Reputation: 176
I have an SVG image that I created. It is a rectangle with a circle inside it. The circle follows the users mouse using JavaScript. The image is represented by the following code:
<svg xmlns="http://www.w3.org/2000/svg" version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink" xmlspace="preserve" preserveAspectRatio="xMidYMin slic">
<style>
* { vector-effect:non-scaling-stroke }
rect { fill: blue; }
circle { fill:orange; opacity:0.75; }
</style>
<rect cx="50%" cy="0" width="720" height="1278" id="origin" />
<circle cx="50%" cy="116" r="72" id="dot" />
<script>
var svg = document.documentElement,
pt = svg.createSVGPoint(),
dot = document.querySelector('#dot');
svg.addEventListener('mousemove',function(evt){
var loc = cursorPoint(evt);
dot.setAttribute('cx',loc.x);
dot.setAttribute('cy',loc.y);
},false);
function rotateElement(el,originX,originY,towardsX,towardsY){
var degrees = Math.atan2(towardsY-originY,towardsX-originX)*180/Math.PI + 90;
el.setAttribute(
'transform',
'translate('+originX+','+originY+') translate('+(-originX)+','+(-originY)+')'
);
}
// Get point in global SVG space
function cursorPoint(evt){
pt.x = evt.clientX; pt.y = evt.clientY;
return pt.matrixTransform(svg.getScreenCTM().inverse());
}
</script>
</svg>
What I would like to do with this image is use it as a CSS background. If I use CSS to set the image as a background {background: url("image.svg");
} then the JavaScript no longer works, i.e. the circle no longer follows the cursor. I believe this is due to the fact that when the image is a background, it has other elements stacked on top of it.
So how can I have the image be a background and also remain interactive? Any suggestions would be greatly appreciated.
Upvotes: 4
Views: 1968
Reputation: 1254
One of the way to get a scripted background SVG working, is to use CSS4 element()
. It's currently only implemented in Firefox 4+ via -moz-element()
.
<div id="bg" style="width: 400px; height: 400px;">
<svg width="400" height="400" viewPort="0 0 400 400">
<!-- force correct 0,0 coordinates -->
<rect x="0" y="0" width="1" height="1" fill="transparent" />
<rect x="0" y="0" id="animable1" width="120" height="120" fill="blue" />
<rect x="0" y="0" id="animable2" width="60" height="60" fill="red" />
</svg>
</div>
<div id="target" style="border: 4px dashed black; height: 400px; width: 400px; background: gray -moz-element(#bg); background-size: 20%;"></div>
<script type="text/javascript">
var divTarget = document.getElementById("target");
var animable1 = document.getElementById("animable1");
var animable2 = document.getElementById("animable2");
document.addEventListener("mousemove", function(event){
var rotation = Math.atan2(event.clientY, event.clientX);
animable1.setAttribute("transform", "translate(140 140) rotate(" + (rotation / Math.PI * 360) + " 60 60)");
animable2.setAttribute("transform", "translate(170 170) rotate(" + (360 - rotation / Math.PI * 360) + " 30 30)");
}, false);
animable1.setAttribute("transform", "translate(140 140) rotate(0 60 60)");
animable2.setAttribute("transform", "translate(170 170) rotate(0 30 30)");
</script>
Upvotes: 4
Reputation: 13
You should create two files one of the .css file and the other one is Of course, better to have separate files, because it is actually a part of the container is html. SVG within this container,'s JavaScripts. This divide-and-conquer simplification or incident. For this reason, the external file is actually being held as JavaScripts. This is a great way to will not loose in the code.
SVG defining:
<div><object id="circle-svg" width="400" height="300" type="image/svg+xml" data="moving_circle.svg"></object></div>
Here, the part of the data you describe your own SVG
for example, canvas:
canvas = d3.select("#circle-svg")
.on("mouseover", mouseover)
.on("mousemove", mousemove)
.on("mouseout", mouseout);
Part1: Take a look at this code (html based)
<head>
<title>Controlling an SVG with Javascript</title>
<script type='text/javascript' src='svg-interaction.js'></script>
<script type="text/javascript" src="http://mbostock.github.com/d3/d3.js"></script>
<style type="text/css">
div.tooltip {
position: absolute;
text-align: center;
z-index: 10;
width: 140px;
height: auto;
padding: 8px;
font: 24px sans-serif;
background: red;
color: white;
border: solid 1px #aaa;
border-radius: 8px;
opacity: 0;
}
</style>
<head>
<body>
<h2>Controlling SVG with Javascript</h2>
<div class="page-content">
<div><object id="circle-svg" width="400" height="300" type="image/svg+xml" data="moving_circle.svg"></object></div>
You can define your scripts over there
Then you continue to the second phase (Your SVG study)
<svg viewBox="0 0 400 400" preserveAspectRatio="none"
xmlns="http://www.w3.org/2000/svg"
xmlns:xlink="http://www.w3.org/1999/xlink"
xmlns:a3="http://ns.adobe.com/AdobeSVGViewerExtensions/3.0/"
a3:scriptImplementation="Adobe"
onload="init(evt)"
onzoom="updateTracker(evt)"
onscroll="updateTracker(evt)"
onresize="updateTracker(evt)">
<script type="text/ecmascript" a3:scriptImplementation="Adobe"><![CDATA[
/*****
*
* Globals
*
*****/
var elems = {
tracker: false,
cursor: false,
trans: true,
scale: true,
mx: true,
my: true,
ux: true,
uy: true
};
var frame = {
x_trans: 0,
y_trans: 0,
zoom : 1,
x_scale: 1,
y_scale: 1
};
Upvotes: 0