I am loading an svg into Fabric which has child elements. I'm grouping them using groupSVGElements().
I need to be able select each child element - that is an onclick event that allows me to select a child object.
I've thrown together this fiddle http://jsfiddle.net/AnQW5/2/
Although I can list out the child objects of the group via getObjects, theres no way that I can see to determine which object was clicked. So :
canvas.observe('object:selected', function(e) {
console.log(e.target.getObjects());
// ???
});
Any ideas?
You can use
canvas.add.apply instead groupSVGElements, so you can :
have each element to manipulate
var shapesSvg = '<?xml version="1.0" encoding="UTF-8" standalone="no"?><svg version="1.1" xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg" width="320" height="240" viewBox="0 0 320 240"><rect id="rect" x="5" y="50" width="100" height="100" style="fill: rgb(255,0,0);"></rect> <circle id="circle" cx="165" cy="100" r="50" style="fill: rgb(0,255,0);"/></svg>';
var canvas = new fabric.Canvas('canvas');
canvas.setHeight($(window).height());
canvas.setWidth($(window).width());
fabric.loadSVGFromString(shapesSvg, function(objects, options) {
canvas.add.apply(canvas, objects);
canvas.renderAll();
});
html,
body {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
}
<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/1.5.0/fabric.min.js"></script>
<canvas id="canvas"></canvas>
Description
The following code detects any object on the screen by it's color, not the best thought.
Code
var $canvas = {
activePaths: []
};
// Bind to `onMouseDown` event.
function onMouseDown = function (options) {
var mousePos = canvas.getPointer(options.e);
mousePos.x = parseInt(mousePos.x);
mousePos.y = parseInt(mousePos.y);
var width = canvas.getWidth();
var height = canvas.getHeight();
var pixels = canvas.getContext().getImageData(0, 0, width, height);
var pixel = (mousePos.x + mousePos.y * pixels.width) * 4;
var activePathsColor = new fabric['Color']('rgb(' + pixels.data[pixel] + ',' + pixels.data[pixel + 1] + ',' + pixels.data[pixel + 2] + ')');
var colorHex = '#' + activePathsColor.toHex().toLowerCase();
var activeObject = canvas.getActiveObject();
var activePath = [];
// Check if active objects are type of `group`, if so push the selected path.
if(activeObject.type == 'group') {
for (var i = 0; i < activeObject.getObjects().length; i++) {
var path = activeObject.getObjects()[i];
if (path.getFill().toLowerCase() == colorHex) {
$canvas.activePaths.push(path);
}
}
}
}
References
Events: http://fabricjs.com/events/
Related
I am trying to have an svg with internal javascript, see here <"https://jsfiddle.net/melvinT/boaus7k1/76/">jsfiddle of svg draggable triangle path it is three circles that drag a triangle. But there is just a bit that stubbornly stop working when I move it into the svg, and I can not figure out why?
The section that mysteriously stops moving when I drag it into the svg is the following (it is at the end) Why? How can I move it into the svg?
var elements = [p1, p2, p3,];
for (i = 0; i < elements.length; i++) {
elements[i].addEventListener('mousedown', onMouseDown);
}
If you put the script element at the bottom of your SVG then it should work because then it will run after the circle elements have been loaded.
<svg id="figure1" width="500" height="500">
<style>
#figure1 {
border: 1px solid blue;
}
</style>
<path d="M170 150 20 110 250 60 z" stroke="pink" fill="none" id="controlPath"/>
<circle cx="170" cy="150" r="8" id="p1" fill="red" style="cursor: move;"/>
<circle cx="20" cy="110" r="8" id="p2" fill="black" style="cursor: move;"/>
<circle cx="250" cy="60" r="8" id="p3" fill="lightgrey" style="cursor: move;"/>
<script type="text/javascript">
<![CDATA[
var svg = document.getElementById('figure1');
svg.addEventListener('mousemove', onMouseMove);
svg.addEventListener('mouseup', onMouseUp);
var controlPath = document.getElementById('controlPath');
var dragElem = null;
var p1 = document.getElementById('p1');
var p2 = document.getElementById('p2');
var p3 = document.getElementById('p3');
var elements = [p1, p2, p3,];
for (i = 0; i < elements.length; i++) {
elements[i].addEventListener('mousedown', onMouseDown);
}
function onMouseMove(ev) {
var p;
if (!dragElem) {
return;
}
p = getClientPointInSVG(ev);
dragElem.setAttribute('cx', p.x - mouseOffsetX);
dragElem.setAttribute('cy', p.y - mouseOffsetY);
controlPath.setAttribute('d',
'M' + p1.getAttribute('cx') + ' ' + p1.getAttribute('cy') +
' ' + p2.getAttribute('cx') + ' ' + p2.getAttribute('cy') +
' ' + p3.getAttribute('cx') + ' ' + p3.getAttribute('cy') +
' ' + 'z' );
}
function onMouseDown(ev) {
var p;
dragElem = ev.target;
p = getClientPointInSVG(ev);
mouseOffsetX = p.x - dragElem.getAttribute('cx');
mouseOffsetY = p.y - dragElem.getAttribute('cy');
}
function getClientPointInSVG(ev) {
var p, m;
p = svg.createSVGPoint();
p.x = ev.clientX;
p.y = ev.clientY;
m = dragElem.getScreenCTM();
return p.matrixTransform(m.inverse());
}
function onMouseUp(ev) {
dragElem = null;
}
var mouseOffsetX, mouseOffsetY;
]]>
</script>
</svg>
I'm trying to place a 25px * 25px div on a certain percentage of an svg track. This is the way i'm doing it now:
getCheckpointPercent();
//Get the readers from the Json file, and add the percentage to the array.
function getCheckpointPercent(){
$.getJSON("readers.json", function (data) {
var total = 0;
var semitotal = 0;
var currentdistance = 0;
$.each(data, function (index, value) {
total = total + value['distanceToNext'];
});
console.log(total);
$.each(data, function (index, value) {
value['percent'] = semitotal / total * 100;
semitotal = semitotal + value['distanceToNext'];
});
console.log(data);
placeCheckpoints(data);
});
}
//Place the checkpoints on the track, on the spot the corresponds to their percentage
function placeCheckpoints(readers){
$.each(readers, function (index, value) {
var punt = getPointOnTrack(value['percent']);
$('#cps').append('<div class="checkpoint" id="'+index+'"></div>');
$( "#"+index ).css('left',punt.x);
$( "#"+index ).css('top',punt.y);
$( "#"+index ).css('position','absolute');
});
}
//Get coords of point on track using percentage
function getPointOnTrack(prcnt){
var track = $( '#track' );
var trackLength = document.getElementById( 'track' ).getTotalLength();
var part = trackLength * prcnt / 100;
pt = document.getElementById( 'track' ).getPointAtLength(part);
return pt;
}
With the following result:
https://imgur.com/a/bW0KuCN
As you can see it's off by some pixels. How can i place them correctly?
EDIT: SVG track:
<svg xmlns="http://www.w3.org/2000/svg" version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink"
width="100%" height="100%" viewBox="0 0 1783 903" id="svg">
<path d="M1697.17,63.491c-105.906,-119.003 -609.921,-29.945 -876.794,34.426c-164.703,39.726 -224.547,269.311 -335.753,272.609c-214.672,6.366 -258.259,-379.064 -345.329,-337.073c-178.323,85.998 -184.301,834.002 13.654,836.966c177.382,2.655 251.631,-254.971 409.655,-235.198c181.21,22.674 152.502,168.163 391.991,209.317c228.308,39.232 223.472,-183.574 312.715,-193.699c73.817,-8.375 276.248,275.455 417.573,244.156c130.744,-28.956 112.095,-279.189 12.288,-326.222c-157.212,-74.083 -693.907,-55.006 -724.395,-117.798c-54.001,-111.215 464.9,-139.592 415.502,-226.446c-53.998,-94.941 428.86,-26.236 308.893,-161.038Z" stroke="#000000" stroke-width="2" fill="none" id="track"/>
</svg>
I'm not very sure that this is what you want: the div #label's position is the position of the mouse over the div #SVG The text content of the #label is the value of the x and y attributes of the point on the path.
Please read the comments in the code.
const SVG_NS = "http://www.w3.org/2000/svg";
// the total length of the path
let l = test.getTotalLength();
// the array of the points on the path
let points = [];
for (let i = 0; i < l; i += l / 4) {
// test is the id for the path
let point = test.getPointAtLength(i);
points.push(point);
}
// for every point I draw a circle
let circles = [];
for (let i = 0; i < points.length; i++) {
let o = { cx: points[i].x, cy: points[i].y, r: 30, fill: "blue" };
// create a new circle and save the circle in the circles array
circles.push(drawCircle(o, svg));
}
// a function to draw a circle
function drawCircle(o, parent) {
let circle = document.createElementNS(SVG_NS, "circle");
for (var name in o) {
if (o.hasOwnProperty(name)) {
circle.setAttributeNS(null, name, o[name]);
}
}
parent.appendChild(circle);
return circle;
}
// for each circle there is an event listener that calculate the position of the div #label
circles.forEach(c => {
c.addEventListener("mouseenter", evt => {
let x = parseInt(c.getAttribute("cx"));
let y = parseInt(c.getAttribute("cy"));
label.innerHTML = `x: ${x} <br> y: ${y}`;
let m = oMousePos(svg, evt);
label.style.cssText = `top:${m.y}px; left:${m.x}px; opacity:1`;
});
});
//when the mouse is not over the circle, the label's opacity is 0
divSVG.addEventListener("mouseover", () => {
label.style.opacity = 0;
});
// a function that gets the position of the mouse over an HTML element
function oMousePos(elmt, evt) {
var ClientRect = elmt.getBoundingClientRect();
return {
//objeto
x: Math.round(evt.clientX - ClientRect.left),
y: Math.round(evt.clientY - ClientRect.top)
};
}
path {
stroke: black;
fill:none;
}
#label {
position: absolute;
top: 0;
left: 0;
width: 50px;
height: 50px;
opacity: 0;
background:white;
pointer-events:none;
transition: all 0.5s;
}
.svg {
position: relative;
}
<div class="svg" id="divSVG">
<svg id="svg" xmlns="http://www.w3.org/2000/svg" version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink"
width="100%" height="100%" viewBox="0 0 1783 903" id="svg">
<path id="test" d="M1697.17,63.491c-105.906,-119.003 -609.921,-29.945 -876.794,34.426c-164.703,39.726 -224.547,269.311 -335.753,272.609c-214.672,6.366 -258.259,-379.064 -345.329,-337.073c-178.323,85.998 -184.301,834.002 13.654,836.966c177.382,2.655 251.631,-254.971 409.655,-235.198c181.21,22.674 152.502,168.163 391.991,209.317c228.308,39.232 223.472,-183.574 312.715,-193.699c73.817,-8.375 276.248,275.455 417.573,244.156c130.744,-28.956 112.095,-279.189 12.288,-326.222c-157.212,-74.083 -693.907,-55.006 -724.395,-117.798c-54.001,-111.215 464.9,-139.592 415.502,-226.446c-53.998,-94.941 428.86,-26.236 308.893,-161.038Z" stroke="#000000" stroke-width="2" fill="none" id="track"/>
</svg>
<div id="label" ></div>
</div>
I am on my learning curve for Javascript/SVG combo (animating and making interactive SVGs).
I wanted to create a code snippet where menu elements ("inventory") can be dragged over to the main screen ("canvas") while the originating element would remain in its place (as if one would move a copy of it off the original element).
Here I crafted the code snippet as best as I could:
http://codepen.io/cmer41k/pen/f2b5eea274cdde29b0b2dc8a2424a645
So I sort of managed to do something but its buggy:
I could deal with 1 copy and making it draggable, but then I don't know how to deal with IDs for all those spawning elements, which causes dragging issues
I fail to understand how to make it work indefinitely (so that it can spawn any amount of circles draggable to canvas)
Draggable elements in canvas often overlap and I fail to attach the listeners the way they don't overlap so that the listener on the element I am dragging would propagate "through" whatever other elements there;(
Question is basically - can someone suggest logic that I should put into this snippet so that it was not as cumbersome. I am pretty sure I am missing something here;( (e.g. it should not be that hard is it not?)
HTML:
<body>
<svg id="svg"
height="800"
width="480"
viewbox="0 0 480 800"
preserveAspectRatio="xMinYMin meet"
xmlns="http://www.w3.org/2000/svg"
xmlns:xlink="http://www.w3.org/1999/xlink"
>
<rect id="canvasBackground" width="480" height="480" x="0" y="0"/>
<rect id="inventoryBackground" width="480" height="100" x="0" y="480"/>
<g id="inventory">
<path id="curve4" class="inventory" d="M60,530 A35,35 0 1,1 60,531" />
<path id="curve3" class="inventory" d="M150,530 A35,35 0 1,1 150,531" />
<path id="curve2" class="inventory" d="M240,530 A35,35 0 1,1 240,531" />
<path id="curve1" class="inventory" d="M330,530 A35,35 0 1,1 330,531" />
</g>
<g id="canvas">
</g>
</svg>
</body>
Javascript:
// define meta objects
var drag = null;
// this stores all "curves"-circles
var curves = {};
var canvas = {};
var inventory = {};
window.onload = function() {
// creates the curve-circles in the object and at their initial x,y coords
curves.curve1 = document.getElementById("curve1");
curves.curve1.x = 0;
curves.curve1.y = 0;
curves.curve2 = document.getElementById("curve2");
curves.curve2.x = 0;
curves.curve2.y = 0;
curves.curve3 = document.getElementById("curve3");
curves.curve3.x = 0;
curves.curve3.y = 0;
curves.curve4 = document.getElementById("curve4");
curves.curve4.x = 0;
curves.curve4.y = 0;
canvas = document.getElementById("canvas");
inventory = document.getElementById("inventory");
// attach events listeners
AttachListeners();
}
function AttachListeners() {
var ttt = document.getElementsByClassName('inventory'), i;
for (i = 0; i < ttt.length; i++) {
document.getElementsByClassName("inventory")[i].onmousedown=Drag;
document.getElementsByClassName("inventory")[i].onmousemove=Drag;
document.getElementsByClassName("inventory")[i].onmouseup=Drag;
}
}
// Drag function that needs to be modified;//
function Drag(e) {
e.stopPropagation();
var t = e.target, id = t.id, et = e.type; m = MousePos(e);
if (!drag && (et == "mousedown")) {
if (t.className.baseVal=="inventory") { //if its inventory class item, this should get cloned into draggable?
copy = t.cloneNode(true);
copy.onmousedown=copy.onmousemove=onmouseup=Drag;
inventory.insertBefore(copy, inventory.firstChild);
drag = t;
dPoint = m;
}
if (t.className.baseVal=="draggable") { //if its just draggable class - it can be dragged around
drag = t;
dPoint = m;
}
}
// drag the spawned/copied draggable element now
if (drag && (et == "mousemove")) {
curves[id].x += m.x - dPoint.x;
curves[id].y += m.y - dPoint.y;
dPoint = m;
curves[id].setAttribute("transform", "translate(" +curves[id].x+","+curves[id].y+")");
}
// stop drag
if (drag && (et == "mouseup")) {
t.className.baseVal="draggable";
drag = null;
}
}
// adjust mouse position to the matrix of SVG & screen size
function MousePos(event) {
var p = svg.createSVGPoint();
p.x = event.clientX;
p.y = event.clientY;
var matrix = svg.getScreenCTM();
p = p.matrixTransform(matrix.inverse());
return {
x: p.x,
y: p.y
}
}
You were close. You had a couple of bugs. Eg.
copy.onmousedown=copy.onmousemove=onmouseup=Drag;
should have been:
copy.onmousedown=copy.onmousemove=copy.onmouseup=Drag;
And drag = t should have been drag = copy (?)
Also you were appending the clones to the inventory section, when I think you intended to append them to the "canvas" section.
But there were also also some less-obvious mistakes that were contributing to the unreliableness. For example, if you attach the mousemove and mouseup events to the inventory and clone shapes, then you will won't get the events if you drag too fast. The mouse will get outside the shape, and the events won't be passed to the shapes. The fix is to move those event handlers to the root SVG.
Another change I made was to store the x and y positions in the DOM for the clone as _x and _y. This makes it easier than trying to keep them in a separate array.
Anyway, here's my modified version of your example which works a lot more reliably.
// define meta objects
var drag = null;
var canvas = {};
var inventory = {};
window.onload = function() {
canvas = document.getElementById("canvas");
inventory = document.getElementById("inventory");
// attach events listeners
AttachListeners();
}
function AttachListeners() {
var ttt = document.getElementsByClassName('inventory'), i;
for (i = 0; i < ttt.length; i++) {
document.getElementsByClassName("inventory")[i].onmousedown=Drag;
}
document.getElementById("svg").onmousemove=Drag;
document.getElementById("svg").onmouseup=Drag;
}
// Drag function that needs to be modified;//
function Drag(e) {
var t = e.target, id = t.id, et = e.type; m = MousePos(e);
if (!drag && (et == "mousedown")) {
if (t.className.baseVal=="inventory") { //if its inventory class item, this should get cloned into draggable?
copy = t.cloneNode(true);
copy.onmousedown = Drag;
copy.removeAttribute("id");
copy._x = 0;
copy._y = 0;
canvas.appendChild(copy);
drag = copy;
dPoint = m;
}
else if (t.className.baseVal=="draggable") { //if its just draggable class - it can be dragged around
drag = t;
dPoint = m;
}
}
// drag the spawned/copied draggable element now
if (drag && (et == "mousemove")) {
drag._x += m.x - dPoint.x;
drag._y += m.y - dPoint.y;
dPoint = m;
drag.setAttribute("transform", "translate(" +drag._x+","+drag._y+")");
}
// stop drag
if (drag && (et == "mouseup")) {
drag.className.baseVal="draggable";
drag = null;
}
}
// adjust mouse position to the matrix of SVG & screen size
function MousePos(event) {
var p = svg.createSVGPoint();
p.x = event.clientX;
p.y = event.clientY;
var matrix = svg.getScreenCTM();
p = p.matrixTransform(matrix.inverse());
return {
x: p.x,
y: p.y
}
}
/* SVG styles */
path
{
stroke-width: 4;
stroke: #000;
stroke-linecap: round;
}
path.fill
{
fill: #3ff;
}
html, body {
margin: 0;
padding: 0;
border: 0;
overflow:hidden;
background-color: #fff;
}
body {
-ms-touch-action: none;
}
#canvasBackground {
fill: lightgrey;
}
#inventoryBackground {
fill: grey;
}
.inventory {
fill: red;
}
.draggable {
fill: green;
}
svg {
position: fixed;
top:0%;
left:0%;
width:100%;
height:100%;
}
<svg id="svg"
height="800"
width="480"
viewbox="0 0 480 800"
preserveAspectRatio="xMinYMin meet"
xmlns="http://www.w3.org/2000/svg"
xmlns:xlink="http://www.w3.org/1999/xlink"
>
<rect id="canvasBackground" width="480" height="480" x="0" y="0"/>
<rect id="inventoryBackground" width="480" height="100" x="0" y="480"/>
<g id="inventory">
<path id="curve4" class="inventory" d="M60,530 A35,35 0 1,1 60,531" />
<path id="curve3" class="inventory" d="M150,530 A35,35 0 1,1 150,531" />
<path id="curve2" class="inventory" d="M240,530 A35,35 0 1,1 240,531" />
<path id="curve1" class="inventory" d="M330,530 A35,35 0 1,1 330,531" />
</g>
<g id="canvas">
</g>
</svg>
Is there any way i can drag an SVG element over another SVG element? I tried but like in this tutorial i can only drag the one i placed the second over the first one. There is no way i can drag first one over the second without problems.
Does anyone know how to solve this?
Here is the whole tutorial: http://www.petercollingridge.co.uk/book/export/html/437
I was writing it before I saw that #Strat-O gave you the same approach.
So here is a commented example of that :
<svg xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg" version="1.1" width="400" height="200">
<style>
.draggable {
cursor: move;
}
</style>
<script type="text/ecmascript"><![CDATA[
var selectedElement = 0;
var currentX = 0;
var currentY = 0;
var currentMatrix = 0;
function cloneToTop(oldEl){
// already at top, don't go farther…
if(oldEl.atTop==true) return oldEl;
// make a copy of this node
var el = oldEl.cloneNode(true);
// select all draggable elements, none of them are at top anymore
var dragEls= oldEl.ownerDocument.documentElement.querySelectorAll('.draggable');
for(i=0; i<dragEls.length; i++){
dragEls[i].atTop=null;
}
var parent = oldEl.parentNode;
// remove the original node
parent.removeChild(oldEl);
// insert our new node at top (last element drawn is first visible in svg)
parent.appendChild(el);
// Tell the world that our new element is at Top
el.atTop= true;
return el;
}
function selectElement(evt) {
selectedElement = cloneToTop(evt.target);
currentX = evt.clientX;
currentY = evt.clientY;
currentMatrix = selectedElement.getAttributeNS(null, "transform").slice(7,-1).split(' ');
for(var i=0; i<currentMatrix.length; i++) {
currentMatrix[i] = parseFloat(currentMatrix[i]);
}
selectedElement.setAttributeNS(null, "onmousemove", "moveElement(evt)");
selectedElement.setAttributeNS(null, "onmouseout", "deselectElement(evt)");
selectedElement.setAttributeNS(null, "onmouseup", "deselectElement(evt)");
}
function moveElement(evt) {
var dx = evt.clientX - currentX;
var dy = evt.clientY - currentY;
currentMatrix[4] += dx;
currentMatrix[5] += dy;
selectedElement.setAttributeNS(null, "transform", "matrix(" + currentMatrix.join(' ') + ")");
currentX = evt.clientX;
currentY = evt.clientY;
}
function deselectElement(evt) {
if(selectedElement != 0){
selectedElement.removeAttributeNS(null, "onmousemove");
selectedElement.removeAttributeNS(null, "onmouseout");
selectedElement.removeAttributeNS(null, "onmouseup");
selectedElement = 0;
}
}
]]> </script>
<g>
<circle/>
</g>
<rect x="0.5" y="0.5" width="399" height="199" fill="none" stroke="black"/>
<rect class="draggable" id="blue" x="30" y="30" width="80" height="80" fill="blue" transform="matrix(1 0 0 1 46 18)" onmousedown="selectElement(evt)"/>
<rect class="draggable" id="green" x="160" y="50" width="50" height="50" fill="green" transform="matrix(1 0 0 1 51 11)" onmousedown="selectElement(evt)"/>
</svg>
Unfortunately, there is only one way to make an element appear in front of another element in SVG and that is to remove the lower element then turn around and redraw it. There is no z-index or other helpful attribute that you can set. I spent a bit of time on this and that is my conclusion.
There is one upside and that is by removing and redrawing it, it ensures that the display order of all of the elements is maintained whereas if you have to maintain z-indexes, managing the numbers can cause its own set of issues.
I render an inline SVG in a website, and have to enable the user to add and modify texts in that SVG, in a WYSIWYG manner. Basically I need something that works like svg-edit. However I don't need a fully WYSIWYG editor, but just the inline text editing part. I have looked at svg-edit's source code and it seems to be very hard to extract only that part of it.
So what I am looking for is an easy way (maybe with a third-party library) to implement inline SVG text editing. I already thought about replacing the SVG text with an HTML text input when focused, but the text must be rendered when in edit-mode exactly as it is rendered in the resulting SVG.
I made a fiddle that created editable text wherever you click in an SVG. A final step would be to grab the HTML text and put it in an SVG element.
http://jsfiddle.net/brx3xm59/
Code follows:
var mousedownonelement = false;
window.getlocalmousecoord = function (svg, evt) {
var pt = svg.createSVGPoint();
pt.x = evt.clientX;
pt.y = evt.clientY;
var localpoint = pt.matrixTransform(svg.getScreenCTM().inverse());
localpoint.x = Math.round(localpoint.x);
localpoint.y = Math.round(localpoint.y);
return localpoint;
};
window.createtext = function (localpoint, svg) {
var myforeign = document.createElementNS('http://www.w3.org/2000/svg', 'foreignObject')
var textdiv = document.createElement("div");
var textnode = document.createTextNode("Click to edit");
textdiv.appendChild(textnode);
textdiv.setAttribute("contentEditable", "true");
textdiv.setAttribute("width", "auto");
myforeign.setAttribute("width", "100%");
myforeign.setAttribute("height", "100%");
myforeign.classList.add("foreign"); //to make div fit text
textdiv.classList.add("insideforeign"); //to make div fit text
textdiv.addEventListener("mousedown", elementMousedown, false);
myforeign.setAttributeNS(null, "transform", "translate(" + localpoint.x + " " + localpoint.y + ")");
svg.appendChild(myforeign);
myforeign.appendChild(textdiv);
};
function elementMousedown(evt) {
mousedownonelement = true;
}
$(('#thesvg')).click(function (evt) {
var svg = document.getElementById('thesvg');
var localpoint = getlocalmousecoord(svg, evt);
if (!mousedownonelement) {
createtext(localpoint, svg);
} else {
mousedownonelement = false;
}
});
Edit: Update sample to work with Edge. Attributes of client bounding box are different there - it may be the issue with older IPads and Safari reported below. I have tested this on Edge, Chrome, FF ,Safari (Mac) and Chrome, FF, Safari(IPad). On Edge, the cursor is broken but editing still works.
I realize this is an old question, but the contentEditable trick is still all we have if, you don't want to implement your own input element behavior. If you use a single svg text node (as opposed to HTML foreign object) as an overlay to the text under edit, you can get true WSYWIG in that you can use the same font etc. as the original text. You can also choose which elements can be edited. Yes the cursor is weird in Safari. A fiddle that demonstrates this can be found here:
https://jsfiddle.net/AaronDavidNewman/ta0jhw1q/
HTML/SVG:
<div id="yyy">
<div id="xxx">
<svg width="500" height="500" viewBox="0 0 500 500">
<text x="0" y="25" id="target1" font-size="1.8em">Change me</text>
<text x="0" y="50" id="targetx" font-size="1.8em">You can't edit me</text>
<text x="0" y="75" id="target2" font-size="1.8em">Edit me</text>
<text x="0" y="100" id="targety" font-size="1.8em">You can't edit me</text>
<text x="0" y="125" id="target3" font-size="1.8em">Improve me</text>
</svg>
</div>
<div id="aaa" contentEditable="true" class="hide">
<svg width="500" height="50" viewBox="0 0 500 50">
<text x="0" y="50" id="input-area" font-size="1.8em"></text>
</svg>
</div>
</div>
Javascript:
// Create in-place editable text elements in svg. Click inside the element
// to edit it, and away to stop editing and switch to another element
var editing = false;
var svgns = "http://www.w3.org/2000/svg";
$('body').css('overflow','hidden');
// Poll on changes to input element. A better approach might be
// to update after keyboard events
var editElement = function(aaa, xxx) {
setTimeout(function() {
xxx.textContent = aaa.textContent;
if (editing) {
editElement(aaa, xxx);
}
}, 250);
}
// Make sure the input svg element is placed directly over the
// target element
var fixOffset = function(aaa, xxx) {
var svg = $('#xxx').find('svg')[0];
$('.underEdit').remove();
var rect = xxx.getBoundingClientRect();
var offset = aaa.getBoundingClientRect();
$('#aaa').css('left', rect.left + (rect.left - offset.left));
$('#aaa').css('top', rect.top + (rect.top - offset.top));
var bb = xxx.getBBox();
var margin = 10;
}
// Based on a click in the element svg area, edit that element
var editId = function(id) {
var aaa = document.getElementById('input-area');
var xxx = document.getElementById(id);
var rect = xxx.getBoundingClientRect();
$('#aaa').css('left', rect.left);
$('#aaa').css('top', rect.top);
setTimeout(function() {
fixOffset(aaa, xxx);
}, 1);
aaa.textContent = xxx.textContent;
editing = true;
editElement(aaa, xxx);
}
// see if a click intersects an editable element
var getIntersection = function(objs, point) {
var rv = null;
$(objs).each(function(ix, obj) {
var i1 = point.x - obj.box.x;
var i2 = point.y - obj.box.y;
// If inside the box, we have an element to edit
if (i1 > 0 && i1 < obj.box.width && i2 > 0 && i2 < obj.box.height) {
rv = obj;
return false;
} else if (i1 > -10 && i1 < obj.box.width + 10 && i2 > -10 && i2 < obj.box.height + 10) {
// edit a nearby click, if a better match isn't found
rv = obj;
}
});
return rv;
}
// bind editable elements to mouse click
var bind = function(texts) {
var objs = [];
// find geometry of each editable element
texts.forEach((id) => {
var el = document.getElementById(id);
var bbox = el.getBoundingClientRect();
bbox = { x: bbox.left, y: bbox.top, width: bbox.width, height: bbox.height };
objs.push({id: id, box: bbox });
});
// bind click event globally, then try to find the intersection.
$(document).off('click').on('click', function(ev) {
var point = {x: ev.clientX, y: ev.clientY };
console.log('x:' + point.x + 'y:' + point.y);
var obj = getIntersection(objs, point);
if (obj && !editing) {
$('#aaa').removeClass('hide');
editing = true;
console.log('start edit on ' + obj.id);
editId(obj.id);
} else if (!obj) {
{
$('#aaa').addClass('hide');
editing = false;
$('.underEdit').remove();
console.log('stop editing');
}
}
});
}
bind(['target1', 'target2', 'target3']);
CSS:
#yyy {
position: relative;
width: 500px;
height: 500px;
}
#xxx {
position: absolute;
left: 100px;
top: 100px;
z-index: 1;
}
#aaa {
position: absolute;
left: 100px;
top: 100px;
z-index: 2;
overflow:hidden;
}
.hide {
display: none;
}
Here is an example where you can get and change the text from a textnode. I suggest to write a JavaScript function that puts an editable div or something like that in place of the textnode and when saved replaces the textnode with the innerHTML of the div.
Please post the final code here when you succeed.
<html>
<head>
<script>
function svgMod(){
var circle1 = document.getElementById("circle1");
circle1.style.fill="blue";
}
function svgMod2(){
var circle1 = document.getElementById("circle1");
t1.textContent="New content";
}
</script>
</head>
<body>
<svg id="svg1" xmlns="http://www.w3.org/2000/svg" style="width: 800; height: 1000">
<circle id="circle1" r="100" cx="134" cy="134" style="fill: red; stroke: blue; stroke-width: 2"/>
<text id="t1" x="50" y="120" onclick="alert(t1.textContent)">Example SVG text 1</text>
</svg>
<button onclick=circle1.style.fill="yellow";>Click to change to yellow</button>
<button onclick=javascript:svgMod();>Click to change to blue</button>
<button onclick=javascript:svgMod2();>Click to change text</button>
</body>
</html>
Here is a demo, which can edit text that already exists (instead of creating new text entries):
https://jsfiddle.net/qkrLy9gu
<!DOCTYPE html>
<html>
<body>
<svg height="100" width="200">
<circle cx="50" cy="50" r="40" fill="red"/>
<text x="50" y="50" onclick="edittext(this)">a circle [click to edit]</text>
</svg>
<script>
function edittext(svgtext){
var input = document.createElement("input");
input.value = svgtext.textContent
input.onkeyup = function(e){
if (["Enter", "Escape"].includes(e.key)) {this.blur(); return};
svgtext.textContent = this.value
}
input.onblur = function(e){
myforeign.remove()
}
var myforeign = document.createElementNS('http://www.w3.org/2000/svg', 'foreignObject')
myforeign.setAttribute("width", "100%");
myforeign.setAttribute("height", "100%");
myforeign.append(input);
svg = svgtext.parentNode
svg.append(myforeign);
input.focus()
}
</script>
</body>
</html>