面向对象 + 原生js拖拽
拖拽div等盒子模型,都是日常操作没有什么问题,如果是拖拽图片的话,会有一点小坑要踩......
那么我们看代码:
```
var Move_fn = {};
(function(Move_fn){
function Move_img() {
}
Move_img.prototype = {
constructor:Move_img,
pageInit: function(imgEle, imgContent) {
this.Ele = imgEle;
this.Box = imgContent;
imgEle.className = "_positon";//添加定位属性便于计算拖拽位置
this._mw = imgContent.offsetWidth - imgEle.offsetWidth;
this._mh = imgContent.offsetHeight - imgEle.offsetHeight;
this.mouseDown();
this.closeEvt();
},
closeEvt:function() {
var that = this;
this.Box.onclick = function(e) {
e.preventDefault();
e.stopPropagation();
if(e.target.tagName == "DIV" || e.srcElement.tagName == "div") {
Elf.utils.remove(that.Box.parentNode, that.Box.parentNode.parentNode);
}
}
},
mouseDown: function() {
var that = this;
this.Ele.onmousedown = function(e) {
that.offX = e.offsetX;
that.offY = e.offsetY;
that.mouseMove();
}
},
mouseMove: function(){
var that = this;
document.onmousemove = function(e) {
var l = e.clientX - that.offX;
var t = e.clientY - that.offY;
//判断边界设置最大最小值
if(t <= 0) {
t = 0;
}
if(t >= that._mh) {
t = that._mh;
}
if(l <= 0) {
l = 0;
}
if(l >= that._mw) {
l = that._mw;
}
that.Ele.style.top = t + "px";
that.Ele.style.left = l + "px";
that.mouseUp();
}
},
mouseUp: function() {
var that = this;
document.onmouseup = function(e) {
document.onmousemove = null;
document.onmousedown = null;
}
}
}
Move_fn.move_img = new Move_img();
}(Move_fn));
<p>使用方式也横简单,Move_fn.move_img.pageInit(imgShow, imgContent);初始化一下就好了。要求imgContent全屏遮盖</p>
<p>现在来说一下,图片拖拽的小坑。当鼠标移动到图片上的时候,会有一个,图片选中可拖拽的状态,这个时候我们执行的是ondragstart、draggable事件,而不是自行添加的onmousemove事件。会造成的后果是什么呢?拖拽后图片卡顿,自行添加的鼠标抬起事件onmouseup失效,当我们的鼠标抬起后依然会执行鼠标移动事件,即鼠标抬起后图片会跟着鼠标跑</p>
![](https://images2018.cnblogs.com/blog/1244681/201809/1244681-20180903161715077-1922354997.png)
<p>解决办法:禁止掉图片自己的拖拽事件<br />
对要拖拽的图片添加几个属性
<ul>
<li>oncontextmenu:"false" <span>禁止图片右键菜单弹出</span></li>
<li>onselectstart:"false" <span>禁止图片选中</span></li>
<li>ondragstart:"false" <span>禁止图片拖拽</span></li>
<li>draggable:"false" <span>禁止图片拖拽</span></li>
</ul>
</p>