JavaScript - How To Drag A Div If A Image In It?
hi,
i want to drag the div which have a image in it: but i find that if i click on the image, i cannot drag the div, (in FF3.5) any advice would be appreciated. Code: <div id="div1"> <imc src="XXX.jpg"> </div> and i have a JS something like that...: Code: drag(); function drag(){ document.onmousedown = startdrag; document.onmouseup = enddrag; } function startdrag(e){ dragobj=e.target; alert(dragobj.id); } ...................... Similar TutorialsHi all, I hope you are able to help me out. I have a a page (see code below, I have compressed it to 2 images) where I want to let the user drag and drop images to anywhere on the page (I have achieved this.) What I want to be able to do is allow the user to dock 2 images together. In the example below the 2 images are horizontal lines. What I want the user to be able to do is move the images together and dock them so that they form one horizontal line. When the user moves one of the pictures both will move and stay docked. my initial idea was that when the user selects "dock" I somehow move both images into a div and make the div dragable, that way both images move together. Then if the user selects "undock" both images are removed from the div and become draggable again. I hope this makes sense. Can anyone help? [CODE] <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>drag, Drop and dock</title> <style type="text/css"> .drag { border: 1px solid black; background-color: rgb(240, 240, 240); position: relative; padding: 0.5em; margin: 0 0 0.5em 1.5em; cursor: move; } </style> <script language="JavaScript" type="text/javascript"> <!-- // this is simply a shortcut for the eyes and fingers function $(id) { return document.getElementById(id); } var _startX = 0; // mouse starting positions var _startY = 0; var _offsetX = 0; // current element offset var _offsetY = 0; var _dragElement; // needs to be passed from OnMouseDown to OnMouseMove var _oldZIndex = 0; // we temporarily increase the z-index during drag InitDragDrop(); function InitDragDrop() { document.onmousedown = OnMouseDown; document.onmouseup = OnMouseUp; } function OnMouseDown(e) { // IE is retarded and doesn't pass the event object if (e == null) e = window.event; // IE uses srcElement, others use target var target = e.target != null ? e.target : e.srcElement; // for IE, left click == 1 // for Firefox, left click == 0 if ((e.button == 1 && window.event != null || e.button == 0) && target.className == 'drag') { // grab the mouse position _startX = e.clientX; _startY = e.clientY; // grab the clicked element's position _offsetX = ExtractNumber(target.style.left); _offsetY = ExtractNumber(target.style.top); // bring the clicked element to the front while it is being dragged _oldZIndex = target.style.zIndex; target.style.zIndex = 10000; // we need to access the element in OnMouseMove _dragElement = target; // tell our code to start moving the element with the mouse document.onmousemove = OnMouseMove; // cancel out any text selections document.body.focus(); // prevent text selection in IE document.onselectstart = function () { return false; }; // prevent IE from trying to drag an image target.ondragstart = function() { return false; }; // prevent text selection (except IE) return false; } } function ExtractNumber(value) { var n = parseInt(value); return n == null || isNaN(n) ? 0 : n; } function OnMouseMove(e) { if (e == null) var e = window.event; // this is the actual "drag code" _dragElement.style.left = (_offsetX + e.clientX - _startX) + 'px'; _dragElement.style.top = (_offsetY + e.clientY - _startY) + 'px'; } function OnMouseUp(e) { if (_dragElement != null) { _dragElement.style.zIndex = _oldZIndex; // we're done with these events until the next OnMouseDown document.onmousemove = null; document.onselectstart = null; _dragElement.ondragstart = null; // this is how we know we're not dragging _dragElement = null; } } //--> </script> </head> <body> <img class="drag" src="Horizontal_Line.png" alt="A horizontal line" /> <img class="drag" src="Horizontal_Line.png" alt="Another horizontal line" /> </body> </html> [CODE] Hi, I am new here, I am trying to find solution for one problem with my new web page, I want to use amazing effect -by mouse draging or swipe on the certain image which should launch animation effect (something like image rotating) -set of images should run dynamicaly and so simulate fluid effect (movie). For a better Idea what I need it can be for example something as physical lever switch with spring when this switch is slightly tilted spring complete this action and switch is flipped to other state. Or another example image of book should be on web and when someone drag and pull page this should independently continue and complete action - turn to new page. So my question .. is something like that possible with javascript if yes can You please point me where I have look or how this can be done, each advice will be valuable for me or maybe javascript isnt right choice for this can You advise me? THANKS Hello All, How can I prevent a browser from letting an image drag. I've tried this snippet: Code: document.onmousemove = function() {return false}; Thanks in advance! Hi All, I'm new to the CF forums and also to JavaScript. Trying to get a pop-up div to be draggable, but it doesn't seem to be working. Can someone help me out? I'd be very grateful! JavaScript I'm using: Code: //used for dragging div function agent(v) { return(Math.max(navigator.userAgent.toLowerCase().indexOf(v),0)); } function xy(e,v) { return(v?(agent('msie')?event.clientY+document.body.scrollTop:e.pageY):(agent('msie')?event.clientX+document.body.scrollTop:e.pageX)); } function dragOBJ(d,e) { function drag(e) { if(!stop) { d.style.top=(tX=xy(e,1)+oY-eY+'px'); d.style.left=(tY=xy(e)+oX-eX+'px'); } } var oX=parseInt(d.style.left),oY=parseInt(d.style.top),eX=xy(e),eY=xy(e,1),tX,tY,stop; document.onmousemove=drag; document.onmouseup=function() { stop=1; document.onmousemove=''; document.onmouseup=''; }; } //used for pop-up div function pop(div) { document.getElementById(div).style.display='block'; return false } function hide(div) { document.getElementById(div).style.display='none'; return false } Also, here is the HTML: Code: <a href="#" onclick="return pop('myDiv2')">Pop-up div #2</a> - Hidden div shows upon clicking this link, but it won't drag <div class="bubble" onmousedown="dragOBJ(this,event); return false;"> <div id="myDiv2" class="parentDisable"> Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. <p><a href="#" onClick="return hide('myDiv2')">Close [X]</a></p> </div> </div> And the CSS: Code: .parentDisable { position:absolute; margin:120px; padding:20px; width:400px; display:none; z-index:3; background-color:#DEDEDE; border:1px solid #DEDEDE; border-radius:5px; -moz-border-radius:5px; -webkit-border-radius:5px; } .bubble { position:fixed; width:400px; top:150px; left:250px; cursor:move; } All I Want To Make Happen Is That If You Drag and Drop A Div Into A Table An Action Happens
Hey complete beginner to javascript here so sorry if I'm doing something stupid Basically I've tried to follow this guide to make it so that I can move an image on the page. I have a style tag in the head Code: <style type="text/css">.drag{position: relative;}</style> I have an image like this: Code: <img src="logo.png" class="drag" alt="logo" /> which is obviously in the body I copied and pasted the code given in the guide: Code: <script language="JavaScript" type="text/javascript"> <!-- var _startX = 0; // mouse starting positions var _startY = 0; var _offsetX = 0; // current element offset var _offsetY = 0; var _dragElement; // needs to be passed from OnMouseDown to OnMouseMove var _oldZIndex = 0; // we temporarily increase the z-index during drag var _debug = $('debug'); // makes life easier InitDragDrop(); function InitDragDrop() { document.onmousedown = OnMouseDown; document.onmouseup = OnMouseUp; } function OnMouseDown(e) { // IE is retarded and doesn't pass the event object if (e == null) e = window.event; // IE uses srcElement, others use target var target = e.target != null ? e.target : e.srcElement; _debug.innerHTML = target.className == 'drag' ? 'draggable element clicked' : 'NON-draggable element clicked'; // for IE, left click == 1 // for Firefox, left click == 0 if ((e.button == 1 && window.event != null || e.button == 0) && target.className == 'drag') { // grab the mouse position _startX = e.clientX; _startY = e.clientY; // grab the clicked element's position _offsetX = ExtractNumber(target.style.left); _offsetY = ExtractNumber(target.style.top); // bring the clicked element to the front while it is being dragged _oldZIndex = target.style.zIndex; target.style.zIndex = 10000; // we need to access the element in OnMouseMove _dragElement = target; // tell our code to start moving the element with the mouse document.onmousemove = OnMouseMove; // cancel out any text selections document.body.focus(); // prevent text selection in IE document.onselectstart = function () { return false; }; // prevent IE from trying to drag an image target.ondragstart = function() { return false; }; // prevent text selection (except IE) return false; } } function ExtractNumber(value) { var n = parseInt(value); return n == null || isNaN(n) ? 0 : n; } function OnMouseMove(e) { if (e == null) var e = window.event; // this is the actual "drag code" _dragElement.style.left = (_offsetX + e.clientX - _startX) + 'px'; _dragElement.style.top = (_offsetY + e.clientY - _startY) + 'px'; _debug.innerHTML = '(' + _dragElement.style.left + ', ' + _dragElement.style.top + ')'; } function OnMouseUp(e) { if (_dragElement != null) { _dragElement.style.zIndex = _oldZIndex; // we're done with these events until the next OnMouseDown document.onmousemove = null; document.onselectstart = null; _dragElement.ondragstart = null; // this is how we know we're not dragging _dragElement = null; _debug.innerHTML = 'mouse up'; } } //--> </script> I have tried putting the javascript in the head and the body but no matter where I put it, I can't drag and drop the image. What am I doing wrong? Thank you for your time Hello, I have a system where one clicks on an image an a floating calculator appear. <img src="images/groutculatorman.png" width="114" height="85" onclick="showdiv()"/> <div id="demo" style="visibility:hidden"> <div id="calculator" class="drag"> ----- <script type="text/javascript"> function closeCalculator() { document.getElementById("calculator").style.display = "none"; window.location.href = window.location.href;} var ie = document.all; var ns6 = document.getElementById && !document.all; var dragapproved=false; var z, x, y; function move(e) { if (dragapproved) { z.style.left=ns6? temp1+e.clientX-x: temp1+event.clientX-x; z.style.top=ns6? temp2+e.clientY-y : temp2+event.clientY-y; return false; } } function drags(e) { if (!ie&&!ns6) return; var firedobj = ns6? e.target : event.srcElement; var topelement = ns6? "HTML" : "BODY"; while (firedobj.tagName != topelement&&firedobj.className != "drag") { firedobj = ns6? firedobj.parentNode : firedobj.parentElement; } if (firedobj.className == "drag") { dragapproved = true; z = firedobj; temp1 = parseInt(z.style.left+0); temp2 = parseInt(z.style.top+0); x = ns6? e.clientX: event.clientX; y = ns6? e.clientY: event.clientY; document.onmousemove=move; return false; } } document.onmousedown=drags; document.onmouseup=new Function("dragapproved=false"); // --> function showdiv() { var mydiv = document.getElementById("demo"); mydiv.style.visibility=""; mydiv.style.display=""; } </script> ------ PROBLEM I added a drop down function on the image in order to open different calculators. The system works however the calculator won't drop (doesn't deselect). Any ideas. New code. <a href="javascript:;" onMouseOver="MM_showMenu(window.mm_menu_1009090908_0,11,82,null,'image1')" onMouseOut="MM_startTimeout();"> <img src="images/groutculatorman.png" name="image1" width="114" height="85" border="0" id="image1"> </a> <div id="demo" style="visibility:hidden"> <div id="calculator" class="drag"> ------------- <script language="JavaScript1.2">mmLoadMenus();</script> <script type="text/javascript"> <!-- function mmLoadMenus() { if (window.mm_menu_1009090908_0) return; window.mm_menu_1009090908_0 = new Menu("root",135,18,"Verdana, Arial, Helvetica, sans-serif",12,"#FF0000","#FFFFFF","#FFFFFF","#000084","left","middle",3,0,1000,-5,7,true,true,true,0,false,true); mm_menu_1009090908_0.addMenuItem("Baseplate","showdiv()"); mm_menu_1009090908_0.addMenuItem("Tank/Anchorbolt","showdiv2()"); mm_menu_1009090908_0.addMenuItem("Tank/Circumference","showdiv3()"); mm_menu_1009090908_0.hideOnMouseOut=true; mm_menu_1009090908_0.bgColor='#555555'; mm_menu_1009090908_0.menuBorder=1; mm_menu_1009090908_0.menuLiteBgColor='#FFFFFF'; mm_menu_1009090908_0.menuBorderBgColor='#777777'; mm_menu_1009090908_0.writeMenus(); } // mmLoadMenus() </script> function closeCalculator() { document.getElementById("calculator").style.display = "none"; window.location.href = window.location.href;} var ie = document.all; var ns6 = document.getElementById && !document.all; var dragapproved=false; var z, x, y; function move(e) { if (dragapproved) { z.style.left=ns6? temp1+e.clientX-x: temp1+event.clientX-x; z.style.top=ns6? temp2+e.clientY-y : temp2+event.clientY-y; return false; } } function drags(e) { if (!ie&&!ns6) return; var firedobj = ns6? e.target : event.srcElement; var topelement = ns6? "HTML" : "BODY"; while (firedobj.tagName != topelement&&firedobj.className != "drag") { firedobj = ns6? firedobj.parentNode : firedobj.parentElement; } if (firedobj.className == "drag") { dragapproved = true; z = firedobj; temp1 = parseInt(z.style.left+0); temp2 = parseInt(z.style.top+0); x = ns6? e.clientX: event.clientX; y = ns6? e.clientY: event.clientY; document.onmousemove=move; return false; } } document.onmousedown=drags; document.onmouseup=new Function("dragapproved=false"); // --> function showdiv() { var mydiv = document.getElementById("demo"); mydiv.style.visibility=""; mydiv.style.display=""; } </script> There seems to be a lot out there, but I haven't found a javascript for a click and drag that has been bug free. Does anyone have any suggestions? The last one I had didn't work in Safari. Thanks so much for any help. Hello, I'm in need of help on my drag and drop code. How can I make 2 images (1 draggable, 1 static) each switch to alternate images when the draggable is dragged over the static?
Hei, I should start by saying that I am very new in Javascript.. what I need to do is to drag the entire window...any ideas how to do that ? Thanks Hi I need a help with my code. When i'm trying to put a picture in empty div it works fine, but when i put the second picture to the div where already is picture, then second picture "disappear". If i have only one div, then everything is ok, but with 2 or more divs i have issue. PHP Code: <div id="drop" ondrop="drop(event)" ondragover="allowDrop(event)"></div> <div id="drop2" ondrop="drop(event)" ondragover="allowDrop(event)"></div> <img id="drag1" src="http://images.photo.bikestats.eu/zdjecie,600,79346,20091201,zdjecia-wiewiorek.jpg" draggable="true" ondragstart="drag(event)" width="80" height="80"> <img id="drag2" src="http://www.tech-blog.pl/wordpress/wp-content/uploads/2011/12/gaba-16-12-2011.jpg" draggable="true" ondragstart="drag(event)" width="80" height="80"> <style> #drop { border: 1px solid black; width:80px; height:80px; } #drop2 { border: 1px solid black; width:80px; height:80px; } </style> <script> function allowDrop(ev) { ev.preventDefault(); } function drag(ev) { ev.dataTransfer.setData("text/html", ev.target.id); } function drop(ev) { ev.preventDefault(); var data = ev.dataTransfer.getData("text/html"); var parent = ev.target.parentNode; if( parent.id == 'drop' ) { parent.removeChild(ev.target); parent.appendChild(document.getElementById(data)); } else ev.target.appendChild(document.getElementById(data)); } </script> hi all, i dont know exactly how to explain this but ill give it a go. What im looking for is to have a database hold a list of images ( or numbers that corrospond to images)... that should be easy enough. The part im having trouble with is having these images aligned in a grid which is inside a window /frame/ box on the web page. The user can click and drag and it will move around this collection of images..... like so (numbers represent images): 5 4 3 6 1 2 7 8 9 so if the user clicked and dragged to the right the images would then look like: 4 3 12 1 2 11 8 9 10 the new images are taken from the database and the user can drag in any direction. i hope that makes sence, can someone help with this ? even if its just what this is called that i should search for, ive tried draggable images, scrolling images etc etc thanks P.s like google maps Dear forum Rather than use a library, I have attempted to write my own attempt at a script that allows multiple elements to be dragged around the page. It starts by loading all divs into an array, and then forms a new array of only divs with the required class name. I believe this script doesn't work for internet explorer, but I am not concerned by this. As you will see if you run the code below, the script works well for divs containing text, but if I include an image inside a div, then the image will follow the mouse even if the button is released. I have spent a whole day on this tiny script and really don't know where to go from here! Could anybody shed some light on this please? Thanks Matt Code: <html> <head> <style> .dragger { background-color:lightgreen; position:absolute; } </style> <script type="text/javascript"> var all_els=[]; var els=[]; var el; window.onload = function() { all_els=document.getElementsByTagName("div"); //an array of all div elements on page for(var i=0;i<all_els.length;i++){ if(all_els[i].className=='dragger') { els.push(all_els[i]);} //just add those with the correct class name to our final array } for (el in els) { this.dragging=false; //each element in the array is an object, so new properties e.g. dragging can be set. Initially set the dragging property of each element to false els[el].onmousedown=function() {this.dragging=true;} els[el].onmouseup=function() {this.dragging=false;} } } document.onmousemove = function(e) { for(el in els) { if (els[el].dragging==true) { els[el].style.left = e.clientX - els[el].offsetWidth/2 +'px'; els[el].style.top = e.clientY - els[el].offsetHeight/2+'px'; } } } </script> <title>Simple Drag</title> </head> <body> <div class="dragger"> Some text to drag </div> <br><br><br><br><br><br> <div class="dragger"> Some other text to drag </div> <br><br><br><br><br><br> <div class="dragger"> <img src="http://www.mpklein.co.uk/images/phoenix.jpg"></img> </div> </body> </html> Hi, I am currently working in mail client project. The mails are displayed in the html table. I have an requirement to drag and drop the mails from the Inbox to another folder. Can you please suggest how to proceed with this. Thanks in advance. Regards, Anne. Hi. I'm trying to get drag and drop script working from this tutorial: http://www.webreference.com/programm...mn2/index.html I want to drag items between columns (DIV's). Here is my code: Code: document.onmousemove = mouseMove; document.onmouseup = mouseUp; document.onmousedown = mouseDown; window.onload = function(){ // Create our helper object that will show the item while dragging dragHelper = document.createElement('DIV'); dragHelper.style.cssText = 'position:absolute;display:none;'; CreateDragContainer( document.getElementById('DragContainer1'), document.getElementById('DragContainer2'), document.getElementById('DragContainer3') ); document.body.appendChild(dragHelper); } var mouseOffset = null; var iMouseDown = false; var lMouseState = false; var dragObject = null; // Demo 0 variables var DragDrops = []; var curTarget = null; var lastTarget = null; var dragHelper = null; var tempDiv = null; var rootParent = null; var rootSibling = null; function mouseCoords(ev){ if(ev.pageX || ev.pageY){ return {x:ev.pageX, y:ev.pageY}; } return { x:ev.clientX + document.body.scrollLeft - document.body.clientLeft, y:ev.clientY + document.body.scrollTop - document.body.clientTop }; } document.onmouseup = mouseUp; var dragObject = null; function makeClickable(object){ object.onmousedown = function(){ dragObject = this; } } var dropTargets = []; function addDropTarget(dropTarget){ dropTargets.push(dropTarget); } function mouseUp(ev){ ev = ev || window.event; var mousePos = mouseCoords(ev); for(var i=0; i<dropTargets.length; i++){ var curTarget = dropTargets[i]; var targPos = getPosition(curTarget); var targWidth = parseInt(curTarget.offsetWidth); var targHeight = parseInt(curTarget.offsetHeight); if( (mousePos.x > targPos.x) && (mousePos.x < (targPos.x + targWidth)) && (mousePos.y > targPos.y) && (mousePos.y < (targPos.y + targHeight))){ // dragObject was dropped onto curTarget! } } dragObject = null; } var dragObject = null; var mouseOffset = null; function getMouseOffset(target, ev){ ev = ev || window.event; var docPos = getPosition(target); var mousePos = mouseCoords(ev); return {x:mousePos.x - docPos.x, y:mousePos.y - docPos.y}; } function getPosition(e){ var left = 0; var top = 0; while (e.offsetParent){ left += e.offsetLeft; top += e.offsetTop; e = e.offsetParent; } left += e.offsetLeft; top += e.offsetTop; return {x:left, y:top}; } function mouseMove(ev){ ev = ev || window.event; /* We are setting target to whatever item the mouse is currently on Firefox uses event.target here, MSIE uses event.srcElement */ var target = ev.target || ev.srcElement; var mousePos = mouseCoords(ev); // mouseOut event - fires if the item the mouse is on has changed if(lastTarget && (target!==lastTarget)){ // reset the classname for the target element var origClass = lastTarget.getAttribute('origClass'); if(origClass) lastTarget.className = origClass; } /* dragObj is the grouping our item is in (set from the createDragContainer function). if the item is not in a grouping we ignore it since it can't be dragged with this script. */ var dragObj = target.getAttribute('DragObj'); // if the mouse was moved over an element that is draggable if(dragObj!=null){ // mouseOver event - Change the item's class if necessary if(target!=lastTarget){ var oClass = target.getAttribute('overClass'); if(oClass){ target.setAttribute('origClass', target.className); target.className = oClass; } } // if the user is just starting to drag the element if(iMouseDown && !lMouseState){ // mouseDown target curTarget = target; // Record the mouse x and y offset for the element rootParent = curTarget.parentNode; rootSibling = curTarget.nextSibling; mouseOffset = getMouseOffset(target, ev); // We remove anything that is in our dragHelper DIV so we can put a new item in it. for(var i=0; i<dragHelper.childNodes.length; i++) dragHelper.removeChild(dragHelper.childNodes[i]); // Make a copy of the current item and put it in our drag helper. dragHelper.appendChild(curTarget.cloneNode(true)); dragHelper.style.display = 'block'; // set the class on our helper DIV if necessary var dragClass = curTarget.getAttribute('dragClass'); if(dragClass){ dragHelper.firstChild.className = dragClass; } // disable dragging from our helper DIV (it's already being dragged) dragHelper.firstChild.removeAttribute('DragObj'); /* Record the current position of all drag/drop targets related to the element. We do this here so that we do not have to do it on the general mouse move event which fires when the mouse moves even 1 pixel. If we don't do this here the script would run much slower. */ var dragConts = DragDrops[dragObj]; /* first record the width/height of our drag item. Then hide it since it is going to (potentially) be moved out of its parent. */ curTarget.setAttribute('startWidth', parseInt(curTarget.offsetWidth)); curTarget.setAttribute('startHeight', parseInt(curTarget.offsetHeight)); curTarget.style.display = 'none'; // loop through each possible drop container for(var i=0; i<dragConts.length; i++){ with(dragConts[i]){ var pos = getPosition(dragConts[i]); /* save the width, height and position of each container. Even though we are saving the width and height of each container back to the container this is much faster because we are saving the number and do not have to run through any calculations again. Also, offsetHeight and offsetWidth are both fairly slow. You would never normally notice any performance hit from these two functions but our code is going to be running hundreds of times each second so every little bit helps! Note that the biggest performance gain here, by far, comes from not having to run through the getPosition function hundreds of times. */ setAttribute('startWidth', parseInt(offsetWidth)); setAttribute('startHeight', parseInt(offsetHeight)); setAttribute('startLeft', pos.x); setAttribute('startTop', pos.y); } // loop through each child element of each container for(var j=0; j<dragConts[i].childNodes.length; j++){ with(dragConts[i].childNodes[j]){ if((nodeName=='#text') || (dragConts[i].childNodes[j]==curTarget)) continue; var pos = getPosition(dragConts[i].childNodes[j]); // save the width, height and position of each element setAttribute('startWidth', parseInt(offsetWidth)); setAttribute('startHeight', parseInt(offsetHeight)); setAttribute('startLeft', pos.x); setAttribute('startTop', pos.y); } } } } } // If we get in here we are dragging something if(curTarget){ // move our helper div to wherever the mouse is (adjusted by mouseOffset) dragHelper.style.top = mousePos.y - mouseOffset.y; dragHelper.style.left = mousePos.x - mouseOffset.x; var dragConts = DragDrops[curTarget.getAttribute('DragObj')]; var activeCont = null; var xPos = mousePos.x - mouseOffset.x + (parseInt(curTarget.getAttribute('startWidth')) /2); var yPos = mousePos.y - mouseOffset.y + (parseInt(curTarget.getAttribute('startHeight'))/2); // check each drop container to see if our target object is "inside" the container for(var i=0; i<dragConts.length; i++){ with(dragConts[i]){ if(((getAttribute('startLeft')) < xPos) && ((getAttribute('startTop')) < yPos) && ((getAttribute('startLeft') + getAttribute('startWidth')) > xPos) && ((getAttribute('startTop') + getAttribute('startHeight')) > yPos)){ /* our target is inside of our container so save the container into the activeCont variable and then exit the loop since we no longer need to check the rest of the containers */ activeCont = dragConts[i]; // exit the for loop break; } } } // Our target object is in one of our containers. Check to see where our div belongs if(activeCont){ // beforeNode will hold the first node AFTER where our div belongs var beforeNode = null; // loop through each child node (skipping text nodes). for(var i=activeCont.childNodes.length-1; i>=0; i--){ with(activeCont.childNodes[i]){ if(nodeName=='#text') continue; // if the current item is "After" the item being dragged if( curTarget != activeCont.childNodes[i] && ((getAttribute('startLeft') + getAttribute('startWidth')) > xPos) && ((getAttribute('startTop') + getAttribute('startHeight')) > yPos)){ beforeNode = activeCont.childNodes[i]; } } } // the item being dragged belongs before another item if(beforeNode){ if(beforeNode!=curTarget.nextSibling){ activeCont.insertBefore(curTarget, beforeNode); } // the item being dragged belongs at the end of the current container } else { if((curTarget.nextSibling) || (curTarget.parentNode!=activeCont)){ activeCont.appendChild(curTarget); } } // make our drag item visible if(curTarget.style.display!=''){ curTarget.style.display = ''; } } else { // our drag item is not in a container, so hide it. if(curTarget.style.display!='none'){ curTarget.style.display = 'none'; } } } // track the current mouse state so we can compare against it next time lMouseState = iMouseDown; // mouseMove target lastTarget = target; // track the current mouse state so we can compare against it next time lMouseState = iMouseDown; // this helps prevent items on the page from being highlighted while dragging return false; } function mouseUp(ev){ if(curTarget){ // hide our helper object - it is no longer needed dragHelper.style.display = 'none'; // if the drag item is invisible put it back where it was before moving it if(curTarget.style.display == 'none'){ if(rootSibling){ rootParent.insertBefore(curTarget, rootSibling); } else { rootParent.appendChild(curTarget); } } // make sure the drag item is visible curTarget.style.display = ''; } curTarget = null; iMouseDown = false; } function mouseDown(){ iMouseDown = true; if(lastTarget){ return false; } } function makeDraggable(item){ if(!item) return; item.onmousedown = function(ev){ dragObject = this; mouseOffset = getMouseOffset(this, ev); return false; } } Number.prototype.NaN0=function(){return isNaN(this)?0:this;} function CreateDragContainer(){ /* Create a new "Container Instance" so that items from one "Set" can not be dragged into items from another "Set" */ var cDrag = DragDrops.length; DragDrops[cDrag] = []; /* Each item passed to this function should be a "container". Store each of these items in our current container */ for(var i=0; i<arguments.length; i++){ var cObj = arguments[i]; DragDrops[cDrag].push(cObj); cObj.setAttribute('DropObj', cDrag); /* Every top level item in these containers should be draggable. Do this by setting the DragObj attribute on each item and then later checking this attribute in the mouseMove function */ for(var j=0; j<cObj.childNodes.length; j++){ // Firefox puts in lots of #text nodes...skip these if(cObj.childNodes[j].nodeName=='#text') continue; cObj.childNodes[j].setAttribute('DragObj', cDrag); } } } This script is working only particularly as You can see he http://lukasz.webh.pl/test.html Can anyone tell me please what is wrong with this script? Hi Folks, I've been trying to create a drag drop homepage like www.bbc.co.uk, google etc. I can get the basic drag and drop to work, but I can't get the layout to save anywhere. Can anyone please help? Here is what I have so far. http://www.sandwell.nhs.uk/test/test.html It uses Glow, which doesn't have any cookie functions apparantly. Could anyone please help me save my layout, any example code would be much appreciated Manu thanks Hello CodingForums! I need some help with drag & drop links / downloads. I would like an example like the following website; http://panic.com/ I am creating a website that runs an iFrame with website displayed in it. On that page, in the frame, there is a simple href hyperlink. I have a text element next to the iFrame that is acting as an address bar. I want to be able to drag the link from the frame to the address bar and ondrop have the iframe redirect to the dragged link url. Here is the code I have Code: <html> <head> <style> #NetFrame { border:2px solid #0A9; height:650px; width:75%; Position: absolute; top:2%; left:25%; } #url { width:25%; height:650px; } </style> <script type="text/javascript"> function getUrl() { var source = document.getElementById('url').value; loadUrl(source); } function loadUrl(source) { var showUrl = document.getElementById('NetFrame'); NetFrame.src = source; document.getElementById('url').value=""; } </script> </head> <body> <form> <input type="text" id="url" onDragEnd="getUrl()"/> </form> <iframe src="link1.html" id="NetFrame"> </iframe> </body> </html> The iFrame is called NetFrame and the Text element is url. I have not coded in 6 years and am stuck here. Please Help, and be specific you are explaining to an absolute novice. I can't figure out how to drag and drop. I've followed some tutorials but no success. I use Firefox as my browser. Any tutorial you would recommend?
Hi everyone I am having a bit of trouble with a question that I have been given for my Javascript assignment. I was given a web page with a series of boxes (created by <div> tags) which could be dragged and dropped anywhere on the web page, and they were dragged by holding the mouse down and dragging, and released when the mouse button was released. The web page can be viewed at http://adamr.hitwebs.net/dragDropOriginal.html and the source can be viewed at http://adamr.hitwebs.net/dragDropOriginal.js. The assignment was to make any other element drag-and-droppable, so I chose to make a jigsaw puzzle and hence make images drag-and-droppable, but with minimal changes to the script (simply changing the class name and id of my images), the dragging and dropping process is visually very different (the images appear to "stick" to the cursor on mouse up, and you have to actually click a second time to drop the image). Can someone please help me to fix this so that the drag and drop looks like what the boxes did (an example of what I want is exactly how the smiley faces are dragged-and-dropped at http://elouai.com/javascript-drag-and-drop.php). My jigsaw puzzle can be viewed at http://adamr.hitwebs.net/drag&Drop.html and the source can be downloaded from http://adamr.hitwebs.net/dragDrop.js. As you will see, apart from the large sections of script that I added, I only changed about two or three words of the original script, and it stopped working properly as soon as I started using images, which was long before I made my own additions to the script. Also note that there are A LOT of comments in my code because this is an assignment, and I have to note every change that I made to the original code, as well as put explanatory comments in my own code. P.S. Please don't tell me to use the script on the smiley face web page that I have provided, as this would not be useful to me. I must amend the script that I was originally given with the boxes. As for the assignment, I have checked this with the teacher, and I will not lose any marks for the terrible drag-and-drop effect as it does not appear to be my fault. This post is purely for my curiosity and because I hate not being able to solve a problem, and to me, this is a problem. Thanks heaps, - Adam |