown', onDragStart)
.on('pointerup', onDragEnd)
.on('pointerupoutside', onDragEnd)
.on('pointermove', onDragMove);
app.viewport.addChild(rectangle);
I'm using this code to create a rectangle and adding it to rectangle. This is the onDragMove Function
function onDragMove() {
if (this.dragging) {
const newPosition = this.data.getLocalPosition(this.parent);
this.width = newPosition.x;
this.height = newPosition.y;
}
}
This is basically changing its width and height, but I also want to Drag the Rectangle when clicked inside the rectangle and dragged on the screen. Any suggestions how can I achieve this?
Borders to change width/height
clicking inside rectangle to drag on the screen.
I created working example of dragging and resizing: https://www.pixiplayground.com/#/edit/SbpTjm7WKXbL51kmiG89W - please check.
when you click near bottom border of rectangle (+/- 20 px) then you will start resizing it.
when you click in any other place inside rectangle then you will drag it
Basing on this example i think you can implement resizing of other borders of rectangle etc :)
One note: please look at function drawRectangle :
function drawRectangle(rectangle)
{
rectangle.clear();
rectangle.beginFill(0, 0.001);
rectangle.lineStyle(1, 0xFF0000);
rectangle.drawRect(rectangle.myRectanglePosition[0], rectangle.myRectanglePosition[1], rectangle.myRectanglePosition[2], rectangle.myRectanglePosition[3]);
}
^ the rectangle.clear(); is called to redraw the PIXI.Graphics object. So on each frame we clear and draw it again on specific position with specific width & height.
There's this awesome codepen called Gravity Points which I liked very much and wanted to use on my next project but it turns out it only works well if it is the only element on the page. Once you start adding content above and below it, it miscalculates the mouse position.
Take a look at my fork here, I've added the content above it. Notice if the canvas is aligned perfectly with the screen, the gravity points are created in the right spot but if you click on the canvas when you're half way scrolled up, the points are created a few pixels down.
I'm not great with javascript and jquery, although I'm able to understand which functions it's calling and which functions are being used to draw the points but I can't understand where the calculations are happening and how it's related to scroll position. This functions seems to be triggered when left clicked but where does the cursor coordinates come from?
function mouseDown(e) {
for (var i = gravities.length - 1; i >= 0; i--) {
if (gravities[i].isMouseOver) {
gravities[i].startDrag(mouse);
return;
}
}
gravities.push(new GravityPoint(e.clientX, e.clientY, G_POINT_RADIUS, {
particles: particles,
gravities: gravities
}));
}
So can someone take a look at it and give some insights?
<canvas> element has its own coordinate system, which differs from the document one (the one sent by mouseEvents).
What you need to do is to check canvas's bounding box and remove its offset to your mouseEvents coordinates :
canvas.onmousemove = function(mouseEvent){
var rect = canvas.getBoundingClientRect();
var x = mouseEvent.clientX - rect.left;
var y = mouseEvent.clientY - rect.top;
// doSomething with x and y
for (var i = gravities.length - 1; i >= 0; i--) {
if (gravities[i].isMouseOver) {
gravities[i].startDrag(mouse);
return;
}
}
gravities.push(new GravityPoint(x, y, G_POINT_RADIUS, {
particles: particles,
gravities: gravities
}));
}
I've made a codepen with a Tweenlite animated box. The box has a :hover in the css.
If you place your mouse in the path of the animated box so it 'hits' the mouse you see the hover effect doesn't happen. It only happens when the mouse moves on it.
How do I fix that?
http://codepen.io/anon/pen/EfAGn
.box {
width:50px;
height:50px;
position:relative;
margin-bottom:2px;
}
.red {
background-color:red;
}
.red:hover{
background-color: white;
}
Here's a continuation of Jcubed's answer:
Essentially it's calculating the mouses position and checking it against the objects position, and then seeing if the distance between the two is less than 25px every 100ms.
If the object is less than 25px (half of the object width) then it is inside of it and will add the hover class. If it is greater it will remove the hover class.
CodePen
(function() {
$("#restart").on("click", function() {
tl.restart();
})
var mX, mY, distance, mousePosition,
$distance = $('#distance span'),
$element = $('#redBox');
// Movement
var tl = new TimelineLite()
tl.to($element, 15, {x:550});
setInterval(function() {
function calculateDistance(elem, mouseX, mouseY) {
return Math.floor(Math.sqrt(Math.pow(mouseX - (elem.offset().left+(elem.width()/2)), 2) + Math.pow(mouseY - (elem.offset().top+(elem.height()/2)), 2)));
}
$(document).mousemove(function(e) {
mX = e.pageX;
mY = e.pageY;
mousePosition = (mX, mY);
$distance.text(distance);
});
distance = calculateDistance($element, mX, mY);
if(distance < 25){
console.log("Mouse Has Entered");
//adding hovered class
$($element).addClass('hovered');
}
else{
// removing hovered class
$($element).removeClass('hovered');
}
// Setting Timeout
}, 100);
})();
Here's some additional information from Chris Coyier
This is probably a browser bug. It seems that the browser is only reevaluating the hover state when the mouse moves, not when the animation changes.
What you'll need to do is probably to manually check where the box is and where the user's mouse is every frame, and update the css through JavaScript instead of relying on :hover.
Or, simply wait for browsers to fix this bug. As #Pondwater pointed out, it works in firefox 30.
I'm developing some page when I use Raphael liblary to draw some items.
my App
So my problem is in that when I'm moving to some rect it growing up but when my mouse is on text which is positioning on my rect, it loss his hover. You can see it on my app example.
var paper = new Raphael(document.getElementById('holder'), 500, object.length * 100);
drawLine(paper, aType.length, bType.length, cType.length, cellSize, padding);
process = function(i,label)
{
txt = paper.text(390,((i+1)* cellSize) - 10,label.devRepo)
.attr({ stroke: "none", opacity: 0, "font-size": 20});
var a = paper.rect(200, ((i+1)* cellSize) - 25, rectWidth, rectHeight)
.hover(function()
{
this.animate({ transform : "s2"}, 1000, "elastic");
this.prev.animate({opacity: 1}, 500, "elastic");
this.next.attr({"font-size" : 30});
},
function()
{
this.animate({ transform : "s1" }, 1000, "elastic");
this.prev.animate({opacity: 0}, 500);
this.next.attr({"font-size" : 15});
});
}
I have tried e.preventDefault(); on hover of this.next and some other solutions but it's doesn't work.
Any help would be appreciated.
Most people will suggest you place a transparent rectangle over the box and the labels and attach the hover functions to that instead. (If memory serves, you have to make the opacity 0.01 instead of 0 to prevent the object from losing its attached events.) This works fine, but I don't love this solution; it feels hacky and clutters the page with unnecessary objects.
Instead, I recommend this: Remove the second function from the hover, making it functionally a mouseover function only. Before you draw any of the rectangles and labels, make a rectangular "mat" the size of the paper. Then, attach the function that minimizes the label as a mouseover on the mat. In other words, you're changing the trigger from mousing out of the box to mousing over the area outside of it.
I left a tiny bit of opacity and color on the mat to be sure it's working. You can just change the color to your background color.
var mat = paper.rect(0, 0, paper.width, paper.height).attr({fill: "#F00", opacity: 0.1});
Now, you want to make a container for all the rectangles so you can loop through them to see which need to be minimized. I made an object called "rectangles" that contains the objects we're concerned with. Then:
mat.mouseover(function () {
for (var c = 0; c < rectangles.length; c += 1) {
//some measure to tell if rectangle is presently expanded
if (rectangles[c].next.attr("font-size")) {
rectangles[c].animate({
transform : "s1"
}, 1000, "elastic");
rectangles[c].prev.animate({opacity: 0}, 500);
rectangles[c].next.attr({"font-size" : 15});
}
}
});
Then I just removed the mouseout function from the individual rectangles.
jsBin
To be clear, this will have some downsides: If people run the mouse around really fast, they can expand several rectangles at the same time. This is remedied as soon as the mouse touches the mat. I think the functionality looks pretty nice. But the invisible mats is always an option.
I wrote a small extension to Raphael - called hoverInBounds - that resolves this limitation.
Demo: http://jsfiddle.net/amustill/Bh276/1
Raphael.el.hoverInBounds = function(inFunc, outFunc) {
var inBounds = false;
// Mouseover function. Only execute if `inBounds` is false.
this.mouseover(function() {
if (!inBounds) {
inBounds = true;
inFunc.call(this);
}
});
// Mouseout function
this.mouseout(function(e) {
var x = e.offsetX || e.clientX,
y = e.offsetY || e.clientY;
// Return `false` if we're still inside the element's bounds
if (this.isPointInside(x, y)) return false;
inBounds = false;
outFunc.call(this);
});
return this;
}
I'm a bit stumped here. I am developing a feedback utility that will allow the user to "draw" boxes on a web page to highlight problem areas. Right now I have an overlay DIV that fills the screen and jQuery allows you to draw red outlined DIVs by clicking and dragging.
Here is the JS:
{
var $feedbackOverlay = jQuery('#feedbackOverlay');
var $original = { top: 0, left:0 };
$feedbackOverlay.bind('mousedown', function (e)
{
jQuery('<div id="currentHighlight"></div>')
.css('width', '1px')
.css('height', '1px')
.css('border', 'solid 3px #ff0000')
.css('border-radius', '5px')
.css('position', 'absolute')
.css('left', e.pageX)
.css('top', e.pageY)
.css('z-index', '8000001')
.appendTo('body');
$original = { top: e.pageY, left: e.pageX };
});
$feedbackOverlay.bind('mousemove', function (e)
{
var $currentHighlight = jQuery('#currentHighlight');
if ($currentHighlight.length > 0)
{
var $pos = { top: e.pageY, left: e.pageX };
if($pos.top < $original.top) $currentHighlight.css('top', $pos.top);
if ($pos.left < $original.left) $currentHighlight.css('left', $pos.left);
$currentHighlight.height(Math.abs($pos.top - $original.top));
$currentHighlight.width(Math.abs($pos.left - $original.left));
}
});
$feedbackOverlay.bind('mouseup', function (e)
{
var $currentHighlight = jQuery('#currentHighlight');
$currentHighlight.removeAttr('id');
});
var $feedbackInstructions = jQuery('#feedbackInstructions');
$feedbackInstructions.fadeIn(1000, function ()
{
setTimeout(function ()
{
$feedbackInstructions.fadeOut(1000);
}, 3000);
});
$feedbackOverlay.height(jQuery(document).height());
});
Here is a jsFiddle for the above:
http://jsfiddle.net/Chevex/RSYTq/
The problem is that I can't drag the boxes up or left. The first click puts the top left corner where the mouse clicked. After that subsequent dragging will change the width of the box. Letting go of the mouse completes the box and you may then start drawing another one. If you try to drag the DIV left or up while drawing it's width will remain at 0 but won't go negative.
Here you can find working solution: http://jsfiddle.net/RSYTq/34/
Something like this will get you closer to what you want: http://jsfiddle.net/RSYTq/18/
Doesn't quite handle move up and to the left and then switching to moving down and to the right quite right yet but it gives you the idea.
There's no such thing a a negative width - these are not coorindinates. You need to reposition and recalculate the corner positions relative to the corner that's not being moved.
Sounds like you need to check if the click origin (x,y) is > than the current mouse position, and then swap which one you use for the CSS top-left.
You would need to track the original start point somewhere (variables, data attributes on #currentHighlight, wherever you want), and check for width or height < 0. When so, set the #currentHighlight left/top CSS to be offset by original + (e.pageX - $currentHighlight.position().left) (for example). Then set the #currentHighlight width/height to the same difference (but positive: (e.pageX - $currentHighlight.position().left) * -1).