Implementing Click & Drag with Vanilla JS

Try clicking and dragging on this circle.

Disclaimer

This post makes use of a number of interactive elements to help illustrate a few concepts. Unfortunately these do not yet work on mobile devices - sorry mobile users!

I have for quite some time now wanted to play around with web development some more, particularly using web technologies to build user interfaces of some kind. However there is just so much out there it’s been impossible for me to really get anywhere past a “Hello, World!” tutorial before I find myself trying out the next new shiny.

So I’ve decided to abandon everything and try a bottom up approach where I see how far I can push the core web technologies - HTML, CSS and JavaScript. Hopefully then by the time I start using one of the gazillion libraries out there I will have a better understanding of why I needed it in the first place.

In this post I will be looking at implementing clicking and dragging functionality using only vanilla JavaScript. Clicking and dragging as a concept can apply to many kinds of interactions so in this instance I’m specifically referring to clicking on an SVG element moving it around on the page as illustrated by the demo above.

Setup

All we need to get started is a HTML document that contains some markup which provides someplace we can reference and attach our image element to, as well as loading the code we write.

<div id="main"></div>
<script type="text/javascript" src="/js/click-drag.js"></script>

Then the first step is to create our SVG image element to act as our “canvas” that we can draw on.

const svgns = "http://www.w3.org/2000/svg"
const main = document.getElementById("main")

const canvas = document.createElementNS(svgns, "svg")
canvas.setAttribute("width", "100%")
canvas.setAttribute("height", "100%")
canvas.style.border = "solid 2px #242930"

main.appendChild(canvas)

A few things to note:

  • By adding our <svg> element as a child of some <div> element and setting both the width and height to 100% our canvas will be able to scale responsively based on the styles applied to the parent <div>

  • You might already be familiar with the document.createElement() function for creating HTML elements using JavaScript. However in order to work with SVG elements we need to use the document.createElementNS() function which allows us to use the SVG namespace instead of the HTML default.

The View Box

The next step is to construct an appropriate viewBox definition for our canvas. For more information on the viewBox you can refer to the documentation but to briefly summarise. An SVG image exists on an infinite plane and the viewBox is the window we use to view a portion of that space, changing the definition of the viewBox allows you to zoom in and out on particular regions.

For our purposes what’s important is that we construct a viewBox that matches the proportions of the <svg> element as it is displayed in the browser. If these proportions do not match then the element being dragged around will not accurately track the cursor, either racing away from or lagging behind it.

One minor issue is that in our setup we didn’t explicitly set the dimensions of our <svg> element - so how can we know its proportions? Thankfully once the <svg> as been added to the page we can ask the browser for the bounding box around the element.

let bbox = canvas.getBoundingClientRect()

Among other properties that are outlined on this page we can get the width and height of the rendered image in pixels from which its easy to calculate the aspect ratio.

const aspectRatio = bbox.width / bbox.height

We’re free to choose whichever scale we want for the vertical height of the viewBox into the <svg> element. I have chosen 100 simply because it feels like a nice round number. Once we’ve decided on a scale for the height, it’s easy enough to calculate the corresponding width from our aspect ratio.

const height = 100
const width = height * aspectRatio

With the dimensions of the viewBox taken care of all that is left to do is decide on the coordinates to assign to the top left corner of the <svg> element and assign the view box to our canvas.

const viewBox = {minX: 0, minY: 0, width: width, height: height}

const viewBoxStr = [
  viewBox.minX, viewBox.minY, viewBox.width, viewBox.height
].join(" ")

canvas.setAttribute("viewBox", viewBoxStr)

Something to Click on

By this point we have finished preparing our canvas and it’s time to add something for us to interact with. To keep things simple I will stick to a <circle> element, though the method we use here should apply to any SVG element (or any collection of elements under a <g> tag).

const circle = document.createElementNS(svgns, "circle")
circle.setAttribute("cx", viewBox.width / 2)
circle.setAttribute("cy", viewBox.height / 2)
circle.setAttribute("r", 15)
circle.setAttribute("fill", "#57cc8a")

canvas.appendChild(circle)

Note

Of course the way in which you define the position of your interactive element will depend on the element you have chosen.

Implementing the Drag

We will create an event handler for the mousemove event and attach it to our canvas.

canvas.addEventListener("mousemove", (event) => {
  // Do something clever here...
})

The function we write will be called every time the cursor moves regardless of whether the user has clicked or not. This means our event handler has to be able to cope with two situations, the cursor moving when the user has clicked and the cursor moving when the user has not clicked.

To do this we will declare a variable called clicked outside the scope of our function.

let clicked = false

For the moment we will ignore the details around how this variable is updated (it is covered in the next section), instead let’s focus on what we do while the cursor is moving about the page

Let’s get the simpler case out of the way first

Not Clicked

When the mouse is moving but the user has not clicked, then there is nothing for us to do! We can simply check the value of the clicked variable and stop the function if it meets the criteria.

if (!clicked) {
  return
}

Clicked

Now for the interesting part! The mouse is moving and the user has clicked on the circle, all we have to do now is update its position to match the cursor’s current position. The only problem is… where is it?

Like all mouse related events the event object passed into the event handler will contain a number of position related properties.

  • e.client<XY>: Coordinates of the cursor with respect to the current portion of the document visible on the page.

  • e.offset<XY>: Coordinates of the cursor with respect to the edge of the target element

  • e.page<XY>: Coordinates of the cursor with respect to the entire HTML page, including any portions of the page not currently visible

  • e.screen<XY>: Coordinates of the cursor with respect to the user’s display

Reading through those descriptions you would imagine that the e.offset<XY> properties would be the best fit for our use case. However it’s not quite as simple as that.

Below you should see 2 boxes, the bigger one on the left is our canvas. The smaller box on the right contains a smaller circle that represents the calculated position of the cursor based on the offset<XY> properties like so.

const x = event.offsetX
const y = event.offsetY

Try moving the mouse across the canvas and keep an eye on the calculated position.

Cursor Position: Offset

Target:

Position:

Determining the cursor's position using the event.offsetX and event.offsetY properties

Notice the issue when we move across the circle? Why does the calculated position of the cursor suddenly jump whenever we touch it? The answer lies in the description of the offset<XY> property “with respect to the edge of the target element”

When initially trying to implement this I incorrectly assumed that the target element meant the element that we attached the event listener to - the canvas. In fact the target element is whichever element is currently under the cursor

To work around this we can calculate the offset values we need ourselves. In order to do this we will make use of both the bounding box returned from the canvas.getBoundingClientRect() method as well as the client<XY> properties found on the mouse event.

It turns out that the bounding box also returns the coordinates of the top left corner of the canvas relative to the user’s current view of the document - exactly the same coordinate system used by the client<XY> properties! From those two pieces of information it’s easy enough to recover the offset<XY> values ourselves.

bbox = canvas.getBoundingClientRect()

const x = event.clientX - bbox.left
const y = event.clientY - bbox.top

By calculating the coordinates using values that are independent of the element currently underneath the cursor we sidestep any issues that arise from a changing target. Try the same thing again on the canvas below.

Cursor Position: Client

Target:

Position:

Determining the cursor's position using the event.clientX and event.clientY properties

Important

Since the values bbox.top and bbox.left are defined relative to the user’s current view on the document these values are not constant. They will change whenever the user alters their view of the page, i.e. performing actions like resizing the window or scrolling. This is why we ask for an updated bounding box every time our event handler is called.

Now that we can reliably know the position of the cursor, we can focus on the final piece of this puzzle - updating the position of our <circle> element. There is however one further issue to work through. The position of the cursor that we’ve just calculated is using a different coordinate system to the one used to draw our circle!

Although we have managed to correctly calculate the cursor’s position relative to our canvas, that position is measured using pixels which makes it highly dependent on the resolution of the user’s screen. A user who uses a 4K monitor and positions their cursor at the bottom right of the canvas will have a calculated position much larger than a user on a smartphone…

What this means is that if we map this calculated position directly onto the circle it won’t accurately follow the cursor. The only time the circle would follow the cursor correctly is when the pixel based coordinates line up with the coordinate system used in the SVG image. I.e. when the dimensions of the canvas match up exactly with the scale used to define our viewBox which in this case would be 100px tall

Since the mouse circle and the circle use different coordinate systems, we don’t actually care about the exact position we have just calculated. What’s more important is the position of the cursor relative to bounds of the canvas - a percentage. For example, let’s say that the cursor was halfway down the canvas (50%) then we could calculate the corresponding coordinate value in the SVG coordinate system by multiplying the total height by 50%. In our particular case this would mean setting y = 100 * 0.5 = 50.

We can adopt this approach by using the width and height information returned as part of the bounding box to modify our calculation to produce a percentage rather than an absolute value.

const x = (event.clientX - bbox.left) / bbox.width
const y = (event.clientY - bbox.top) / bbox.height

To then convert this percentage into its corresponding value in the SVG coordinate system all we have to do is multiply it by the width and height of that system and assign the result to our circle’s position!

circle.setAttriubte("cx", x * viewBox.width)
circle.setAttribute("cy", y * viewBox.height)

Bringing all that together we end up with the following implementation of our mousemove event handler.

canvas.addEventListener("mousemove", (event) => {

   if (!clicked) {
      return
   }

   bbox = canvas.getBoundingClientRect()

   const x = (event.clientX - bbox.left) / bbox.width
   const y = (event.clientY - bbox.top) / bbox.height

   circle.setAttribute("cx", x * viewBox.width)
   circle.setAttribute("cy", y * viewBox.height)
})

Nearly there! The only thing left to do is decide on how we want to update the clicked variable.

Click Detection

Finally all that’s left is to do is decide how we want to toggle the dragging behaviour. This mostly comes down to how you want the user to interact with the draggable object and will change depending on your use case. To keep things simple I will go with a fairly simple interaction model

  • If the mouse is over the circle and the user clicks then start dragging

  • If the user releases the mouse button then stop dragging

circle.addEventListener("mousedown",  (_) => { clicked = true })
circle.addEventListener("mouseup", (_) => { clicked = false })

Additionally I will impose one final condition

  • If the mouse leaves the bounds of the canvas then stop dragging.

canvas.addEventListener("mouseleave", (_) => { clicked = false })

This last point is to work around an issue that arises when the user moves the cursor out of the bounds of the canvas and releases the mouse button. Since the cursor is no longer over the circle the handler for the mouseup event on the circle is never fired so when the user brings their cursor back over the canvas our code still believes the user never released the mouse button and so the circle will appear “stuck” to their cursor until they click again.

Conclusion

There you have it, those were some of the basics required to get a working proof of concept of clicking and dragging functionality using only the JavaScript APIs that come with your web browser. However in writing this blog post I realised as with anything that the rabbit hole goes deep and there are many considerations to keep in mind if you wanted to “productionise” this code for any real usage.

  • Touchscreen Support

    If you were reading this post on a mobile device you will already have noticed that none of the interactive demos have worked. This is because touchscreens have their own family of touchXXXX events that are triggered when a user interacts with a webpage. While there is some mouse emulation done by the browsers (e.g. a touchstart event will trigger a mousedown event if not handled), some key events such as mousemove are not emulated and require dedicated support in your code. See these articles for more details

  • Snap to Center

    This is only a minor issue and depending on your use case may not be a problem at all. Currently whenever you pick up the circle its center snaps to the cursor’s position. There may be situations where you would prefer the keep the object’s relative position to the cursor e.g. fine adjustments, the last thing you would want is for the object to jump to the cursor just because the user happened to click on it off center.

    A way around this would be to record the original positions of both the mouse cursor and the object on a click, then on each mousemove event calculate the distance moved by the cursor and apply it to the original recorded position of the object.

  • Multiple Objects

    Chances are when using this functionality in a real application you would want the ability to click and drag on multiple objects. Adding support for this would require reworking at least some of the code, having the canvas object handle all mouse movements is probably a good idea but of course updating the circle’s position directly would have to change. It would probably make sense to move the click detection logic onto the canvas also, making use of the event.target property to determine which object would need updating.

  • Canvas Resizing

    While the existing code makes some effort to ensure this works in a responsive manner it is currently only “statically responsive”. What I mean is that on page load all the necessary calculations are performed to ensure that the viewBox has the correct proportions for example. However if the user were to resize the webpage, or rotate their device chances are the proportions of the canvas would change meaning that the circle would no longer follow the cursor correctly.

    In order to be truly responsive, we would need to listen for events such as resize and perform all the calculations again.

  • Pan and Zoom

    Something I realised when writing up the part where we map the cursor’s position onto the position of the circle is that I had by chance chosen a special case where the maths is a little easier. The calculations x * viewBox.width and y * viewBox.height only work because our viewBox starts at (0, 0).

    Say we had an application that also allowed for panning and zooming of the canvas itself then the chances are our viewBox would not be starting at (0, 0) and we would have to include an offset in our calculations to reflect this. This means for the general case our code should probably look something like this

    circle.setAttribute("cx", (x * viewBox.width) - viewBox.minX)
    circle.setAttribute("cy", (y * viewBox.height) - viewBox.minY)
    

I’m sure there are more edge cases and considerations to think of but this post is long enough already! - Perhaps this is why people use libraries for this kind of thing 🤔…

I will leave you with the final version of the code that went into the demo you saw at the start of this blog post so you can see it all in context. Hopefully you found this useful and I’ll see you in the next one!