draggable without jQuery ui - javascript

How to make a element draggable without using jQuery UI?
I have this code:
<script type="text/javascript">
function show_coords(event)
{
var x=event.clientX;
var y=event.clientY;
var drag=document.getElementById('drag');
drag.style.left=x;
drag.style.top=y
}
</script>
<body style="height:100%;width:100%" onmousemove="show_coords(event)">
<p id="drag" style="position:absolute">drag me</p>
</body>
The problem is that I want to drag while the user the pressing the mouse button. I tried onmousedown but results were negative.

It will be quite easy as you get the concept.
function enableDragging(ele) {
var dragging = dragging || false, //Setup a bunch of variables
x, y, Ox, Oy,
enableDragging.z = enableDragging.z || 1,
current;
ele.onmousedown = function(ev) { //When mouse is down
current = ev.target;
dragging = true; //It is dragging time
x = ev.clientX; //Get mouse X and Y and store it
y = ev.clientY; // for later use.
Ox = current.offsetLeft; //Get element's position
Oy = current.offsetTop;
current.style.zIndex = ++enableDragging.z; //z-index thing
window.onmousemove = function(ev) {
if (dragging == true) { //when it is dragging
var Sx = ev.clientX - x + Ox, //Add the difference between
Sy = ev.clientY - y + Oy; // 2 mouse position to the
current.style.top = Sy + "px"; // element.
current.style.left = Sx + "px";
return false; //Don't care about this.
}
};
window.onmouseup = function(ev) {
dragging && (dragging = false); //Mouse up, dragging done!
}
};
}
enableDragging(document.getElementById("drag")); //draggable now!
var ele = document.getElementsByTagName("div");
for(var i = 0; i < ele.length; i++){ //Every div's is draggable
enableDragging(ele[i]); // (only when its "position"
} // is set to "absolute" or
// "relative")
http://jsfiddle.net/DerekL/NWU9G/
The reason why your code is not working is because the <div> will always follow where your cursor goes, and you are not actually dragging it. The top left corner will always follow your cursor, and this is not we wanted.
UPDATE
Now if you only want a grabber or something similar, just change this part of the script:
ele.onmousedown = function(ev) {
current = ev.target;
to
var grabber = document.createElement("div");
grabber.setAttribute("class", "grabber");
ele.appendChild(grabber);
grabber.onmousedown = function(ev) {
current = ev.target.parentNode;
Now you can only click on the grabber to start the dragging process.
http://jsfiddle.net/DerekL/NWU9G/7/

Related

unwanted behaviour after javascript mousedown event

I have made a fiddle here and I am using Chrome.
I want to drag the red dashed/dotted line on the left to the right. A new flex column is added on mouseup OR when you exceed a part of the container, depending on the number of columns already added. For now I just try to add max 5 columns.
The first "drag" works as expected
mouse down
while holding mousedown drag to right
column is added on mouseup or when exceeding some width
Now I want to repeat these steps and add another one. But now the behaviour is different:
mouse down
drag it to the right but it gets stuck
I have to release the mouse button and move to the right and get out of the function
Here is some code, I've tried some stuff with bubble true or false on the eventlisteners but no luck. Should I use other events?
var container = document.querySelector('.js-flex-container'),
containerRow = container.querySelector('.js-flex-row'),
oldX = 0,
oldY = 0,
rect = container.getBoundingClientRect(),
mouseupEvent = new MouseEvent('mouseup'),
newDiv,
colCount,
captureMouseMove = function captureMouseMove(event){
var directionX = 0,
directionY = 0;
if ((event.clientX - rect.left) > oldX) {
// "right"
newDiv.style.width = oldX + 'px';
if (oldX >= Math.round(rect.right / colCount)) {
container.dispatchEvent(mouseupEvent);
}
}
oldX = (event.clientX - rect.left);
};
container.querySelector('.js-flex-column').addEventListener('mousedown', function(event){
var colWidth = event.clientX - rect.left,
columns = container.querySelectorAll('.col');
colCount = columns.length + 1;
newDiv = document.createElement('div');
newDiv.className = 'col-x';
columns[0].parentNode.insertBefore(newDiv, columns[0]);
container.addEventListener('mousemove', captureMouseMove);
});
container.addEventListener('mouseup', function(){
console.log('mouseup');
if (typeof newDiv !== 'undefined') {
newDiv.style.width = '';
newDiv.className = 'col col-' + colCount;
container.removeEventListener('mousemove', captureMouseMove);
}
});
Chrome is doing something (funky) with the event after move.
Adding event.preventDefault() should do the trick
captureMouseMove = function captureMouseMove(event){
var directionX = 0,
directionY = 0;
if ((event.clientX - rect.left) > oldX) {
// "right"
newDiv.style.width = oldX + 'px';
if (oldX >= Math.round(rect.right / colCount)) {
container.dispatchEvent(mouseupEvent);
}
}
oldX = (event.clientX - rect.left);
event.preventDefault(); // <---
};
I would also recommend that you don't use container for mouseup events. Instead use window so releasing outside of the container doesn't cause issues. You could do the same for mousemove.

Moving div on the page and dropping if div comes in another one with native JS

There is this jsFiddle. If you open it you will see a moveable div, but I also want to add the following thing: if you move this div to 'trash', that moveable div must disappear (you put it in trash). Thanks in advance!
My code for div moving:
var selected = null, // Object of the element to be moved
x_pos = 0, y_pos = 0, // Stores x & y coordinates of the mouse pointer
x_elem = 0, y_elem = 0; // Stores top, left values (edge) of the element
// Will be called when user starts dragging an element
function _drag_init(elem) {
// Store the object of the element which needs to be moved
selected = elem;
x_elem = x_pos - selected.offsetLeft;
y_elem = y_pos - selected.offsetTop;
}
// Will be called when user dragging an element
function _move_elem(e) {
x_pos = document.all ? window.event.clientX : e.pageX;
y_pos = document.all ? window.event.clientY : e.pageY;
if (selected !== null) {
selected.style.left = (x_pos - x_elem) + 'px';
selected.style.top = (y_pos - y_elem) + 'px';
}
}
// Destroy the object when we are done
function _destroy() {
selected = null;
}
// Bind the functions...
document.getElementById('draggable-element').onmousedown = function () {
_drag_init(this);
return false;
};
document.onmousemove = _move_elem;
document.onmouseup = _destroy;
Trash the div if it has more than 50% area in trash
Find x, y co-ordinates of trash and dragged elements
Find overlapped area between them
If the area is more than half of div area , hide it
Code
function getOffset(el) {
var _x = 0;
var _y = 0;
while (el && !isNaN(el.offsetLeft) && !isNaN(el.offsetTop)) {
_x += el.offsetLeft - el.scrollLeft;
_y += el.offsetTop - el.scrollTop;
el = el.offsetParent;
}
return {
top: _y,
left: _x
};
}
function shouldTrash() {
var dragged = getOffset(document.getElementById('draggable-element'));
var x11 = dragged.left;
var x12 = dragged.left + 100;
var y11 = dragged.top;
var y12 = dragged.top + 100;
var trashed = getOffset(document.getElementById('trash'));
var x21 = trashed.left;
var x22 = x21 + 100;
var y21 = trashed.top;
var y22 = y21 + 100;
x_overlap = Math.max(0, Math.min(x12, x22) - Math.max(x11, x21));
y_overlap = Math.max(0, Math.min(y12, y22) - Math.max(y11, y21));
overlapArea = x_overlap * y_overlap;
if (overlapArea > 100 * 50) {
document.getElementById('draggable-element').style.display = 'none';
}
}
Implemented here
References :
Retrieve co-ordinates
Find overlapped area
For a working solution check my modification of your jsFiddle
In order to solve the problem, I have taken the overlap function suggested in this answer which uses Element.getBoundingClientRect()
function checkOverlap(element1, element2) {
var rect1 = element1.getBoundingClientRect();
var rect2 = element2.getBoundingClientRect();
return !(rect1.right < rect2.left ||
rect1.left > rect2.right ||
rect1.bottom < rect2.top ||
rect1.top > rect2.bottom)
}
// Destroy the object when we are done
function _destroy() {
// check if an element is currently selected
if (selected) {
// check if the selected item overlaps the trash element
if (checkOverlap(selected, document.getElementById('trash'))) {
// remove the selected item from the DOM
selected.parentElement.removeChild(selected);
}
}
selected = null;
}
Here is a quick (not full) implementation of what you asked.
https://jsfiddle.net/dimshik/posm3cwk/4/
I created an function isInTrash(element) that gets an element and returns true if it is in the trash.
The check i did was if the mouse pointer that holds the draggable element is located inside the trash area.
You should also add some kind of a feedback to the user when the element is overlapping the trash while dragging.
you can call the isInTrash function inside your function _move_elem(e) and change the color for example of the draggable element.
Here is the additional functionality of the feedback
https://jsfiddle.net/dimshik/posm3cwk/5/

Handling "mousedown" event on different object

I am trying to change the length of two bars (div) by mouse dragging (extending one example in eloquetjavascript book chapter 14, which involves changing the length of one bar by dragging the mouse.) The intended behavior is clicking on any bar, moving the mouse when holding the left mouse key would change the length of that bar.
Here is my implementation (also available on JSfiddle)
<script>
var lastX; // Tracks the last observed mouse X position
var rect1 = document.getElementById("bar1");
var rect2 = document.getElementById("bar2");
rect1.addEventListener("mousedown", function(){watchmousedown(rect1)});
rect2.addEventListener("mousedown", function(){watchmousedown(rect2)});
function watchmousedown(rec) {
if (event.which == 1) {
lastX = event.pageX;
addEventListener("mousemove",function(){moved(rec)});
event.preventDefault(); // Prevent selection
} else {
removeEventListener("mousedown", watchmousedown)}
}
function moved(rec) {
if (event.which != 1) {
removeEventListener("mousemove", moved);
} else {
var dist = event.pageX - lastX;
var newWidth = Math.max(10, rec.offsetWidth + dist);
rec.style.width = newWidth + "px";
lastX = event.pageX;
}
}
</script>
The problem is I can only change the length of the bar where the first mouse click event happened. I assume I didn't handle the mousedown event correctly (probably need a reset some how).
I am new to javascript, help on programming style is also appreciated.
Thanks!
Add rec. to addEventListener("mousemove", function () { so that the event listener is bound to the rec you clicked on instead of to the window.
function watchmousedown(rec) {
if (event.which == 1) {
lastX = event.pageX;
rec.addEventListener("mousemove", function () {
moved(rec)
});
event.preventDefault(); // Prevent selection
} else {
rec.removeEventListener("mousedown", watchmousedown)
}
}
Edit: I there are some event handlers not being cleaned up properly. I don't know if this would be my final code, but this is closer to how I would do it:
var lastX; // Tracks the last observed mouse X position
var rect1 = document.getElementById("bar1");
var rect2 = document.getElementById("bar2");
var moveRect1 = function () {
console.log(arguments);
moved(rect1)
};
var moveRect2 = function() {
console.log(arguments);
moved(rect2);
}
var watchRect1 = function () {
console.log(arguments);
watchmousedown(moveRect1)
};
var watchRect2 = function () {
console.log(arguments);
watchmousedown(moveRect2)
};
rect1.addEventListener("mousedown", watchRect1);
rect2.addEventListener("mousedown", watchRect2);
window.addEventListener("mouseup", function() {
removeEventListener("mousemove", moveRect1);
removeEventListener("mousemove", moveRect2);
});
function watchmousedown(moverec) {
if (event.which == 1) {
lastX = event.pageX;
addEventListener("mousemove", moverec);
event.preventDefault(); // Prevent selection
}
}
function moved(rec) {
if (event.which == 1) {
var dist = event.pageX - lastX;
var newWidth = Math.max(10, rec.offsetWidth + dist);
rec.style.width = newWidth + "px";
lastX = event.pageX;
}
}
Edit: removed a line that didn't do anything

Pan Svg While dragging elements

I want to achieve 'Panning' in svg while 'dragging' an element in particular direction.
Let say i select an element and start 'dragging' it upward untill it reached top of screen, now my svg should pan upwards automatically, without causing any problem with dragging. how i can achieve this.?
i have made a small mockup of this, where user can select and drag elements. it also contain two button, which cause svg to pan upward and downward. I am achiveing 'Panning' by changing 'ViewBox' of svg. ( i have to use this logic, i cannot use any other solution);
here is the fiddle link : http://jsfiddle.net/9J25r/
Complete Code:-
addEventListener('mousedown', mousedown, false);
var mx, my;
var dx, dy;
var mainsvg = document.getElementById('svg');
var selectedElement;
var eleTx, eleTy;
function getSvgCordinates(event) {
var m = mainsvg.getScreenCTM();
var p = mainsvg.createSVGPoint();
var x, y;
x = event.pageX;
y = event.pageY;
p.x = x;
p.y = y;
p = p.matrixTransform(m.inverse());
x = p.x;
y = p.y;
x = parseFloat(x.toFixed(3));
y = parseFloat(y.toFixed(3));
return {x: x, y: y};
}
function mousedown(event) {
if (event.target.id === 'arrow_t') {
panning('up');
}
else if (event.target.id === 'arrow_b') {
panning('down');
}
else if (event.target.id.split('_')[0] === 'rect') {
selectedElement = event.target;
var translatexy = selectedElement.getAttribute('transform');
translatexy = translatexy.split('(');
translatexy = translatexy[1].split(',');
eleTx = translatexy[0];
translatexy = translatexy[1].split(')');
eleTy = translatexy[0];
eleTx = parseFloat(eleTx);
eleTy = parseFloat(eleTy);
var xy = getSvgCordinates(event);
mx = xy.x;
my = xy.y;
mx = parseFloat(mx);
my = parseFloat(my);
addEventListener('mousemove', drag, false);
addEventListener('mouseup', mouseup, false);
}
}
function drag(event) {
var xy = getSvgCordinates(event);
dx = xy.x - mx;
dy = xy.y - my;
selectedElement.setAttribute('transform', 'translate(' + (eleTx + dx) + ',' + (eleTy + dy) + ')');
}
function mouseup(event) {
removeEventListener('mousemove', drag, false);
removeEventListener('mouseup', mouseup, false);
}
function panning(direction) {
var viewBox = svg.getAttribute('viewBox');
viewBox = viewBox.split(' ');
var y = parseFloat(viewBox[1]);
if (direction === 'up')
{
y+=5;
}
else if (direction === 'down')
{
y-=5;
}
viewBox=viewBox[0]+' '+y+' '+viewBox[2]+' '+viewBox[3];
svg.setAttribute('viewBox',viewBox);
}
here is the fiddle link : http://jsfiddle.net/9J25r/
EDIT:- (UPDATE)
I use the solution of Ian , it works well on the sample, but when i applied it to my original application, it did not work. check the below gif. You can see the 'gap' between mouse pointer and element. how i can remove that? .
This is one way, I've just done it with the Y/vertical for the moment...
You may want to adjust it, so that if the cursor is off the screen it adjusts the viewBox automatically as well, depends how you want it to drag (otherwise you will need to keep wiggling it to kick the drag func in).
var viewBox = svg.getAttribute('viewBox');
viewBoxSplit = viewBox.split(' ');
if( ely < viewBoxSplit[1] ) {
panning('down');
} else if( ely + +event.target.getAttribute('height')> +viewBoxSplit[1] + 300 ) {
panning('up');
}
jsfiddle here

Create a draggable div in native javascript [duplicate]

This question already has answers here:
Moveable/draggable <div>
(9 answers)
Closed 5 years ago.
I want to create a movable/draggable div in native javascript without using jquery and libraries. Is there a tutorial or anythign?
OK, here's my personal code that I use for lightweight deployments (projects where using a library is either not allowed or overkill for some reason). First thing first, I always use this convenience function so that I can pass either an id or the actual dom element:
function get (el) {
if (typeof el == 'string') return document.getElementById(el);
return el;
}
As a bonus, get() is shorter to type than document.getElementById() and my code ends up shorter.
Second realize that what most libraries are doing is cross-browser compatibility. If all browsers behave the same the code is fairly trivial. So lets write some cross-browser functions to get mouse position:
function mouseX (e) {
if (e.pageX) {
return e.pageX;
}
if (e.clientX) {
return e.clientX + (document.documentElement.scrollLeft ?
document.documentElement.scrollLeft :
document.body.scrollLeft);
}
return null;
}
function mouseY (e) {
if (e.pageY) {
return e.pageY;
}
if (e.clientY) {
return e.clientY + (document.documentElement.scrollTop ?
document.documentElement.scrollTop :
document.body.scrollTop);
}
return null;
}
OK, the two functions above are identical. There're certainly better ways to write them but I'm keeping it (relatively) simple for now.
Now we can write the drag and drop code. The thing I like about this code is that everything's captured in a single closure so there are no global variables or helper functions littering the browser. Also, the code separates the drag handle from the object being dragged. This is useful for creating dialog boxes etc. But if not needed, you can always assign them the same object. Anyway, here's the code:
function dragable (clickEl,dragEl) {
var p = get(clickEl);
var t = get(dragEl);
var drag = false;
offsetX = 0;
offsetY = 0;
var mousemoveTemp = null;
if (t) {
var move = function (x,y) {
t.style.left = (parseInt(t.style.left)+x) + "px";
t.style.top = (parseInt(t.style.top) +y) + "px";
}
var mouseMoveHandler = function (e) {
e = e || window.event;
if(!drag){return true};
var x = mouseX(e);
var y = mouseY(e);
if (x != offsetX || y != offsetY) {
move(x-offsetX,y-offsetY);
offsetX = x;
offsetY = y;
}
return false;
}
var start_drag = function (e) {
e = e || window.event;
offsetX=mouseX(e);
offsetY=mouseY(e);
drag=true; // basically we're using this to detect dragging
// save any previous mousemove event handler:
if (document.body.onmousemove) {
mousemoveTemp = document.body.onmousemove;
}
document.body.onmousemove = mouseMoveHandler;
return false;
}
var stop_drag = function () {
drag=false;
// restore previous mousemove event handler if necessary:
if (mousemoveTemp) {
document.body.onmousemove = mousemoveTemp;
mousemoveTemp = null;
}
return false;
}
p.onmousedown = start_drag;
p.onmouseup = stop_drag;
}
}
There is a reason for the slightly convoluted offsetX/offsetY calculations. If you notice, it's just taking the difference between mouse positions and adding them back to the position of the div being dragged. Why not just use the mouse positions? Well, if you do that the div will jump to the mouse pointer when you click on it. Which is a behavior I did not want.
You can try this
HTML
<div id="one" style="height:50px; width:50px; border:1px solid #ccc; background:red;">
</div>
Js Script for draggable div
window.onload = function(){
draggable('one');
};
var dragObj = null;
function draggable(id)
{
var obj = document.getElementById(id);
obj.style.position = "absolute";
obj.onmousedown = function(){
dragObj = obj;
}
}
document.onmouseup = function(e){
dragObj = null;
};
document.onmousemove = function(e){
var x = e.pageX;
var y = e.pageY;
if(dragObj == null)
return;
dragObj.style.left = x +"px";
dragObj.style.top= y +"px";
};
Check this Demo
This code corrects the position of the mouse (so the dragged object doesn't jump when you start dragging) and works with touch screens/phones as well
var dragObj = null; //object to be moved
var xOffset = 0; //used to prevent dragged object jumping to mouse location
var yOffset = 0;
window.onload = function()
{
document.getElementById("menuBar").addEventListener("mousedown", startDrag, true);
document.getElementById("menuBar").addEventListener("touchstart", startDrag, true);
document.onmouseup = stopDrag;
document.ontouchend = stopDrag;
}
function startDrag(e)
/*sets offset parameters and starts listening for mouse-move*/
{
e.preventDefault();
e.stopPropagation();
dragObj = e.target;
dragObj.style.position = "absolute";
var rect = dragObj.getBoundingClientRect();
if(e.type=="mousedown")
{
xOffset = e.clientX - rect.left; //clientX and getBoundingClientRect() both use viewable area adjusted when scrolling aka 'viewport'
yOffset = e.clientY - rect.top;
window.addEventListener('mousemove', dragObject, true);
}
else if(e.type=="touchstart")
{
xOffset = e.targetTouches[0].clientX - rect.left; //clientX and getBoundingClientRect() both use viewable area adjusted when scrolling aka 'viewport'
yOffset = e.targetTouches[0].clientY - rect.top;
window.addEventListener('touchmove', dragObject, true);
}
}
function dragObject(e)
/*Drag object*/
{
e.preventDefault();
e.stopPropagation();
if(dragObj == null) return; // if there is no object being dragged then do nothing
else if(e.type=="mousemove")
{
dragObj.style.left = e.clientX-xOffset +"px"; // adjust location of dragged object so doesn't jump to mouse position
dragObj.style.top = e.clientY-yOffset +"px";
}
else if(e.type=="touchmove")
{
dragObj.style.left = e.targetTouches[0].clientX-xOffset +"px"; // adjust location of dragged object so doesn't jump to mouse position
dragObj.style.top = e.targetTouches[0].clientY-yOffset +"px";
}
}
function stopDrag(e)
/*End dragging*/
{
if(dragObj)
{
dragObj = null;
window.removeEventListener('mousemove', dragObject, true);
window.removeEventListener('touchmove', dragObject, true);
}
}
div{height:400px; width:400px; border:1px solid #ccc; background:blue; cursor: pointer;}
<div id="menuBar" >A</div>
<div draggable=true ondragstart="event.dataTransfer.setData('text/plain', '12345')">
drag me
</div>
<div ondragover="return false;" ondrop="this.innerHTML=event.dataTransfer.getData('text/plain')">
drop on me
</div>

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