JavaScript drag and Snap to browser window - javascript

I want to modify the below function to be able to not just have drag bounds of the browser window, but also "snap" to it when the drag is 15px away from the bounds.
Zopim has this in their chat widget, see: http://zopim.com
(Click on the chat icon on the bottom right corner and start dragging the widget to the end of your browser window)
My current function is here: http://jsfiddle.net/N6A4q/
Code:
function enableDragging(ele) {
var dragging = dragging || false,
x, y, Ox, Oy,
current;
enableDragging.z = enableDragging.z || 1;
var grabber = ele;
grabber.onmousedown = function (ev) {
ev = ev || window.event;
var target = ev.target || ev.srcElement;
current = target.parentNode;
dragging = true;
x = ev.clientX ;
y = ev.clientY ;
Ox = current.offsetLeft;
Oy = current.offsetTop;
current.style.zIndex = ++enableDragging.z;
// cached value
var viewportWidth = viewport().width;
var viewportHeight = viewport().height;
document.onmousemove = function (ev) {
ev = ev || window.event;
if (dragging == true) {
var Sx = parseFloat(ev.clientX) - x + Ox;
var Sy = parseFloat(ev.clientY) - y + Oy;
current.style.left = Math.min(Math.max(Sx, Math.min(viewportWidth - Sx, 0)), viewportWidth - current.offsetWidth) + "px";
current.style.top = Math.min(Math.max(Sy, Math.min(viewportHeight - Sy, 0)), viewportHeight - current.offsetHeight) + "px";
}
}
document.onselectstart = function () {
return false;
};
document.onmouseup = function (ev) {
ev = ev || window.event;
dragging && (dragging = false);
if (ev.preventDefault) {
ev.preventDefault();
}
}
document.body.style.MozUserSelect = "none";
document.body.style.cursor = "default";
return false;
};
}
function viewport() {
var e = window
, a = 'inner';
if ( !( 'innerWidth' in window ) ) {
a = 'client';
e = document.documentElement || document.body;
}
return { width : e[ a+'Width' ] , height : e[ a+'Height' ] }
}
How could i make this snap the the bounds of the window in the same way?
Any ideas?

Related

drag and drop with accurate drop position

I am using this W3school drag and drop API but i want it to drop on the specific position the cursor left of, instead it is always going to the top right. I have tried this code but i dont know if i am doing it right
var dragObj, count=0;
function set_drag_drop(obj)
{
if(count>0){
obj.adx = 10;
obj.ady = 10 + (count*100)
}else{
obj.adx = 0;
obj.ady = 0;
}
count++;
obj.onmousedown = function(e)
{
var rect = obj.getBoundingClientRect();
obj.dx = rect.left - e.clientX;
obj.dy = rect.top - e.clientY;
obj.isDown = true;
dragObj = this;
}
obj.onmouseup = function(e)
{
obj.isDown = false;
}
document.onmousemove = function(e)
{
if(dragObj && dragObj.isDown)
{
dragObj.style.left = e.pageX -dragObj.adx+ dragObj.dx +"px";
dragObj.style.top = e.pageY -dragObj.ady+ dragObj.dy + "px";
}
}
}
set_drag_drop(document.getElementById("obj1"));
check it out here

Prevent Click Event When Dragging Using Mouseup/Down

I'm using a mousedown/mouseup solution for click and drag navigation but if hovering over a link and dragging it fires the link when the click is released.
How can I disable the click function when dragging?
Here's what I've got:
jQuery(document).ready(function($) {
$(".main-container").mousedown(function(e) {
e.preventDefault();
down = true;
x = e.pageX;
y = e.pageY;
top = $(this).scrollTop();
left = $(this).scrollLeft();
$(event.toElement).one('click', function(e) {
});
});
$("body").mousemove(function(e) {
if (down) {
var newX = e.pageX;
var newY = e.pageY;
//console.log(y+", "+newY+", "+top+", "+(top+(newY-y)));
$(".main-container").scrollTop(top - newY + y);
$(".main-container").scrollLeft(left - newX + x);
}
});
$("body").mouseup(function(e) {
down = false;
$(event.toElement).one('click', function(e) {
});
});
});
Thanks
This seems to do the trick:
jQuery(document).ready(function($) {
var x, y, top, left, down;
$(".main-container").mousedown(function(e) {
e.preventDefault();
down = true;
x = e.pageX;
y = e.pageY;
top = $(this).scrollTop();
left = $(this).scrollLeft();
timestamp = new Date().getTime();
});
$("body").mousemove(function(e) {
if (down) {
var newX = e.pageX;
var newY = e.pageY;
$(".main-container").scrollTop(top - newY + y);
$(".main-container").scrollLeft(left - newX + x);
}
});
$("body").mouseup(function(e) {
down = false;
});
$(".main-container").click(function(event) {
var interval = 350;
var timestamp2 = new Date().getTime();
if ((timestamp2 - timestamp) > interval) {
return false;
}
});
});

Simple drag and drop code

Im struggling with seemingly a simple javascript exercise, writing a vanilla drag and drop. I think Im making a mistake with my 'addeventlisteners', here is the code:
var ele = document.getElementsByClassName ("target")[0];
var stateMouseDown = false;
//ele.onmousedown = eleMouseDown;
ele.addEventListener ("onmousedown" , eleMouseDown , false);
function eleMouseDown () {
stateMouseDown = true;
document.addEventListener ("onmousemove" , eleMouseMove , false);
}
function eleMouseMove (ev) {
do {
var pX = ev.pageX;
var pY = ev.pageY;
ele.style.left = pX + "px";
ele.style.top = pY + "px";
document.addEventListener ("onmouseup" , eleMouseUp , false);
} while (stateMouseDown === true);
}
function eleMouseUp () {
stateMouseDown = false;
document.removeEventListener ("onmousemove" , eleMouseMove , false);
document.removeEventListener ("onmouseup" , eleMouseUp , false);
}
Here's a jsfiddle with it working: http://jsfiddle.net/fpb7j/1/
There were 2 main issues, first being the use of onmousedown, onmousemove and onmouseup. I believe those are only to be used with attached events:
document.body.attachEvent('onmousemove',drag);
while mousedown, mousemove and mouseup are for event listeners:
document.body.addEventListener('mousemove',drag);
The second issue was the do-while loop in the move event function. That function's being called every time the mouse moves a pixel, so the loop isn't needed:
var ele = document.getElementsByClassName ("target")[0];
ele.addEventListener ("mousedown" , eleMouseDown , false);
function eleMouseDown () {
stateMouseDown = true;
document.addEventListener ("mousemove" , eleMouseMove , false);
}
function eleMouseMove (ev) {
var pX = ev.pageX;
var pY = ev.pageY;
ele.style.left = pX + "px";
ele.style.top = pY + "px";
document.addEventListener ("mouseup" , eleMouseUp , false);
}
function eleMouseUp () {
document.removeEventListener ("mousemove" , eleMouseMove , false);
document.removeEventListener ("mouseup" , eleMouseUp , false);
}
By the way, I had to make the target's position absolute for it to work.
you can try this fiddle too, http://jsfiddle.net/dennisbot/4AH5Z/
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>titulo de mi pagina</title>
<style>
#target {
width: 100px;
height: 100px;
background-color: #ffc;
border: 2px solid blue;
position: absolute;
}
</style>
<script>
window.onload = function() {
var el = document.getElementById('target');
var mover = false, x, y, posx, posy, first = true;
el.onmousedown = function() {
mover = true;
};
el.onmouseup = function() {
mover = false;
first = true;
};
el.onmousemove = function(e) {
if (mover) {
if (first) {
x = e.offsetX;
y = e.offsetY;
first = false;
}
posx = e.pageX - x;
posy = e.pageY - y;
this.style.left = posx + 'px';
this.style.top = posy + 'px';
}
};
}
</script>
</head>
<body>
<div id="target" style="left: 10px; top:20px"></div>
</body>
</html>
I've just made a simple drag.
It's a one liner usage, and it handles things like the offset of the mouse to the top left corner of the element, onDrag/onStop callbacks, and SVG elements dragging
Here is the code.
// simple drag
function sdrag(onDrag, onStop) {
var startX = 0;
var startY = 0;
var el = this;
var dragging = false;
function move(e) {
el.style.left = (e.pageX - startX ) + 'px';
el.style.top = (e.pageY - startY ) + 'px';
onDrag && onDrag(el, e.pageX, startX, e.pageY, startY);
}
function startDragging(e) {
if (e.currentTarget instanceof HTMLElement || e.currentTarget instanceof SVGElement) {
dragging = true;
var left = el.style.left ? parseInt(el.style.left) : 0;
var top = el.style.top ? parseInt(el.style.top) : 0;
startX = e.pageX - left;
startY = e.pageY - top;
window.addEventListener('mousemove', move);
}
else {
throw new Error("Your target must be an html element");
}
}
this.addEventListener('mousedown', startDragging);
window.addEventListener('mouseup', function (e) {
if (true === dragging) {
dragging = false;
window.removeEventListener('mousemove', move);
onStop && onStop(el, e.pageX, startX, e.pageY, startY);
}
});
}
Element.prototype.sdrag = sdrag;
and to use it:
document.getElementById('my_target').sdrag();
You can also use onDrag and onStop callbacks:
document.getElementById('my_target').sdrag(onDrag, onStop);
Check my repo here for more details:
https://github.com/lingtalfi/simpledrag
this is how I do it
var MOVE = {
startX: undefined,
startY: undefined,
item: null
};
function contentDiv(color, width, height) {
var result = document.createElement('div');
result.style.width = width + 'px';
result.style.height = height + 'px';
result.style.backgroundColor = color;
return result;
}
function movable(content) {
var outer = document.createElement('div');
var inner = document.createElement('div');
outer.style.position = 'relative';
inner.style.position = 'relative';
inner.style.cursor = 'move';
inner.style.zIndex = 1000;
outer.appendChild(inner);
inner.appendChild(content);
inner.addEventListener('mousedown', function(evt) {
MOVE.item = this;
MOVE.startX = evt.pageX;
MOVE.startY = evt.pageY;
})
return outer;
}
function bodyOnload() {
document.getElementById('td1').appendChild(movable(contentDiv('blue', 100, 100)));
document.getElementById('td2').appendChild(movable(contentDiv('red', 100, 100)));
document.addEventListener('mousemove', function(evt) {
if (!MOVE.item) return;
if (evt.which!==1){ return; }
var dx = evt.pageX - MOVE.startX;
var dy = evt.pageY - MOVE.startY;
MOVE.item.parentElement.style.left = dx + 'px';
MOVE.item.parentElement.style.top = dy + 'px';
});
document.addEventListener('mouseup', function(evt) {
if (!MOVE.item) return;
var dx = evt.pageX - MOVE.startX;
var dy = evt.pageY - MOVE.startY;
var sty = MOVE.item.style;
sty.left = (parseFloat(sty.left) || 0) + dx + 'px';
sty.top = (parseFloat(sty.top) || 0) + dy + 'px';
MOVE.item.parentElement.style.left = '';
MOVE.item.parentElement.style.top = '';
MOVE.item = null;
MOVE.startX = undefined;
MOVE.startY = undefined;
});
}
bodyOnload();
table {
user-select: none
}
<table>
<tr>
<td id='td1'></td>
<td id='td2'></td>
</tr>
</table>
While dragging, the left and right of the style of the parentElement of the dragged element are continuously updated. Then, on mouseup (='drop'), "the changes are committed", so to speak; we add the (horizontal and vertical) position changes (i.e., left and top) of the parent to the position of the element itself, and we clear left/top of the parent again. This way, we only need JavaScript variables for pageX, pageY (mouse position at drag start), while concerning the element position at drag start, we don't need JavaScript variables for that (just keeping that information in the DOM).
If you're dealing with SVG elements, you can use the same parent/child/commit technique. Just use two nested g, and use transform=translate(dx,dy) instead of style.left=dx, style.top=dy

Drag all Divs. "this"

I have this code for DnD an element. It works for an especific element. However I wanna make it work for all divs. I can't reference "this.id" to the move function. I don't what is missing to make it work.
window.addEventListener('load', init, false);
function init(){
//just one element
/* box = document.getElementById('div1');
box.addEventListener('mousedown', startMoving, false);
box.addEventListener('mouseup', stopMoving, false);*/
//all element?
box = document.getElementsByTagName('div');
for (i=0;i<box.length;i++) {
box[i].addEventListener('mousedown', startMoving, false);
box[i].addEventListener('mouseup', stopMoving, false);
}
}
function startMoving(evt){
evt = evt || window.event;
var posX = evt.clientX,
posY = evt.clientY,
a = document.getElementById(this.id);
divTop = parseInt(a.style.top),
divLeft = parseInt(a.style.left);
var diffX = posX - divLeft,
diffY = posY - divTop;
document.onmousemove = function(evt){
evt = evt || window.event;
var posX = evt.clientX,
posY = evt.clientY,
aX = posX - diffX,
aY = posY - diffY;
move(this.id,aX,aY);
}
}
function stopMoving(){
document.onmousemove = function(){}
}
function move(divid,newX,newY){
var a = document.getElementById(divid);
a.style.left = newX + 'px';
a.style.top = newY + 'px';
}
Is there a better way to make this?

Slow down dragging speed?

I am using the following function to drag a div:
function enableDragging(ele, ell) {
var dragging = dragging || false,
x, y, Ox, Oy,
current;
enableDragging.z = enableDragging.z || 1;
var grabber = document.getElementById(ell);
grabber.onmousedown = function (ev) {
ev = ev || window.event;
var target = ev.target || ev.srcElement;
current = target.parentNode;
dragging = true;
x = ev.clientX + 2;
y = ev.clientY + 2;
Ox = current.offsetLeft;
Oy = current.offsetTop;
current.style.zIndex = ++enableDragging.z;
var viewportWidth = viewport().width;
var viewportHeight = viewport().height;
document.onmousemove = function (ev) {
ev = ev || window.event;
if (dragging == true) {
var Sx = parseFloat(ev.clientX) - x + Ox;
var Sy = parseFloat(ev.clientY) - y + Oy;
current.style.left = Math.min(Math.max(Sx, Math.min(viewport().width - Sx, 0)), viewportWidth - current.offsetWidth) + "px";
current.style.top = Math.min(Math.max(Sy, Math.min(viewport().height - Sy, 0)), viewportHeight - current.offsetHeight) + "px";
}
}
document.onselectstart = function () {
return false;
};
document.onmouseup = function (ev) {
ev = ev || window.event;
dragging && (dragging = false);
if (ev.preventDefault) {
ev.preventDefault();
}
}
document.body.style.MozUserSelect = "none";
document.body.style.cursor = "default";
return false;
};
}
function viewport() {
var e = window
, a = 'inner';
if ( !( 'innerWidth' in window ) ) {
a = 'client';
e = document.documentElement || document.body;
}
return { width : e[ a+'Width' ] , height : e[ a+'Height' ] }
}
This is how i start the drag:
var ele = document.getElementById("snapifyWrapper");
enableDragging(ele, 'hndl');
Im trying to figure out how i can make the drag slower? Basically i want to slow down the speed at which the div is being dragged
In your document.onmousemove() function, maybe check that Sx and Sy are different enough from x and y before moving the current object?
So specify a threshold and compare with that prior to moving the object.
// need to have displacement of 10px before moving the object
var threshold = 10;
var getAbs = Math.abs; // local reference to Math.abs() function
document.onmousemove = function (ev) {
ev = ev || window.event;
if (dragging == true) {
var Sx = parseFloat(ev.clientX) - x + Ox;
var Sy = parseFloat(ev.clientY) - y + Oy;
if (getAbs(Sx) > threshold || getAabs(Sy) > threshold) {
// move it
current.style.left = Math.min(Math.max(Sx, Math.min(viewport().width - Sx, 0)), viewportWidth - current.offsetWidth) + "px";
current.style.top = Math.min(Math.max(Sy, Math.min(viewport().height - Sy, 0)), viewportHeight - current.offsetHeight) + "px";
}
}
}
You may also add a timer to specify how long before mousemove should record the coordinates.

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