SVG mouse events work in Firefox4 but not in IE8 - javascript

I have a standalone SVG file and a separate Javascript file to deal with mouse events triggered from the SVG file. The projects works well with Firefox but somehow I got problems with IE when managing mouse events: I get this error message:
"clientx is null or not an object".
The SVG image is printed OK though.
Do you have any idea what's wrong with my code (see below)?
SVG document
<?xml version="1.0" standalone="no"?>
<svg width="1100" height="5990" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" onload="init(evt)" >
<script xlink:href="desc.js"/>
<g onmouseout="h(evt)">" stroke-width="1"/>
<polygon points="35,20 86,20 96,35 86,50 35,50" style="fill:grey" onmousemove="s(evt,'someTxt')" onclick="m(evt, 'NGR_a00010')"/>
<polygon points="99,20 138,20 148,35 138,50 99,50" style="fill:grey" onmousemove="s(evt,'someTxt someTxt')" onclick="m(evt, 'NGR_a00020')"/>
</g>
<rect class="tooltip_bg" id="tooltip_bg" x="0" y="0" rx="4" ry="4" width="55" height="17" visibility="hidden"/>
<text class="tooltip" id="tooltip" x="0" y="0" visibility="hidden">Tooltip</text>
</svg>
Javascript
function init(evt)
{
if ( window.svgDocument == null )
{
svgDocument = evt.target.ownerDocument;
}
tooltip = svgDocument.getElementById('tooltip');
tooltip_bg = svgDocument.getElementById('tooltip_bg');
}
function s(evt, mouseovertext)
{
var posx = 0;
var posy = 0;
if (!evt) var e = window.event;
if (evt.pageX || evt.pageY) {
posx = evt.pageX;
posy = evt.pageY;
}
else if (e.clientX || e.clientY) {
posx = evt.clientX + document.body.scrollLeft
+ document.documentElement.scrollLeft;
posy = evt.clientY + document.body.scrollTop
+ document.documentElement.scrollTop;
}
tooltip.setAttributeNS(null,"x",posx+11);
tooltip.setAttributeNS(null,"y",posy+27);
tooltip.firstChild.data = mouseovertext ;
tooltip.setAttributeNS(null,"visibility","visible");
length = tooltip.getComputedTextLength();
tooltip_bg.setAttributeNS(null,"width",length+8);
tooltip_bg.setAttributeNS(null,"x",posx+8);
tooltip_bg.setAttributeNS(null,"y",posy+14);
tooltip_bg.setAttributeNS(null,"visibility","visibile");
}
function h(evt)
{
tooltip.setAttributeNS(null,"visibility","hidden");
tooltip_bg.setAttributeNS(null,"visibility","hidden");
}
function g(evt, locus_tag)
{
window.open("http://www.ncbi.nlm.nih.gov/gene?term=" + locus_tag);
}
function m(evt, txt)
{
if (evt.type == "click" && evt.detail == 2)//if we got a double click, for some reason onblclick does not work
{
window.open("http://www.ncbi.nlm.nih.gov/gene?term=" + txt);
}
}

IE8 doesn't support SVG.
There are Javascript tools available to help with that, but natively it doesn't support it.
Of the tools I mentioned, my favourite is Raphael, but Raphael is a library for drawing the graphics; since you already have the SVG in your code, you may find a simple conversion library is more useful. Something like one of these perhaps: http://code.google.com/p/svg2vml/ or this: http://code.google.com/p/svgweb/
Since you say that the SVG images are working in your page, I would say that you're probably already using one or other of these tools (possibly one of the ones I linked above, possibly another one -- there's quite a few of them). But my guess would be that the tool you're using doesn't include support for manipulating the SVG object with Javascript.
You may therefore need to try another tool if you want this feature.

As Spudley's answer says, IE8 doesn't support SVG.
If the image is appearing on your page, thereare a few possibilities:
Something in your development stack may be converting it to a raster image (such as a PNG): right click the image and select "Properties", then see what value is reported for "Type".
You may have a browser plugin installed that renders SVGs (but does not provide the JavaScript interface). Try running IE8 in Safe Mode.
Internet Explorer 9 does support SVG, however, so an IE upgrade, where possible, will solve that problem.

Related

How to make SVG Elements draggable [duplicate]

I am trying to follow the html5 drag and drop tutorial here. I could not get the dragstart event to be registered on rect element. If I change the event from draggable to mousedown it calls the handleDragStart handler. Please ignore the additional blank registration in the code.
JSFiddle here
<!DOCTYPE html>
<html><head>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script>
<style type="text/css" media="screen">
svg rect { cursor: move; }
</style>
</head><body>
<h1>SVG/HTML 5 Example</h1>
<svg id="cvs">
<rect draggable="true" x="0" y="10" width="100" height="80" fill="#69c" />
<rect x="50" y="50" width="90" height="50" fill="#c66" />
</svg>
<script type="text/javascript" src="loc.js"></script>
</body></html>
loc.js
$(document).ready(function() {
function handleDragStart(e) {
log("handleDragStart");
this.style.opacity = '0.4'; // this ==> e.target is the source node.
};
var registercb = function () {
$("#cvs > rect").each(function() {
$(this).attr('draggable', 'true');
});
$("#cvs > rect").bind('dragstart', handleDragStart);
$(window).mousedown(function (e) {
});
$(window).mousemove(function (e) {
});
$(window).mouseup(function (e) {
log("mouseup");
});
};
function log() {
if (window.console && window.console.log)
window.console.log('[XXX] ' + Array.prototype.join.call(arguments, ' '));
};
registercb();
});
I know this is an old question, I arrived here from this other question that was marked as a duplicate of this one, and wanted to add a possible solution that doesn't require jQuery or any libraries, and that works in all major browsers. It is based on this tutorial recommended by #AmirHossein Mehrvarzi.
This small solution doesn't use the drag events, just the mousedown, mouseup and mousemove. This is how it works:
When the mouse is down on the rectangle, it saves the mouse position and the active element.
When the mouse moves, the rectangle coordinates are updated with the new mouse position.
When the mouse is up, it resets the active element.
From the code in the question above:
var selectedElement = null;
var currentX = 0;
var currentY = 0;
$(document).ready(function() {
function handleDragStart(e) {
log("handleDragStart");
this.style.opacity = '0.4'; // this ==> e.target is the source node.
};
var registercb = function () {
$("#cvs > rect").mousedown(function (e) {
// save the original values when the user clicks on the element
currentX = e.clientX;
currentY = e.clientY;
selectedElement = e.target;
}).mousemove(function (e) {
// if there is an active element, move it around by updating its coordinates
if (selectedElement) {
var dx = parseInt(selectedElement.getAttribute("x")) + e.clientX - currentX;
var dy = parseInt(selectedElement.getAttribute("y")) + e.clientY - currentY;
currentX = e.clientX;
currentY = e.clientY;
selectedElement.setAttribute("x", dx);
selectedElement.setAttribute("y", dy);
}
}).mouseup(function (e) {
// deactivate element when the mouse is up
selectedElement = null;
});
};
function log() {
if (window.console && window.console.log)
window.console.log('[XXX] ' + Array.prototype.join.call(arguments, ' '));
};
registercb();
});
rect { cursor: move; }
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<h1>SVG/HTML 5 Example</h1>
<svg id="cvs">
<rect x="0" y="10" width="100" height="80" fill="#69c" />
<rect x="50" y="50" width="90" height="50" fill="#c66" />
</svg>
You can also see it on this JSFiddle: http://jsfiddle.net/YNReB/61/
If you want to add drop functionality, you can modify the mouseup function to read the element on the cursor position (with document.elementFromPoint(e.clientX, e.clientY)) and then you can perform actions on the original element and the one where it was dropped.
This behavior may be caused by several reasons:
HTML 5 drag and drop is a mess, according to this article. I know it's a bit older, but the issue still seems not to be solved
jQuery does not support the SVG DOM-model. Therefore some parts of it may work, others don't (like offset() or width()).
I'd definitely not rely on HTML5 drag & drop support right now, but rather use a library to handle this issue. If you want to work with SVG, you could try Raphaël. If you need jQuery too, maybe the SVG plugin is the way to go. Note that both projects are not actively developed at the moment.
I know this is not really a satisfactory answer, but I had to learn too, that jQuery and SVG do not go that well together. Hopefully someone proves me wrong ;).

Animate custom vector shape

I'd like to animate the following vector shape, unfortunately due to the edges converting it into a path is not possible. (If anyone knows a way to preserve the shape as a path, kudos for that!)
The goal would be to have an animation that follows the shape:
I was playing around with SVG animations, but it seems to be not possible to animate a shape. Path animations are possible. My question is, is it possible to use a <canvas> element like in the attached fiddle and animate it there?
http://jsfiddle.net/Na6X5/
I recreated the shape in Illustrator so it's not quite perfect, but it's very close. I then saved it as an SVG path.
Here is the working code to do what I think you want.
SVG Shape:
<?xml version="1.0" encoding="utf-8"?>
<svg id="myshape" version="1.1" id="Layer_1" xmlns="http://www.w3.org /2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" viewBox="0 0 571.1 437.5" style="enable-background:new 0 0 571.1 437.5;" xml:space="preserve" stroke="#000" stroke-width="90" stroke-miterlimit="10">
<g>
<path id="mypath" d="M519,300.4l-76.4,75.9c-14,13.9-36.7,13.9-50.7-0.1l-83.5-83.5c-13.2-13.2-34.6-13.3-48-0.2
l-93.9,92.1c-11.2,11-29.4,10.4-39.9-1.4l-73.5-82.6c-11.4-12.8-10.8-32.2,1.3-44.3L255.7,55.5c14-14,36.6-14,50.7-0.1l212.5,210.7
C528.5,275.6,528.5,291,519,300.4z" />
</g>
</svg>
JavaScript
drawTime = 2000; //2 seconds
path = document.getElementById("mypath");
length = path.getTotalLength();
path.style.strokeDashoffset = length; //starting position
path.style.strokeDasharray = length + ', ' + length;
path.style.fill = "none"; //make it have no fill to begin with
path.style.transition = path.style.WebkitTransition = 'none';
path.getBoundingClientRect();
path.style.transition = path.style.WebkitTransition = 'stroke-dashoffset ' + (drawTime / 1000) + 's ease-in-out';
path.style.strokeDashoffset = '0'; //finishing position
JSFiddle (pure JavaScript): https://jsfiddle.net/900nayr2/4/
JSFiddle (with my jQuery plugin I wrote): https://jsfiddle.net/vL5bz5mn/1/
For the jQuery one... I wrote the DrawSVG plugin approximately a year ago for jQuery 1.10 or something like that. I hope this helps! You could just use the JavaScript one if you like.

Javascript memory leaks when using canvas and blobs

I'm writing an SVG editor. I have placed a kind of 'Magic Eye' on the page where the user can see the entire SVG draw and the zoomed area around the mouse cursor. Of course the problem is Memory usage and fast rendering. For this reason, step of modification or zooming the software create a reduced Image of the svg draw and it will use it for the Magic Eye rendering. The result is very nice but.... I am facing a problem, I discovered that the garbage collector doesn't free the images created and also the blobs. So after a few time I have the memory filled with Images. This is the routine I wrote for this job:
var RenderPosition = function(obj) {
try{
var clearCanvas = function(context, canvas) {
context.clearRect(0, 0, canvas.width, canvas.height);
var w = canvas.width;
canvas.width = 1;
canvas.width = w;
};
var PrepareBlob = function(blob){
glb._ThumbUrl = glb._DOMURL.createObjectURL(blob);
glb._MagicImg = new Image();
glb._MagicImg.src = glb._ThumbUrl;
};
var PosizViewFilling = function(e){
obj.pDC.drawImage(this,
obj.srt.x,
obj.srt.y,
obj.dms.width,
obj.dms.height);
obj.canvas.toBlob(PrepareBlob);
this.removeEventListener('load',PosizViewFilling,true);
this.src='';
delete this;
};
clearCanvas(obj.pDC,obj.canvas);
if (glb._MagicImg!==null) delete(glb._MagicImg);
glb._DOMURL.revokeObjectURL(glb._ThumbUrl);
var Big_img = new Image();
Big_img.addEventListener('load',PosizViewFilling, true);
Big_img.src = 'data:image/svg+xml;base64,'+btoa(obj.dw); //data from a svg draw
}
catch(err){
console.log(err.message);
}
};
As you can see the routine creates in first the Big_image with the SVG draw. After it creates a resized image in memory. I tried a different approach but also the only Big_image and the obj.dw is enough to live memory leaks. What is wrong? It may be I'm not able to see my bug. I hope I can get a suggestion from different perspectives.
You may also want to consider letting the SVG scale itself.
#main {
width: 400px;
height: 400px;
}
svg {
width: 100%;
height: 100%;
}
#thumb, #zoom {
width: 40px;
height: 40px;
border: solid 1px black;
overflow: hidden;
}
#zoom svg {
width: 400px;
height: 400px;
position: relative;
top: -140px;
left: -210px
}
<div id="main">
<svg id="mainsvg" viewBox="0 0 1000 1000">
<rect x="100" y="100" width="500" height="500" fill="green"
transform="rotate(10,350,350)"/>
<rect x="400" y="400" width="500" height="500" fill="orange"
transform="rotate(-10,650,650)"/>
</svg>
</div>
<div id="thumb">
<svg xmlns:xlink="http://www.w3.org/1999/xlink">
<use xlink:href="#mainsvg" />
</svg>
</div>
<div id="zoom">
<svg xmlns:xlink="http://www.w3.org/1999/xlink">
<use xlink:href="#mainsvg" />
</svg>
</div>
You need to have an explicit
delete glb._MagicImg;
When you no longer require this object.
Also see:
Deleting Objects in JavaScript
For further info.
To get the best out of javascript it is always to good idea to reuse resources if you can.
Your code is exceedingly wasteful.
As I see it you want to create a smaller version of a large (complex?) SVG image. It looks like you dump any previous copies when you create the new one.
A possible Solution for you that will not chew memory.
You need two images. One for the SVG and one for the magicEye (thumb). The thumb image can be a canvas, create it once and draw the SVG to it when needed. The other image for the SVG also only needs to be created once, only add the load listener once set its URL = "" when you don't need it any more. Keep it for next time you need it.
The following code will load one of 3 SVG images and convert it to an image (canvas) then do it again in 100ms.
It will not chew more resources than what is required for the two images (ignoring pending GC dumps).
var thumbImage = {
width:100,
height:100,
}
var SVG_images = [
'<?xml version="1.0"?><svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" width="256" height="256" id="testSVG" ><defs></defs><path d="M169.5,9Q184.7,10.5,186,23Q187.9,7.2,250,16.5Q252.5,29.3,243.5,36Q238.9,38.5,228,35Q227.1,86.5,231.5,107Q198.9,110.6,198,104.5Q211.3,64.1,209,34.5Q189.3,31.3,187,25Q189.3,39.3,176.5,38Q179.3,24.7,171.5,21Q154.2,20.1,156,39.5Q156.6,50.9,187,63.5Q194,79.1,191,92.5Q183.8,107.2,167.5,110Q147.1,112.3,142,101.5Q137.6,87,147.5,82Q159.4,95.9,160.5,95Q169.1,96,173,86.5Q178.2,73.6,140,48.5Q138.7,29.4,144,20.5Q155.2,7.7,169.5,9Z M37.5,13Q54.2,14.8,75,15.5Q76.1,30.5,49,30Q62.5,97.7,58.5,102Q48.5,102.7,24,98.5Q40.5,60.1,30,33Q6.7,36.9,4,27.5Q.8,8.8,37.5,13Z M91.5,15Q136.5,14.6,136,19.5Q138,38.5,104,31L104,49Q126.7,40.1,127,58.5Q97.6,72.3,101,83Q118.5,80.7,128.5,83Q139.4,95,126.5,104Q81.5,107.5,79,97.5Q84.9,14,91.5,15Z M121.5,130Q141,128.2,157,153.5Q178.3,206,162.5,232Q155.3,234.7,150,227.5Q147.7,219.5,149,192Q124.5,197.1,106.5,191Q102.8,198.8,96,225.5Q86.5,237.5,78,224.5Q90.4,147.8,121.5,130Z M124,149.5Q120.7,154.4,112,172.5Q120,176.9,143,174Q140.8,156.3,124,149.5Z" fill="#000000" fill-rule="evenodd" ></path></svg>',
'<?xml version="1.0"?><svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" width="256" height="256" id="testSVG" ><defs></defs><path d="M162.5,9Q171.4,8.5,179.5,12Q186.2,17.8,186,23Q186.8,14,191.5,13Q192,13.6,250,16.5Q252.5,29.3,243.5,36Q238.9,38.5,228,35Q227.1,86.5,231.5,107Q198.9,110.6,198,104.5Q211.3,64.1,209,34.5Q189.3,31.3,187,25Q189.3,39.3,176.5,38Q179.3,24.7,171.5,21Q162.8,20.1,159,25.5Q155.2,30.4,156,39.5Q156.6,50.9,187,63.5Q194,79.1,191,92.5Q185.4,104,172.5,109Q151.2,113.2,144,104.5Q135.6,89.6,147.5,82Q159.4,95.9,160.5,95Q169.1,96,173,86.5Q173.8,80.1,169,70.5Q157.6,60.5,146.5,63Q141.6,57.7,140,48.5Q138.7,29.4,144,20.5Q153.2,11.1,162.5,9Z M37.5,13Q54.2,14.8,75,15.5Q74.6,21.7,71.5,25Q58.8,29.6,49,30Q62.5,97.7,58.5,102Q48.5,102.7,24,98.5Q23,97.5,35,60.5Q36.2,59.8,30,33Q6.7,36.9,4,27.5Q2.9,17.9,9.5,15Q37.6,13.9,37.5,13Z M91.5,15Q136.5,14.6,136,19.5Q136.6,28.8,129.5,32Q129.5,32.2,104,31L104,49Q113.1,46.7,120.5,47Q127.7,50.6,127,58.5Q125,67.9,103.5,69Q101.4,70.3,101,83Q118.5,80.7,128.5,83Q139.4,95,126.5,104Q81.5,107.5,79,97.5Q84.9,14,91.5,15Z M78.5,117Q97.7,121.6,159.5,129Q164.2,130.1,174,144.5Q176.2,144.4,176,212.5Q170,236.9,163.5,244Q113.5,247.9,65,241.5Q58.3,227.7,76,214.5Q72.8,199.7,72,144Q57,146.3,59,131.5Q58.8,128.3,78.5,117Z M106,146.5Q95.5,150.6,98,170Q132.5,179.7,150,168.5L149.5,153Q128.8,145.8,106,146.5Z M98,193.5Q102.4,222.6,106.5,225Q122.3,231.2,133.5,233Q148.3,229.2,153,222.5Q157.6,207.3,152.5,196Q130.7,198.5,98,193.5Z" fill="#000000" fill-rule="evenodd" ></path></svg>',
'<?xml version="1.0"?><svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" width="256" height="256" id="testSVG" ><defs></defs><path d="M162.5,9Q183.7,7.2,186,23Q187.9,7.2,250,16.5Q252.5,29.3,243.5,36Q238.9,38.5,228,35Q227.1,86.5,231.5,107Q198.9,110.6,198,104.5Q211.3,64.1,209,34.5Q189.3,31.3,187,25Q189.3,39.3,176.5,38Q179.3,24.7,171.5,21Q154.2,20.1,156,39.5Q156.6,50.9,187,63.5Q194,79.1,191,92.5Q185.4,104,172.5,109Q151.2,113.2,144,104.5Q135.6,89.6,147.5,82Q159.4,95.9,160.5,95Q169.1,96,173,86.5Q178.2,73.6,140,48.5Q135.3,15.1,162.5,9Z M37.5,13Q54.2,14.8,75,15.5Q76.1,30.5,49,30Q62.5,97.7,58.5,102Q48.5,102.7,24,98.5Q40.5,60.1,30,33Q6.7,36.9,4,27.5Q.8,8.8,37.5,13Z M91.5,15Q136.5,14.6,136,19.5Q138,38.5,104,31L104,49Q126.7,40.1,127,58.5Q97.6,72.3,101,83Q118.5,80.7,128.5,83Q139.4,95,126.5,104Q81.5,107.5,79,97.5Q84.9,14,91.5,15Z M121.5,129Q151.9,129.3,159.5,135Q167.3,139.1,165,163.5Q164,172.2,143.5,177Q131.8,176.1,134.5,151Q124.6,153.1,107.5,155Q89.6,186.1,98,210.5Q113.7,214.2,136.5,210Q141,195.7,146.5,194Q168.3,192.4,168,210.5Q165.1,227.3,147.5,237Q125.6,242.4,103.5,242Q85.1,237.3,73,212.5Q67,196.5,70,173.5Q75,154.4,88.5,138Q98.1,130.5,121.5,129Z" fill="#000000" fill-rule="evenodd" ></path></svg>',
]
var createThumb = function(svgData) {
var loadImg = function(){
if(thumbImage.image === undefined){ // check if the image exists?
thumbImage.image = document.createElement("canvas"); // create it if not
}
// resize it. Could test if this is neede but keeping it simple.
thumbImage.width = thumbImage.width;
thumbImage.height = thumbImage.height;
// is there a 2d context
if(thumbImage.image.ctx === undefined){
// no context so create it.
thumbImage.image.ctx = thumbImage.image.getContext("2d");
}
// the resize may be the same and thus no free clear so clear
thumbImage.image.ctx.clearRect(0,0,thumbImage.width,thumbImage.height);
// draw the SVG image onto the magicImg.
thumbImage.image.ctx.drawImage(this, 0,0,thumbImage.width,thumbImage.height);
this.src = "";
};
// does the thumb image exist.
if( thumbImage.tempImage === undefined){
thumbImage.tempImage = new Image(); // create it
// add listener that can be reused for all other loads.
thumbImage.tempImage.addEventListener('load',loadImg);
}
thumbImage.tempImage.src = 'data:image/svg+xml;base64,'+btoa(svgData);
};
var currentSvg = 0;
function justDoIt(){
createThumb(SVG_images[currentSvg % SVG_images.length]);
currentSvg += 1;
setTimeout(justDoIt,100);
}
justDoIt();
It only creates the canvas and image once when first needed, then reuses them while they exist. When the first original SVG is rasterized to the canvas there is no extra memory needed as the already allocated canvas is has its memory (Unless the thumb size changes).
I have run it for an hour now (10 images a second), and gave it the full suit of Dev tool checks. Everything it allocates end up back in the GC so no memory leaks.
You should be able to adapt it to your needs. Remember reuse rather than delete and reasign. Also the Canvas is an image so there is no need to convert anything to a dataURL unless you need to transport it outside the Javascript immediate context.

How to Drag & Drop SVG elements? [duplicate]

I am trying to follow the html5 drag and drop tutorial here. I could not get the dragstart event to be registered on rect element. If I change the event from draggable to mousedown it calls the handleDragStart handler. Please ignore the additional blank registration in the code.
JSFiddle here
<!DOCTYPE html>
<html><head>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script>
<style type="text/css" media="screen">
svg rect { cursor: move; }
</style>
</head><body>
<h1>SVG/HTML 5 Example</h1>
<svg id="cvs">
<rect draggable="true" x="0" y="10" width="100" height="80" fill="#69c" />
<rect x="50" y="50" width="90" height="50" fill="#c66" />
</svg>
<script type="text/javascript" src="loc.js"></script>
</body></html>
loc.js
$(document).ready(function() {
function handleDragStart(e) {
log("handleDragStart");
this.style.opacity = '0.4'; // this ==> e.target is the source node.
};
var registercb = function () {
$("#cvs > rect").each(function() {
$(this).attr('draggable', 'true');
});
$("#cvs > rect").bind('dragstart', handleDragStart);
$(window).mousedown(function (e) {
});
$(window).mousemove(function (e) {
});
$(window).mouseup(function (e) {
log("mouseup");
});
};
function log() {
if (window.console && window.console.log)
window.console.log('[XXX] ' + Array.prototype.join.call(arguments, ' '));
};
registercb();
});
I know this is an old question, I arrived here from this other question that was marked as a duplicate of this one, and wanted to add a possible solution that doesn't require jQuery or any libraries, and that works in all major browsers. It is based on this tutorial recommended by #AmirHossein Mehrvarzi.
This small solution doesn't use the drag events, just the mousedown, mouseup and mousemove. This is how it works:
When the mouse is down on the rectangle, it saves the mouse position and the active element.
When the mouse moves, the rectangle coordinates are updated with the new mouse position.
When the mouse is up, it resets the active element.
From the code in the question above:
var selectedElement = null;
var currentX = 0;
var currentY = 0;
$(document).ready(function() {
function handleDragStart(e) {
log("handleDragStart");
this.style.opacity = '0.4'; // this ==> e.target is the source node.
};
var registercb = function () {
$("#cvs > rect").mousedown(function (e) {
// save the original values when the user clicks on the element
currentX = e.clientX;
currentY = e.clientY;
selectedElement = e.target;
}).mousemove(function (e) {
// if there is an active element, move it around by updating its coordinates
if (selectedElement) {
var dx = parseInt(selectedElement.getAttribute("x")) + e.clientX - currentX;
var dy = parseInt(selectedElement.getAttribute("y")) + e.clientY - currentY;
currentX = e.clientX;
currentY = e.clientY;
selectedElement.setAttribute("x", dx);
selectedElement.setAttribute("y", dy);
}
}).mouseup(function (e) {
// deactivate element when the mouse is up
selectedElement = null;
});
};
function log() {
if (window.console && window.console.log)
window.console.log('[XXX] ' + Array.prototype.join.call(arguments, ' '));
};
registercb();
});
rect { cursor: move; }
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<h1>SVG/HTML 5 Example</h1>
<svg id="cvs">
<rect x="0" y="10" width="100" height="80" fill="#69c" />
<rect x="50" y="50" width="90" height="50" fill="#c66" />
</svg>
You can also see it on this JSFiddle: http://jsfiddle.net/YNReB/61/
If you want to add drop functionality, you can modify the mouseup function to read the element on the cursor position (with document.elementFromPoint(e.clientX, e.clientY)) and then you can perform actions on the original element and the one where it was dropped.
This behavior may be caused by several reasons:
HTML 5 drag and drop is a mess, according to this article. I know it's a bit older, but the issue still seems not to be solved
jQuery does not support the SVG DOM-model. Therefore some parts of it may work, others don't (like offset() or width()).
I'd definitely not rely on HTML5 drag & drop support right now, but rather use a library to handle this issue. If you want to work with SVG, you could try Raphaël. If you need jQuery too, maybe the SVG plugin is the way to go. Note that both projects are not actively developed at the moment.
I know this is not really a satisfactory answer, but I had to learn too, that jQuery and SVG do not go that well together. Hopefully someone proves me wrong ;).

How to use the SVG checkintersection() function correctly?

I'm having a problem with the SVG checkintersection() function. All I want to do is to check whether a small SVG-rectangle intersects the area of an SVG-path, but I can't figure out what to call the function on (I already tried to call it on the SVG DOM object, among several other things google turned up).
So what I need to know is what to put in for the placeholder ("foo") in this snippet:
var closedPath = document.getElementById(closedPath);
var rectangle = document.getElementById(rectangle);
if (foo.checkIntersection(closedPath, rectangle)) {
//do stuff
};
with the HTML being something along the lines of
<html>
<body>
<svg xmlns="http://www.w3.org/2000/svg" version="1.1" id="svgroot">
<g>
<path id="closedPath" fill="{$c5}" d="M-250179-46928l-5051 1351l-867-1760l-33-146l-12-99l-82-678l-17-249l86-644l305-1800l158-2882l75-1425l-47-280l-22-131l-137-411l-300-892l1273 620l931-109l1957-734l1860-1096l292-192l884 547l2690 2153l480 963l36 244l-948 1878l-376 591l-60 567l-72 1147l97 847l-222 334l-122 117l-2403 2093l-353 76z"/>
<rect id="rectangle" fill="white" x="-126828" y="0" width="45000" height="45000"/>
</g>
</svg>
</body>
</html>
Any help would be much appreciated!
Edit: Just wanted to add that I now use a workaround, which consists of converting the SVG path to an array of point coordinates using a parser function I wrote, which is then put into a simple coordinate-test function.
Also this may have been a solution Hit-testing SVG shapes?
checkIntersection is a method on the <svg> element so you'd want something like this...
var svg = document.getElementById("svgroot");
var closedPath = document.getElementById(closedPath);
var rectangle = document.getElementById(rectangle);
var rect = svg.createSVGRect();
rect.x = rectangle.animVal.x;
rect.y = rectangle.animVal.y;
rect.height = rectangle.animVal.height;
rect.width = rectangle.animVal.width;
svg.checkIntersection(closedPath, rect) {
// do stuff
}
Note also how the second argument has to be an SVGRect and not an element.
SVG elements support SMIL animation, you could equally well write rectangle.baseVal.x etc but that wouldn't necessarily reflect the rectangle's current position if you were animating the rectangle. If you're not using SMIL then rectangle.baseVal.x = rectangle.animVal.x
Because a <rect> can have things like rounded corners it doesn't have an SVGRect interface so you have to convert from the interface it does have (SVGRectElement) to the one you need (SVGRect)
<svg width="390" height="248" viewBox="-266600, -68800, 195000, 124000" version="1.1" xmlns="http://www.w3.org/2000/svg">
<path id="closedPath" fill="#ff9966" d="M-250179-46928l-5051 1351l-867-1760l-33-146l-12-99l-82-678l-17-249l86-644l305-1800l158-2882l75-1425l-47-280l-22-131l-137-411l-300-892l1273 620l931-109l1957-734l1860-1096l292-192l884 547l2690 2153l480 963l36 244l-948 1878l-376 591l-60 567l-72 1147l97 847l-222 334l-122 117l-2403 2093l-353 76z"/>
<rect id="rectangle" fill="#66ff66" x="-126828" y="0" width="45000" height="45000"/>
</svg>
<script>
var rectangle = document.getElementById('rectangle');
var closedPath = document.getElementById('closedPath');
var svgRoot = closedPath.farthestViewportElement;
var rect = svgRoot.createSVGRect();
rect.x = rectangle.x.animVal.value;
rect.y = rectangle.y.animVal.value;
rect.height = rectangle.height.animVal.value;
rect.width = rectangle.width.animVal.value;
var hasIntersection = svgRoot.checkIntersection(closedPath, rect);
console.log(hasIntersection);
</script>

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