Note: For both drag and resize, you'll have to make separate cases for certain different types of elements. Take a look in the example I provide later on that handles the dragging of both ellipses and rectangles in the same set of functions.
To make an element dragable you use:
element.drag(move, start, up);
The three arguments are references to the functions that handle moving (dragging), starting (mouse down), and the stopping (mouseup).
For example to make a draggable circle (from the documentation):
window.onload = function() {
var R = Raphael("canvas", 500, 500);
var c = R.circle(100, 100, 50).attr({
fill: "hsb(.8, 1, 1)",
stroke: "none",
opacity: .5
});
var start = function () {
// storing original coordinates
this.ox = this.attr("cx");
this.oy = this.attr("cy");
this.attr({opacity: 1});
},
move = function (dx, dy) {
// move will be called with dx and dy
this.attr({cx: this.ox + dx, cy: this.oy + dy});
},
up = function () {
// restoring state
this.attr({opacity: .5});
};
c.drag(move, start, up);
};
In the above example, the ox
and oy
properties are tacked on to the element to keep track of its location, and these properties in conjunction with dx
and dy
are used to change the location of the element as it's being dragged.
A more complicated drag and drop to answer this question.
To make an object resizeable, you would simply create a second set of drag and drop methods for the resizer and just adjust the target elements height
and width
based on dragging the resizer.
Here's a full of one drag and drop and resizeable box I wrote up:
window.onload = function() {
var R = Raphael("canvas", 500, 500),
c = R.rect(100, 100, 100, 100).attr({
fill: "hsb(.8, 1, 1)",
stroke: "none",
opacity: .5,
cursor: "move"
}),
s = R.rect(180, 180, 20, 20).attr({
fill: "hsb(.8, .5, .5)",
stroke: "none",
opacity: .5
}),
// start, move, and up are the drag functions
start = function () {
// storing original coordinates
this.ox = this.attr("x");
this.oy = this.attr("y");
this.attr({opacity: 1});
this.sizer.ox = this.sizer.attr("x");
this.sizer.oy = this.sizer.attr("y");
this.sizer.attr({opacity: 1});
},
move = function (dx, dy) {
// move will be called with dx and dy
this.attr({x: this.ox + dx, y: this.oy + dy});
this.sizer.attr({x: this.sizer.ox + dx, y: this.sizer.oy + dy});
},
up = function () {
// restoring state
this.attr({opacity: .5});
this.sizer.attr({opacity: .5});
},
rstart = function () {
// storing original coordinates
this.ox = this.attr("x");
this.oy = this.attr("y");
this.box.ow = this.box.attr("width");
this.box.oh = this.box.attr("height");
},
rmove = function (dx, dy) {
// move will be called with dx and dy
this.attr({x: this.ox + dx, y: this.oy + dy});
this.box.attr({width: this.box.ow + dx, height: this.box.oh + dy});
};
// rstart and rmove are the resize functions;
c.drag(move, start, up);
c.sizer = s;
s.drag(rmove, rstart);
s.box = c;
};
The included event handlers (you can use more of course in conjunction with .node()
) and the drag and drop description is at the bottom of the page in the documentation.
You would simply make one Raphael canvas, and then each item would be a different element. Just assign them to variables so you can handle them, like in the example above ( c
was used to refer to the created circle element ).