I'm trying to drag an element with just vanilla JavaScript.
When I drag the element I want it to move in sync with where the mouse pointer clicked, I can move it via the elements top left corner which is simple enough but I'm having issues moving it from the exact point of click.
Javascript
function mouseMove(e){
if(dragging){
boxPos(sq,e);
}
}
function boxPos(el,e){
box = el.getBoundingClientRect();
mouse_top = e.clientY;
mouse_left = e.clientX;
diff_x = mouse_left - box.left;
diff_y = mouse_top - box.top;
el.style.top = (mouse_top + diff_y) +"px";
el.style.left = (mouse_left + diff_x) +"px";
}
sq is a div, e is the event.
What im trying to do is calculate the position of the mouse, work out the difference from the top/left and add it to the top left but I'm getting undesired results. See fiddle
I know it has been passed some years but, testing the Fiddle, I figured out that (at least to me) the answer isn't exactly what the OP was looking for. That's because in the response's Fiddle the div is moved perfectly but it's moved always on its origin (0,0) and not where it was exactly clicked.
The solution is actually quite simple.
You are calculating the diff_x and diff_y on every mousemove event. But the mouse pointer position while moving is always fixed in relation to the div at the very start of the mousedown event until firing the mouseup event, right? So, just declare the diffs' variables globally and calculate them on the mousedown event.
Then, change the following code:
function boxPos(el,e){
box = el.getBoundingClientRect();
mouse_top = e.clientY;
mouse_left = e.clientX;
diff_x = mouse_left - box.left;
diff_y = mouse_top - box.top;
el.style.top = (mouse_top + diff_y) +"px";
el.style.left = (mouse_left + diff_x) +"px";
}
To:
function boxPos(el,e){
box = el.getBoundingClientRect();
mouse_top = e.clientY;
mouse_left = e.clientX;
el.style.top = (mouse_top - diff_y) +"px";
el.style.left = (mouse_left - diff_x) +"px";
}
The diffs' math is done on the mousedown event, so we don't need it anymore. Thus, this will stop the flickering.
Besides that, as the diffs will always be positive, we just subtract the diffs from the corresponding mouse coordinates to place the div taking into account the difference calculated (because the mouse pointer must be on top of the div to trigger the mousedown event, then e.clientY >= sq.style.top and e.clientX >= sq.style.left will be always true). This last step is the one that moves the element on exact mouse point.
This logic may be used on other "dragging events", like the dragstart and drag events, touchstart and touchmove events and pointerdown and pointermove events as well (with some adaptation, of course). So, since this kind of behaviour may be relevant, I decided to post this answer. I hope it helps future readers.
Here's the OP's modified Fiddle.
A quick hotfix would be:
change
el.style.top = (mouse_top + diff_y) +"px";
el.style.left = (mouse_left + diff_x) +"px";
to
el.style.top = (Number(el.style.top.split("px")[0]) + diff_y) +"px";
el.style.left = (Number(el.style.left.split("px")[0]) + diff_x) +"px";
or
el.style.top = (Number(el.style.top.replace("px", "")) + diff_y) +"px";
el.style.left = (Number(el.style.left.replace("px", "")) + diff_x) +"px";
You need to move that div from its old position to the new one using the old coordinates and the calculated difference. To get the old position I used the current top and left setting, removed the "px" from it and converted it to a number. This is necessary to avoid string concatenation (top and left are string values).
Your program has another bug ... you currently can't stop the dragging mode.
Edit
To remove the drag "stop" bug you could subtract 1 pixel from the new value, so the mouse pointer would still be inside the div and the mouse up event will be triggered correctly.
You can do that like this:
el.style.top = ((Number(el.style.top.replace("px", "")) - 1) + diff_y) +"px";
el.style.left = ((Number(el.style.left.replace("px", "")) - 1) + diff_x) +"px";
Here is the new Fiddle.
Related
I'm trying to create a simple animation where some particles animation follow the cursor, but i'm having trouble with it.
I've created a fiddle to replicate the issue : Example on JSFiddle
Right now my particles appear, but when you move the cursor over the section, they suddenly disappear. I know my error comes from my mousemove() function, but i can't figure out what is wrong with it..
here is my mousemove function :
function mouseMove(e) {
var posx = posy = 0;
if (e.pageX || e.pageY) {
posx = e.pageX;
posy = e.pageY;
}
else if (e.clientX || e.clientY) {
posx = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;
posy = e.clientY + document.body.scrollTop + document.documentElement.scrollTop;
}
target.x = posx;
target.y = posy;
}
Your mouse coordinate X, Y is relative to the top/left corner of the web page, probably mousemove event is attached to document, not to the canvas. Attach the mosemove event to the canvas
document.getElementById('services-canvas').addEventListener('mousemove', mouseMove);
And use the elemnt ofset:
target.x = e.offsetX;
target.y = e.offsetY;
If you would like the mouse to be in the centre of figure, then use e.offsetY-something where something is half of height of figure
So your particles do actually follow the mouse from what I have seen in . However, it seems that they are way lower in the y position that you would expect.You need to do this to make it work properly:
target.y = posy -300;
I have tried it and it worked with this little change. Hope this helped :D
I want to create an element and then have that element be immediately bound to the cursor. I have tools to move the element, but I don't know how to bind them to the cursor without having to click the element. I thought about simulating the mousedown() event, but I don't know how to do it.
For context, my ultimate goal is to create a line with user defined endpoint. The user clicks a point and 2 small black circles are created. One as a reference point the the first click and the other to be attached to the cursor with a path connect the 2 points. Once the user clicks another point, both small black circles with disappear and only the line will remain.
Any ideas?
Thanks to #Joan Charmant for pointing me in the right direction. Here's my solution thus far. $('#paper') is my canvas and tempPoint is the circle I created to bind to cursor movement.
$("#paper").mousemove(function (event)
{
if(firstLinePointSelected && tempPoint!=null)
{
if (!event) var event = window.event;
var x=0, y=0;
if (event.pageX || event.pageY)
{
x = event.pageX;
y = event.pageY;
}
else if (event.clientX || event.clientY)
{
x = event.clientX + document.body.scrollLeft
+ document.documentElement.scrollLeft;
y = event.clientY + document.body.scrollTop
+ document.documentElement.scrollTop;
}
// subtract paper coords on page
tempPoint.attr("cx", x - $('#paper').offset().left);
tempPoint.attr("cy", y - $('#paper').offset().top);
}
});
This is a followup question to How to zoom to mouse pointer while using my own mousewheel smoothscroll?
I am using css transforms to zoom an image to the mouse pointer. I am also using my own smooth scroll algorithm to interpolate and provide momentum to the mousewheel.
With Bali Balo's help in my previous question I have managed to get 90% of the way there.
You can now zoom the image all the way in to the mouse pointer while still having smooth scrolling as the following JSFiddle illustrates:
http://jsfiddle.net/qGGwx/7/
However, the functionality is broken when the mouse pointer is moved.
To further clarify, If I zoom in one notch on the mousewheel the image is zoomed around the correct position. This behavior continues for every notch I zoom in on the mousewheel, completely as intended. If however, after zooming part way in, I move the mouse to a different position, the functionality breaks and I have to zoom out completely in order to change the zoom position.
The intended behavior is for any changes in mouse position during the zooming process to be correctly reflected in the zoomed image.
The two main functions that control the current behavior are as follows:
self.container.on('mousewheel', function (e, delta) {
var offset = self.image.offset();
self.mouseLocation.x = (e.pageX - offset.left) / self.currentscale;
self.mouseLocation.y = (e.pageY - offset.top) / self.currentscale;
if (!self.running) {
self.running = true;
self.animateLoop();
}
self.delta = delta
self.smoothWheel(delta);
return false;
});
This function collects the current position of the mouse at the current scale of the zoomed image.
It then starts my smooth scroll algorithm which results in the next function being called for every interpolation:
zoom: function (scale) {
var self = this;
self.currentLocation.x += ((self.mouseLocation.x - self.currentLocation.x) / self.currentscale);
self.currentLocation.y += ((self.mouseLocation.y - self.currentLocation.y) / self.currentscale);
var compat = ['-moz-', '-webkit-', '-o-', '-ms-', ''];
var newCss = {};
for (var i = compat.length - 1; i; i--) {
newCss[compat[i] + 'transform'] = 'scale(' + scale + ')';
newCss[compat[i] + 'transform-origin'] = self.currentLocation.x + 'px ' + self.currentLocation.y + 'px';
}
self.image.css(newCss);
self.currentscale = scale;
},
This function takes the scale amount (1-10) and applies the css transforms, repositioning the image using transform-origin.
Although this works perfectly for a stationary mouse position chosen when the image is completely zoomed out; as stated above it breaks when the mouse cursor is moved after a partial zoom.
Huge thanks in advance to anyone who can help.
Actually, not too complicated. You just need to separate the mouse location updating logic from the zoom updating logic. Check out my fiddle:
http://jsfiddle.net/qGGwx/41/
All I have done here is add a 'mousemove' listener on the container, and put the self.mouseLocation updating logic in there. Since it is no longer required, I also took out the mouseLocation updating logic from the 'mousewheel' handler. The animation code stays the same, as does the decision of when to start/stop the animation loop.
here's the code:
self.container.on('mousewheel', function (e, delta) {
if (!self.running) {
self.running = true;
self.animateLoop();
}
self.delta = delta
self.smoothWheel(delta);
return false;
});
self.container.on('mousemove', function (e) {
var offset = self.image.offset();
self.mouseLocation.x = (e.pageX - offset.left) / self.currentscale;
self.mouseLocation.y = (e.pageY - offset.top) / self.currentscale;
});
Before you check this fiddle out; I should mention:
First of all, within your .zoom() method; you shouldn't divide by currentscale:
self.currentLocation.x += ((self.mouseLocation.x - self.currentLocation.x) / self.currentscale);
self.currentLocation.y += ((self.mouseLocation.y - self.currentLocation.y) / self.currentscale);
because; you already use that factor when calculating the mouseLocation inside the initmousewheel() method like this:
self.mouseLocation.x = (e.pageX - offset.left) / self.currentscale;
self.mouseLocation.y = (e.pageY - offset.top) / self.currentscale;
So instead; (in the .zoom() method), you should:
self.currentLocation.x += (self.mouseLocation.x - self.currentLocation.x);
self.currentLocation.y += (self.mouseLocation.y - self.currentLocation.y);
But (for example) a += b - a will always produce b so the code above equals to:
self.currentLocation.x = self.mouseLocation.x;
self.currentLocation.y = self.mouseLocation.y;
in short:
self.currentLocation = self.mouseLocation;
Then, it seems you don't even need self.currentLocation. (2 variables for the same value). So why not use mouseLocation variable in the line where you set the transform-origin instead and get rid of currentLocation variable?
newCss[compat[i] + 'transform-origin'] = self.mouseLocation.x + 'px ' + self.mouseLocation.y + 'px';
Secondly, you should include a mousemove event listener within the initmousewheel() method (just like other devs here suggest) but it should update the transform continuously, not just when the user wheels. Otherwise the tip of the pointer will never catch up while you're zooming out on "any" random point.
self.container.on('mousemove', function (e) {
var offset = self.image.offset();
self.mouseLocation.x = (e.pageX - offset.left) / self.currentscale;
self.mouseLocation.y = (e.pageY - offset.top) / self.currentscale;
self.zoom(self.currentscale);
});
So; you wouldn't need to calculate this anymore within the mousewheel event handler so, your initmousewheel() method would look like this:
initmousewheel: function () {
var self = this;
self.container.on('mousewheel', function (e, delta) {
if (!self.running) {
self.running = true;
self.animateLoop();
}
self.delta = delta;
self.smoothWheel(delta);
return false;
});
self.container.on('mousemove', function (e) {
var offset = self.image.offset();
self.mouseLocation.x = (e.pageX - offset.left) / self.currentscale;
self.mouseLocation.y = (e.pageY - offset.top) / self.currentscale;
self.zoom(self.currentscale); // <--- update transform origin dynamically
});
}
One Issue:
This solution works as expected but with a small issue. When the user moves the mouse in regular or fast speed; the mousemove event seems to miss the final position (tested in Chrome). So the zooming will be a little off the pointer location. Otherwise, when you move the mouse slowly, it gets the exact point. It should be easy to workaround this though.
Other Notes and Suggestions:
You have a duplicate property (prevscale).
I suggest you always use JSLint or JSHint (which is available on
jsFiddle too) to validate your code.
I highly suggest you to use closures (often refered to as Immediately Invoked Function Expression (IIFE)) to avoid the global scope when possible; and hide your internal/private properties and methods.
Add a mousemover method and call it in the init method:
mousemover: function() {
var self = this;
self.container.on('mousemove', function (e) {
var offset = self.image.offset();
self.mouseLocation.x = (e.pageX - offset.left) / self.currentscale;
self.mouseLocation.y = (e.pageY - offset.top) / self.currentscale;
self.zoom(self.currentscale);
});
},
Fiddle: http://jsfiddle.net/powtac/qGGwx/34/
Zoom point is not exactly right because of scaling of an image (0.9 in ratio). In fact mouse are pointing in particular point in container but we scale image. See this fiddle http://jsfiddle.net/qGGwx/99/ I add marker with position equal to transform-origin. As you can see if image size is equal to container size there is no issue. You need this scaling? Maybe you can add second container? In fiddle I also added condition in mousemove
if(self.running && self.currentscale>1 && self.currentscale != self.lastscale) return;
That is preventing from moving image during zooming but also create an issue. You can't change zooming point if zoom is still running.
Extending #jordancpaul's answer I have added a constant mouse_coord_weight which gets multiplied to delta of the mouse coordinates. This is aimed at making the zoom transition less responsive to the change in mouse coordinates. Check it out http://jsfiddle.net/7dWrw/
I have rewritten the onmousemove event hander as:
self.container.on('mousemove', function (e) {
var offset = self.image.offset();
console.log(offset);
var x = (e.pageX - offset.left) / self.currentscale,
y = (e.pageY - offset.top) / self.currentscale;
if(self.running) {
self.mouseLocation.x += (x - self.mouseLocation.x) * self.mouse_coord_weight;
self.mouseLocation.y += (y - self.mouseLocation.y) * self.mouse_coord_weight;
} else {
self.mouseLocation.x = x;
self.mouseLocation.y = y;
}
});
I am trying to learn how to make a div in an HTML page draggable by pure JavaScript not by using external library so I tried some of mine techniques but I failed to make it a proper draggable object. I am sure I'm missing something important in my code so I want to know what is the basic idea behind draggable object. I was trying to achieve it by setting some startX and startY position and making the Div position absolute and setting the left and top of div by css as
p.style.left = (e.clientX-startX) + 'px';
p.style.top = (e.clientY-startY) + 'px';
// where p is the element i am trying to make draggable
You should not forget to save p's initial position and add it each time to make sure you're doing relative calculations. Currently, you assume p is always at position (0, 0) when starting dragging.
Secondly, cancelling the selectstart event makes for no ugly selection being created when dragging.
I updated your code a bit to this effect: http://jsfiddle.net/rLegF/1/.
var p = document.getElementById("p"),
startX, startY,
origX, origY,
down = false;
document.documentElement.onselectstart = function() {
return false; // prevent selections
};
p.onmousedown = function(e) {
startX = e.clientX;
startY = e.clientY;
origX = p.offsetLeft;
origY = p.offsetTop;
down = true;
};
document.documentElement.onmouseup = function() {
// releasing the mouse anywhere to stop dragging
down = false;
};
document.documentElement.onmousemove = function(e) {
// don't do anything if not dragging
if(!down) return;
p.style.left = (e.clientX - startX) + origX + 'px';
p.style.top = (e.clientY - startY) + origY + 'px';
};
Edit: You could also combine startX and origX since you're basically always doing - startX + origX: http://jsfiddle.net/rLegF/2/.
What you're then doing is calculating the mouse position with respect to the top left-hand corner of the element, and then set the position to the new mouse position minus that old mouse position. Perhaps it's a little more intuitive that way.
I cleaned up some more as well.
This question already has answers here:
How do I get the coordinates of a mouse click on a canvas element? [duplicate]
(22 answers)
Closed 3 years ago.
Is there a way to get the location mouse inside a <canvas> tag? I want the location relative to to the upper right corner of the <canvas>, not the entire page.
The accepted answer will not work every time. If you don't use relative position the attributes offsetX and offsetY can be misleading.
You should use the function: canvas.getBoundingClientRect() from the canvas API.
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
canvas.addEventListener('mousemove', function(evt) {
var mousePos = getMousePos(canvas, evt);
console.log('Mouse position: ' + mousePos.x + ',' + mousePos.y);
}, false);
Easiest way is probably to add a onmousemove event listener to the canvas element, and then you can get the coordinates relative to the canvas from the event itself.
This is trivial to accomplish if you only need to support specific browsers, but there are differences between f.ex. Opera and Firefox.
Something like this should work for those two:
function mouseMove(e)
{
var mouseX, mouseY;
if(e.offsetX) {
mouseX = e.offsetX;
mouseY = e.offsetY;
}
else if(e.layerX) {
mouseX = e.layerX;
mouseY = e.layerY;
}
/* do something with mouseX/mouseY */
}
Also note that you'll need CSS:
position: relative;
set to your canvas tag, in order to get the relative mouse position inside the canvas.
And the offset changes if there's a border
I'll share the most bulletproof mouse code that I have created thus far. It works on all browsers will all manner of padding, margin, border, and add-ons (like the stumbleupon top bar)
// Creates an object with x and y defined,
// set to the mouse position relative to the state's canvas
// If you wanna be super-correct this can be tricky,
// we have to worry about padding and borders
// takes an event and a reference to the canvas
function getMouse = function(e, canvas) {
var element = canvas, offsetX = 0, offsetY = 0, mx, my;
// Compute the total offset. It's possible to cache this if you want
if (element.offsetParent !== undefined) {
do {
offsetX += element.offsetLeft;
offsetY += element.offsetTop;
} while ((element = element.offsetParent));
}
// Add padding and border style widths to offset
// Also add the <html> offsets in case there's a position:fixed bar (like the stumbleupon bar)
// This part is not strictly necessary, it depends on your styling
offsetX += stylePaddingLeft + styleBorderLeft + htmlLeft;
offsetY += stylePaddingTop + styleBorderTop + htmlTop;
mx = e.pageX - offsetX;
my = e.pageY - offsetY;
// We return a simple javascript object with x and y defined
return {x: mx, y: my};
}
You'll notice that I use some (optional) variables that are undefined in the function. They are:
stylePaddingLeft = parseInt(document.defaultView.getComputedStyle(canvas, null)['paddingLeft'], 10) || 0;
stylePaddingTop = parseInt(document.defaultView.getComputedStyle(canvas, null)['paddingTop'], 10) || 0;
styleBorderLeft = parseInt(document.defaultView.getComputedStyle(canvas, null)['borderLeftWidth'], 10) || 0;
styleBorderTop = parseInt(document.defaultView.getComputedStyle(canvas, null)['borderTopWidth'], 10) || 0;
// Some pages have fixed-position bars (like the stumbleupon bar) at the top or left of the page
// They will mess up mouse coordinates and this fixes that
var html = document.body.parentNode;
htmlTop = html.offsetTop;
htmlLeft = html.offsetLeft;
I'd recommend only computing those once, which is why they are not in the getMouse function.
For mouse position, I usually use jQuery since it normalizes some of the event attributes.
function getPosition(e) {
//this section is from http://www.quirksmode.org/js/events_properties.html
var targ;
if (!e)
e = window.event;
if (e.target)
targ = e.target;
else if (e.srcElement)
targ = e.srcElement;
if (targ.nodeType == 3) // defeat Safari bug
targ = targ.parentNode;
// jQuery normalizes the pageX and pageY
// pageX,Y are the mouse positions relative to the document
// offset() returns the position of the element relative to the document
var x = e.pageX - $(targ).offset().left;
var y = e.pageY - $(targ).offset().top;
return {"x": x, "y": y};
};
// now just make sure you use this with jQuery
// obviously you can use other events other than click
$(elm).click(function(event) {
// jQuery would normalize the event
position = getPosition(event);
//now you can use the x and y positions
alert("X: " + position.x + " Y: " + position.y);
});
This works for me in all the browsers.
EDIT:
I copied the code from one of my classes I was using, so the jQuery call to this.canvas was wrong. The updated function figures out which DOM element (targ) caused the event and then uses that element's offset to figure out the correct position.
GEE is an endlessly helpful library for smoothing out troubles with canvas, including mouse location.
Simple approach using mouse event and canvas properties:
JSFiddle demo of functionality http://jsfiddle.net/Dwqy7/5/
(Note: borders are not accounted for, resulting in off-by-one):
Add a mouse event to your canvas
canvas.addEventListener("mousemove", mouseMoved);
Adjust event.clientX and event.clientY based on:
canvas.offsetLeft
window.pageXOffset
window.pageYOffset
canvas.offsetTop
Thus:
canvasMouseX = event.clientX - (canvas.offsetLeft - window.pageXOffset);
canvasMouseY = event.clientY - (canvas.offsetTop - window.pageYOffset);
The original question asked for coordinates from the upper right (second function).
These functions will need to be within a scope where they can access the canvas element.
0,0 at upper left:
function mouseMoved(event){
var canvasMouseX = event.clientX - (canvas.offsetLeft - window.pageXOffset);
var canvasMouseY = event.clientY - (canvas.offsetTop - window.pageYOffset);
}
0,0 at upper right:
function mouseMoved(event){
var canvasMouseX = canvas.width - (event.clientX - canvas.offsetLeft)- window.pageXOffset;
var canvasMouseY = event.clientY - (canvas.offsetTop - window.pageYOffset);
}
I'd use jQuery.
$(document).ready(function() {
$("#canvas_id").bind( "mousedown", function(e){ canvasClick(e); } );
}
function canvasClick( e ){
var x = e.offsetX;
var y = e.offsetY;
}
This way your canvas can be anywhere on your page, relative or absolute.
Subtract the X and Y offsets of the canvas DOM element from the mouse position to get the local position inside the canvas.