A lightweight library for manipulating and animating SVG.
Svg.js has no dependencies and aims to be as small as possible.
Svg.js is licensed under the terms of the MIT License.
See svgjs.com for an introduction, documentation and some action.
Use the SVG()
function to create an SVG document within a given html element:
var draw = SVG('drawing').size(300, 300)
var rect = draw.rect(100, 100).attr({ fill: '#f06' })
The first argument can either be an id of the element or the selected element itself. This will generate the following output:
<div id="drawing">
<svg xmlns="http://www.w3.org/2000/svg" version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink" width="300" height="300">
<rect width="100" height="100" fill="#f06"></rect>
</svg>
</div>
By default the svg drawing follows the dimensions of its parent, in this case #drawing
:
var draw = SVG('drawing').size('100%', '100%')
By default this library assumes the client's browser supports SVG. You can test support as follows:
if (SVG.supported) {
var draw = SVG('drawing')
var rect = draw.rect(100, 100)
} else {
alert('SVG not supported')
}
Svg.js also works outside of the HTML DOM, inside an SVG document for example:
<?xml version="1.0" encoding="utf-8" ?>
<svg id="drawing" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" version="1.1" >
<script type="text/javascript" xlink:href="svg.min.js"></script>
<script type="text/javascript">
<![CDATA[
var draw = SVG('drawing')
draw.rect(100,100).animate().fill('#f03').move(100,100)
]]>
</script>
</svg>
Call the spof()
method to fix sub-pixel offset:
var draw = SVG('drawing').spof()
To enable automatic sub-pixel offset correction when the window is resized:
SVG.on(window, 'resize', function() { draw.spof() })
The main SVG.js initializer function creates a root svg node in the given element and returns an instance of SVG.Doc
:
var draw = SVG('drawing')
returns
: SVG.Doc
Javascript inheritance stack: SVG.Doc
< SVG.Container
< SVG.Parent
With this feature you can nest svg documents within each other. Nested svg documents have exactly the same features as the main, top-level svg document:
var nested = draw.nested()
var rect = nested.rect(200, 200)
returns
: SVG.Nested
Javascript inheritance stack: SVG.Nested
< SVG.Container
< SVG.Parent
Grouping elements is useful if you want to transform a set of elements as if it were one. All element within a group maintain their position relative to the group they belong to. A group has all the same element methods as the root svg document:
var group = draw.group()
group.path('M10,20L30,40')
Existing elements from the svg document can also be added to a group:
group.add(rect)
Note: Groups do not have a geometry of their own, it's inherited from their content. Therefore groups do not listen to x
, y
, width
and height
attributes. If that is what you are looking for, use a nested()
svg instead.
returns
: SVG.G
Javascript inheritance stack: SVG.G
< SVG.Container
< SVG.Parent
A hyperlink or <a>
tag creates a container that enables a link on all children:
var link = draw.link('http://svgjs.com')
var rect = link.rect(100, 100)
The link url can be updated with the to()
method:
link.to('http://apple.com')
Furthermore, the link element has a show()
method to create the xlink:show
attribute:
link.show('replace')
And the target()
method to create the target
attribute:
link.target('_blank')
Elements can also be linked the other way around with the linkTo()
method:
rect.linkTo('http://svgjs.com')
Alternatively a block can be passed instead of a url for more options on the link element:
rect.linkTo(function(link) {
link.to('http://svgjs.com').target('_blank')
})
returns
: SVG.A
Javascript inheritance stack: SVG.A
< SVG.Container
< SVG.Parent
The <defs>
element is a container element for referenced elements. Elements that are descendants of a ‘defs’ are not rendered directly. The <defs>
node lives in the main <svg>
document and can be accessed with the defs()
method:
var defs = draw.defs()
The defs are also available on any other element through the doc()
method:
var defs = rect.doc().defs()
The defs node works exactly the same as groups.
returns
: SVG.Defs
Javascript inheritance stack: SVG.Defs
< SVG.Container
< SVG.Parent
Rects have two arguments, their width
and height
:
var rect = draw.rect(100, 100)
returns
: SVG.Rect
Javascript inheritance stack: SVG.Rect
< SVG.Shape
< SVG.Element
Rects can also have rounded corners:
rect.radius(10)
This will set the rx
and ry
attributes to 10
. To set rx
and ry
individually:
rect.radius(10, 20)
returns
: itself
The only argument necessary for a circle is the diameter:
var circle = draw.circle(100)
returns
: SVG.Circle
Javascript inheritance stack: SVG.Circle
< SVG.Shape
< SVG.Element
Circles can also be redefined by their radius:
rect.radius(75)
returns
: itself
Ellipses, like rects, have two arguments, their width
and height
:
var ellipse = draw.ellipse(200, 100)
returns
: SVG.Ellipse
Javascript inheritance stack: SVG.Ellipse
< SVG.Shape
< SVG.Element
Ellipses can also be redefined by their radii:
rect.radius(75, 50)
returns
: itself
Create a line from point A to point B:
var line = draw.line(0, 0, 100, 150).stroke({ width: 1 })
Creating a line element can be done in four ways. Look at the plot()
method to see all the possiblilities.
returns
: SVG.Line
Javascript inheritance stack: SVG.Line
< SVG.Shape
< SVG.Element
Updating a line is done with the plot()
method:
line.plot(50, 30, 100, 150)
Alternatively it also accepts a point string:
line.plot('0,0 100,150')
Or a point array:
line.plot([[0, 0], [100, 150]])
Or an instance of SVG.PointArray
:
var array = new SVG.PointArray([[0, 0], [100, 150]])
line.plot(array)
returns
: itself
References the SVG.PointArray
instance. This method is rather intended for internal use:
polyline.array()
returns
: SVG.PointArray
The polyline element defines a set of connected straight line segments. Typically, polyline elements define open shapes:
// polyline('x,y x,y x,y')
var polyline = draw.polyline('0,0 100,50 50,100').fill('none').stroke({ width: 1 })
Polyline strings consist of a list of points separated by spaces: x,y x,y x,y
.
As an alternative an array of points will work as well:
// polyline([[x,y], [x,y], [x,y]])
var polyline = draw.polyline([[0,0], [100,50], [50,100]]).fill('none').stroke({ width: 1 })
returns
: SVG.Polyline
Javascript inheritance stack: SVG.Polyline
< SVG.Shape
< SVG.Element
Polylines can be updated using the plot()
method:
polyline.plot([[0,0], [100,50], [50,100], [150,50], [200,50]])
The plot()
method can also be animated:
polyline.animate(3000).plot([[0,0], [100,50], [50,100], [150,50], [200,50], [250,100], [300,50], [350,50]])
returns
: itself
References the SVG.PointArray
instance. This method is rather intended for internal use:
polyline.array()
returns
: SVG.PointArray
The polygon element, unlike the polyline element, defines a closed shape consisting of a set of connected straight line segments:
// polygon('x,y x,y x,y')
var polygon = draw.polygon('0,0 100,50 50,100').fill('none').stroke({ width: 1 })
Polygon strings are exactly the same as polyline strings. There is no need to close the shape as the first and last point will be connected automatically.
returns
: SVG.Polygon
Javascript inheritance stack: SVG.Polygon
< SVG.Shape
< SVG.Element
Like polylines, polygons can be updated using the plot()
method:
polygon.plot([[0,0], [100,50], [50,100], [150,50], [200,50]])
The plot()
method can also be animated:
polygon.animate(3000).plot([[0,0], [100,50], [50,100], [150,50], [200,50], [250,100], [300,50], [350,50]])
returns
: itself
References the SVG.PointArray
instance. This method is rather intended for internal use:
polygon.array()
returns
: SVG.PointArray
The path string is similar to the polygon string but much more complex in order to support curves:
draw.path('M 100 200 C 200 100 300 0 400 100 C 500 200 600 300 700 200 C 800 100 900 100 900 100')
returns
: SVG.Path
Javascript inheritance stack: SVG.Path
< SVG.Shape
< SVG.Element
For more details on path data strings, please refer to the SVG documentation: http://www.w3.org/TR/SVG/paths.html#PathData
Paths can be updated using the plot()
method:
path.plot('M100,200L300,400')
returns
: itself
References the SVG.PathArray
instance. This method is rather intended for internal use:
path.array()
returns
: SVG.PathArray
Creating images is as you might expect:
var image = draw.image('/path/to/image.jpg')
If you know the size of the image, those parameters can be passed as the second and third arguments:
var image = draw.image('/path/to/image.jpg', 200, 300)
returns
: SVG.Image
Javascript inheritance stack: SVG.Image
< SVG.Shape
< SVG.Element
Loading another image can be done with the load()
method:
image.load('/path/to/another/image.jpg')
returns
: itself
If you don't know the size of the image, obviously you will have to wait for the image to be loaded
:
var image = draw.image('/path/to/image.jpg').loaded(function(loader) {
this.size(loader.width, loader.height)
})
The returned loader
object as first the argument of the loaded method contains four values:
width
height
ratio
(width / height)url
returns
: itself
Unlike html, text in svg is much harder to tame. There is no way to create flowing text, so newlines should be entered manually. In SVG.js there are two ways to create text elements.
The first and easiest method is to provide a string of text, split by newlines:
var text = draw.text("Lorem ipsum dolor sit amet consectetur.\nCras sodales imperdiet auctor.")
This will automatically create a block of text and insert newlines where necessary.
The second method will give you much more control but requires a bit more code:
var text = draw.text(function(add) {
add.tspan('Lorem ipsum dolor sit amet ').newLine()
add.tspan('consectetur').fill('#f06')
add.tspan('.')
add.tspan('Cras sodales imperdiet auctor.').newLine().dx(20)
add.tspan('Nunc ultrices lectus at erat').newLine()
add.tspan('dictum pharetra elementum ante').newLine()
})
If you want to go the other way and don't want to add tspans at all, just one line of text, you can use the plain()
method instead:
var text = draw.plain('Lorem ipsum dolor sit amet consectetur.')
This is a shortcut to the plain
method on the SVG.Text
instance which doesn't render newlines at all.
Javascript inheritance stack: SVG.Text
< SVG.Shape
< SVG.Element
returns
: SVG.Text
Changing text afterwards is also possible with the text()
method:
text.text('Brilliant!')
returns
: itself
To get the raw text content:
text.text()
returns
: string
Just adding one tspan is also possible:
text.tspan(' on a train...').fill('#f06')
returns
: SVG.Tspan
If the content of the element doesn't need any stying or multiple lines, it might be sufficient to just add some plain text:
text.plain('I do not have any expectations.')
returns
: itself
The sugar.js module provides some syntax sugar specifically for this element type:
text.font({
family: 'Helvetica'
, size: 144
, anchor: 'middle'
, leading: '1.5em'
})
returns
: itself
As opposed to html, where leading is defined by line-height
, svg does not have a natural leading equivalent. In svg, lines are not defined naturally. They are defined by <tspan>
nodes with a dy
attribute defining the line height and a x
value resetting the line to the x
position of the parent text element. But you can also have many nodes in one line defining a different y
, dy
, x
or even dx
value. This gives us a lot of freedom, but also a lot more responsibility. We have to decide when a new line is defined, where it starts, what its offset is and what it's height is. The leading()
method in SVG.js tries to ease the pain by giving you behaviour that is much closer to html. In combination with newline separated text, it works just like html:
var text = draw.text("Lorem ipsum dolor sit amet consectetur.\nCras sodales imperdiet auctor.")
text.leading(1.3)
This will render a text element with a tspan element for each line, with a dy
value of 130%
of the font size.
Note that the leading()
method assumes that every first level tspan in a text node represents a new line. Using leading()
on text elements containing multiple tspans in one line (e.g. without a wrapping tspan defining a new line) will render scrambeled. So it is advisable to use this method with care, preferably only when throwing newline separated text at the text element or calling the newLine()
method on every first level tspan added in the block passed as argument to the text element.
returns
: itself
The build()
can be used to enable / disable build mode. With build mode disabled, the plain()
and tspan()
methods will first call the clear()
bethod before adding the new content. So when build mode is enabled, plain()
and tspan()
will append the new content to the existing content. When passing a block to the text()
method, build mode is toggled automatically before and after the block is called. But in some cases it might be useful to be able to toggle it manually:
var text = draw.text('This is just the start, ')
text.build(true) // enables build mode
var tspan = text.tspan('something pink in the middle ').fill('#00ff97')
text.plain('and again boring at the end.')
text.build(false) // disables build mode
tspan.animate('2s').fill('#f06')
returns
: itself
This is an internal callback that probably never needs to be called manually. Basically it rebuilds the text element whenerver font-size
and x
attributes or the leading()
of the text element are modified. This method also acts a setter to enable or disable rebuilding:
text.rebuild(false) //-> disables rebuilding
text.rebuild(true) //-> enables rebuilding and instantaneously rebuilds the text element
returns
: itself
Clear all the contents of the called text element:
text.clear()
returns
: itself
Gets the total computed text length of all tspans together:
text.length()
returns
: number
All first level tspans can be referenced with the lines()
method:
text.lines()
This will return an intance of SVG.Set
including all tspan
elements.
returns
: SVG.Set
The text element has one event. It is fired every time the rebuild()
method is called:
text.on('rebuild', function() {
// whatever you need to do after rebuilding
})
The tspan elements are only available inside text elements or inside other tspan elements. In SVG.js they have a class of their own:
Javascript inheritance stack: SVG.Tspan
< SVG.Shape
< SVG.Element
Update the content of the tspan. This can be done by either passing a string:
tspan.text('Just a string.')
Which will basicly call the plain()
method.
Or by passing a block to add more specific content inside the called tspan:
tspan.text(function(add) {
add.plain('Just plain text.')
add.tspan('Fancy text wrapped in a tspan.').fill('#f06')
add.tspan(function(addMore) {
addMore.tspan('And you can doo deeper and deeper...')
})
})
returns
: itself
Add a nested tspan:
tspan.tspan('I am a child of my parent').fill('#f06')
returns
: SVG.Tspan
Just adds some plain text:
tspan.plain('I do not have any expectations.')
returns
: itself
Define the dynamic x
value of the element, much like a html element with position:relative
and left
defined:
tspan.dx(30)
returns
: itself
Define the dynamic y
value of the element, much like a html element with position:relative
and top
defined:
tspan.dy(30)
returns
: itself
The newLine()
is a convenience method for adding a new line with a dy
attribute using the current "leading":
var text = draw.text(function(add) {
add.tspan('Lorem ipsum dolor sit amet ').newLine()
add.tspan('consectetur').fill('#f06')
add.tspan('.')
add.tspan('Cras sodales imperdiet auctor.').newLine().dx(20)
add.tspan('Nunc ultrices lectus at erat').newLine()
add.tspan('dictum pharetra elementum ante').newLine()
})
returns
: itself
Clear all the contents of the called tspan element:
tspan.clear()
returns
: itself
Gets the total computed text length:
tspan.length()
returns
: number
A nice feature in svg is the ability to run text along a path:
var text = draw.text(function(add) {
add.tspan('We go ')
add.tspan('up').fill('#f09').dy(-40)
add.tspan(', then we go down, then up again').dy(40)
})
text
.path('M 100 200 C 200 100 300 0 400 100 C 500 200 600 300 700 200 C 800 100 900 100 900 100')
.font({ size: 42.5, family: 'Verdana' })
When calling the path()
method on a text element, the text element is mutated into an intermediate between a text and a path element. From that point on the text element will also feature a plot()
method to update the path:
text.plot('M 300 500 C 200 100 300 0 400 100 C 500 200 600 300 700 200 C 800 100 900 100 900 100')
Attributes specific to the <textPath>
element can be applied to the textPath instance itself:
text.textPath().attr('startOffset', 0.5)
And they can be animated as well of course:
text.textPath().animate(3000).attr('startOffset', 0.8)
returns
: SVG.TextPath
Javascript inheritance stack: SVG.TextPath
< SVG.Element
Referencing the textPath node directly:
var textPath = text.textPath()
returns
: SVG.TextPath
Referencing the linked path element directly:
var path = text.track()
returns
: SVG.Path
The use element simply emulates another existing element. Any changes on the master element will be reflected on all the use
instances. The usage of use()
is very straightforward:
var rect = draw.rect(100, 100).fill('#f09')
var use = draw.use(rect).move(200, 200)
In the case of the example above two rects will appear on the svg drawing, the original and the use
instance. In some cases you might want to hide the original element. the best way to do this is to create the original element in the defs node:
var rect = draw.defs().rect(100, 100).fill('#f09')
var use = draw.use(rect).move(200, 200)
In this way the rect element acts as a library element. You can edit it but it won't be rendered.
Another way is to point an external SVG file, just specified the element id
and path to file.
var use = draw.use('elementId', 'path/to/file.svg')
This way is usefull when you have complex images already created. Note that, for external images (outside your domain) it may be necessary to load the file with XHR.
returns
: SVG.Use
Javascript inheritance stack: SVG.Use
< SVG.Shape
< SVG.Element
Not unlike the group
element, the symbol
element is a container element. The only difference between symbols and groups is that symbols are not rendered. Therefore a symbol
element is ideal in combination with the use
element:
var symbol = draw.symbol()
symbol.rect(100, 100).fill('#f09')
var use = draw.use(symbol).move(200, 200)
returns
: SVG.Bare
Javascript inheritance stack: SVG.Bare
< SVG.Element
[with a shallow inheritance from SVG.Parent
]
For all SVG elements that are not described by SVG.js, the SVG.Bare
class comes in handy. This class inherits directly from SVG.Element
and makes it possible to add custom methods in a separate namespace without polluting the main SVG.Element
namespace. Consider it your personal playground.
The SVG.Bare
class can be instantiated with the element()
method on any parent element:
var element = draw.element('title')
The string value passed as the first argument is the node name that should be generated.
Additionally any existing class name can be passed as the second argument to define from which class the element should inherit:
var element = draw.element('symbol', SVG.Parent)
This gives you as the user a lot of power. But remember, with great power comes great responsibility.
returns
: SVG.Bare
The SVG.Bare
instance carries an additional method to add plain text:
var element = draw.element('title').words('This is a title.')
//-> <title>This is a title.</title>
returns
: itself
If you want to get an element created by SVG.js by its id, you can use the SVG.get()
method:
var element = SVG.get('my_element')
element.fill('#f06')
There are two ways to select elements using CSS selectors.
The first is to search globally. This will search in all svg elements in a document and return them in an instance of SVG.Set
:
var elements = SVG.select('rect.my-class').fill('#f06')
The second is to search within a parent element:
var elements = group.select('rect.my-class').fill('#f06')
Another way is to use jQuery or Zepto. Here is an example:
// add elements
var draw = SVG('drawing')
var group = draw.group().addClass('my-group')
var rect = group.rect(100,100).addClass('my-element')
var circle = group.circle(100).addClass('my-element').move(100, 100)
// get elements in group
var elements = $('#drawing g.my-group .my-element').each(function() {
this.instance.animate().fill('#f09')
})
Every element instance within SVG.js has a reference to the actual node
:
element.node
returns
: node
The same can be achieved with the native()
method:
element.native()
returns
: node
Similar, the node carries a reference to the SVG.js instance
:
node.instance
returns
: element
Every element has a reference to its parent with the parent()
method:
element.parent()
returns
: element
Alternatively a class or css selector can be passed as the first argument:
var draw = SVG('drawing')
var nested = draw.nested().addClass('test')
var group = nested.group()
var rect = group.rect(100, 100)
rect.parent() //-> returns group
rect.parent(SVG.Doc) //-> returns draw
rect.parent(SVG.Nested) //-> returns nested
rect.parent(SVG.G) //-> returns group
rect.parent('.test') //-> returns nested
returns
: element
Even the main svg document:
var draw = SVG('drawing')
draw.parent() //-> returns the wrappig html element with id 'drawing'
returns
: HTMLNode
For retrieving the root svg you can use doc()
var draw = SVG('drawing')
var rect = draw.rect(100, 100)
rect.doc() //-> returns draw
To get all ancestors of the element filtered by type or css selector (see parent()
method)
var group1 = draw.group().addClass('test')
, group2 = group1.group()
, rect = group2.rect(100,100)
rect.parents() // returns [group1, group2, draw]
rect.parents('.test') // returns [group1]
rect.parents(SVG.G) // returns [group1, group2]
returns
: Array
To get the first child of a parent element:
draw.first()
returns
: element
To get the last child of a parent element:
draw.last()
returns
: element
An array of all children will can be retreives with the children
method:
draw.children()
returns
: array
The each()
allows you to iterate over the all children of a parent element:
draw.each(function(i, children) {
this.fill({ color: '#f06' })
})
Deep traversing is also possible by passing true as the second argument:
// draw.each(block, deep)
draw.each(function(i, children) {
this.fill({ color: '#f06' })
}, true)
Note that this
refers to the current child element.
returns
: itself
Checking the existence of an element within a parent:
var rect = draw.rect(100, 50)
var group = draw.group()
draw.has(rect) //-> returns true
group.has(rect) //-> returns false
returns
: boolean
Returns the index of given element and returns -1 when it is not a child:
var rect = draw.rect(100, 50)
var group = draw.group()
draw.index(rect) //-> returns 0
group.index(rect) //-> returns -1
returns
: number
Get an element on a given position in the children array:
var rect = draw.rect(20, 30)
var circle = draw.circle(50)
draw.get(0) //-> returns rect
draw.get(1) //-> returns circle
returns
: element
To remove all elements from a parent element:
draw.clear()
returns
: itself
In cases where an element is linked to another element through an attribute, the linked element instance can be fetched with the reference()
method. The only thing required is the attribute name:
use.reference('href') //-> returns used element instance
// or
rect.reference('fill') //-> returns gradient or pattern instance for example
// or
circle.reference('clip-path') //-> returns clip instance
Exporting the full generated SVG, or a part of it, can be done with the svg()
method:
draw.svg()
Exporting works on all elements.
Importing is done with the same method:
draw.svg('<g><rect width="100" height="50" fill="#f06"></rect></g>')
Importing works on any element that inherits from SVG.Parent
, which is basically every element that can contain other elements.
getter
returns
: string
setter
returns
: itself
You can get and set an element's attributes directly using attr()
.
Get a single attribute:
rect.attr('x')
Set a single attribute:
rect.attr('x', 50)
Set multiple attributes at once:
rect.attr({
fill: '#f06'
, 'fill-opacity': 0.5
, stroke: '#000'
, 'stroke-width': 10
})
Set an attribute with a namespace:
rect.attr('x', 50, 'http://www.w3.org/2000/svg')
Explicitly remove an attribute:
rect.attr('fill', null)
getter
returns
: value
setter
returns
: itself
The transform()
method acts as a full getter without an argument:
element.transform()
The returned object
contains the following values:
x
(translation on the x-axis)y
(translation on the y-axis)skewX
(calculated skew on x-axis)skewY
(calculated skew on y-axis)scaleX
(calculated scale on x-axis)scaleY
(calculated scale on y-axis)rotation
(calculated rotation)cx
(last used rotation centre on x-axis)cy
(last used rotation centre on y-axis)
Additionally a string value for the required property can be passed:
element.transform('rotation')
In this case the returned value is a number
.
As a setter it has two ways of working. By default transformations are absolute. For example, if you call:
element.transform({ rotation: 125 }).transform({ rotation: 37.5 })
The resulting rotation will be 37.5
and not the sum of the two transformations. But if that's what you want there is a way out by adding the relative
parameter. That would be:
element.transform({ rotation: 125 }).transform({ rotation: 37.5, relative: true })
Alternatively a relative flag can be passed as the second argument:
element.transform({ rotation: 125 }).transform({ rotation: 37.5 }, true)
Available transformations are:
rotation
with optionalcx
andcy
scale
with optionalcx
andcy
scaleX
with optionalcx
andcy
scaleY
with optionalcx
andcy
skewX
with optionalcx
andcy
skewY
with optionalcx
andcy
x
y
a
,b
,c
,d
,e
and/orf
or an existing matrix instead of the object
getter
returns
: value
setter
returns
: itself
With the style()
method the style
attribute can be managed like attributes with attr
:
rect.style('cursor', 'pointer')
Multiple styles can be set at once using an object:
rect.style({ cursor: 'pointer', fill: '#f03' })
Or a css string:
rect.style('cursor:pointer;fill:#f03;')
Similar to attr()
the style()
method can also act as a getter:
rect.style('cursor')
// => pointer
Or even a full getter:
rect.style()
// => 'cursor:pointer;fill:#f03;'
Explicitly deleting individual style definitions works the same as with the attr()
method:
rect.style('cursor', null)
getter
returns
: value
setter
returns
: itself
Fetches an array of css classes on the node:
rect.classes()
getter
returns
: array
Test the presence of a given css class:
rect.hasClass('purple-rain')
getter
returns
: boolean
Adds a given css class:
rect.addClass('pink-flower')
setter
returns
: itself
Removes a given css class:
rect.removeClass('pink-flower')
setter
returns
: itself
Toggles a given css class:
rect.toggleClass('pink-flower')
setter
returns
: itself
Move the element to a given x
and y
position by its upper left corner:
rect.move(200, 350)
Note that you can also use the following code to move some elements (like images and rects) around:
rect.attr({ x: 20, y: 60 })
Although move()
is much more convenient because it will always use the upper left corner as the position reference, whereas with using attr()
the x
and y
reference differ between element types. For example, rect uses the upper left corner with the x
and y
attributes, circle and ellipse use their center with the cx
and cy
attributes and thereby simply ignoring the x
and y
values you might assign.
returns
: itself
Move element only along x-axis by its upper left corner:
rect.x(200)
Without an argument the x()
method serves as a getter as well:
rect.x() //-> returns 200
getter
returns
: value
setter
returns
: itself
Move element only along y-axis by its upper left corner:
rect.y(350)
Without an argument the y()
method serves as a getter as well:
rect.y() //-> returns 350
getter
returns
: value
setter
returns
: itself
Move the element to a given x
and y
position relative to its current position:
rect.dmove(10, 30)
returns
: itself
Move element only along x-axis relative to its current position:
rect.dx(200)
returns
: itself
Move element only along y-axis relative to its current position:
rect.dy(200)
returns
: itself
This is an extra method to move an element by its center:
rect.center(150, 150)
returns
: itself
Move element only along x-axis by its center:
rect.cx(200)
Without an argument the cx()
method serves as a getter as well:
rect.cx() //-> returns 200
getter
returns
: value
setter
returns
: itself
Move element only along y-axis by its center:
rect.cy(350)
Without an argument the cy()
method serves as a getter as well:
rect.cy() //-> returns 350
getter
returns
: value
setter
returns
: itself
Set the size of an element by a given width
and height
:
rect.size(200, 300)
Proportional resizing is also possible by leaving out height
:
rect.size(200)
Or by passing null
as the value for width
:
rect.size(null, 200)
Same as with move()
the size of an element could be set by using attr()
. But because every type of element is handles its size differently the size()
method is much more convenient.
There is one exceptions though, the SVG.Text
only takes one argument and applies the given value to the font-size
attribute.
returns
: itself
Set only width of an element:
rect.width(200)
This method also acts as a getter:
rect.width() //-> returns 200
getter
returns
: value
setter
returns
: itself
Set only height of an element:
rect.height(325)
This method also acts as a getter:
rect.height() //-> returns 325
getter
returns
: value
setter
returns
: itself
Hide element:
rect.hide()
returns
: itself
Show element:
rect.show()
returns
: itself
To check if the element is visible:
rect.visible()
returns
: boolean
To make an exact copy of an element the clone()
method comes in handy:
var clone = rect.clone()
returns
: element
This will create an new, unlinked copy. If you want to make a linked clone have a look at the use element.
Pretty straightforward:
rect.remove()
returns
: itself
This method will replace the called element with the given element in the same position in the stack:
rect.replace(draw.circle(100))
returns
: element
Elements can be moved between parents via the add()
method on any parent:
var rect = draw.rect(100, 100)
var group = draw.group()
group.add(rect) //-> returns group
returns
: itself
Where the add()
method returns the parent itself, the put()
method returns the given element:
group.put(rect) //-> returns rect
returns
: element
Similar to the add()
method on a parent element, elements have the addTo()
method:
rect.addTo(group) //-> returns rect
returns
: itself
Similar to the put()
method on a parent element, elements have the putIn()
method:
rect.putIn(group) //-> returns group
returns
: element
Moves an element to another parent (similar to add) but remains the visual representation. All transformations are merged and applied to the element.
rect.toParent(group) // looks the same as before
returns
: itself
Same as toParent()
but with the root-node as parent
returns
: itself
Break up the group/container and places all elements in the given parent while remaining their visual representation. The result is a flat svg structure e.g. for exporting
// ungroups all elements in this group recursively and places them into the given parent
// (default: parent container of the calling element)
group.ungroup(parent, depth)
// call it on the whole document to get a flat svg structure
drawing.ungroup()
// breaks up the group and places all elements in drawing
group.ungroup(drawing)
// breaks up all groups until it reaches a depth of 3
drawing.ungroup(null, 3)
// flat and export svg
var svgString = drawing.ungroup().svg()
returns
: itself
The viewBox
attribute of an <svg>
element can be managed with the viewbox()
method. When supplied with four arguments it will act as a setter:
draw.viewbox(0, 0, 297, 210)
Alternatively you can also supply an object as the first argument:
draw.viewbox({ x: 0, y: 0, width: 297, height: 210 })
Without any arguments an instance of SVG.ViewBox
will be returned:
var box = draw.viewbox()
But the best thing about the viewbox()
method is that you can get the zoom of the viewbox:
var box = draw.viewbox()
var zoom = box.zoom
If the size of the viewbox equals the size of the svg drawing, the zoom value will be 1.
getter
returns
: SVG.ViewBox
setter
returns
: itself
Get the bounding box of an element. This is a wrapper for the native getBBox()
method but adds more values:
path.bbox()
This will return an instance of SVG.BBox
containing the following values:
width
(value from nativegetBBox
)height
(value from nativegetBBox
)w
(shorthand forwidth
)h
(shorthand forheight
)x
(value from nativegetBBox
)y
(value from nativegetBBox
)cx
(centerx
of the bounding box)cy
(centery
of the bounding box)x2
(lower rightx
of the bounding box)y2
(lower righty
of the bounding box)
The SVG.BBox
has one other nifty little feature, enter the merge()
method. With merge()
two SVG.BBox
instances can be merged into one new instance, basically being the bounding box of the two original bounding boxes:
var box1 = draw.rect(100,100).move(50,50)
var box2 = draw.rect(100,100).move(200,200)
var box3 = box1.merge(box2)
returns
: SVG.BBox
Where bbox()
returns a bounding box mindless of any transformations, the tbox()
method does take transformations into account. So any translation or scale will be applied to the resulting values to get closer to the actual visual representation:
path.tbox()
This will return an instance of SVG.TBox
containing the following values:
width
(value from native getBBox influenced by thescaleX
of the current matrix)height
(value from native getBBox influenced by thescaleY
of the current matrix)w
(shorthand forwidth
)h
(shorthand forheight
)x
(value from native getBBox influenced by thex
of the current matrix)y
(value from native getBBox influenced by they
of the current matrix)cx
(centerx
of the bounding box)cy
(centery
of the bounding box)x2
(lower rightx
of the bounding box)y2
(lower righty
of the bounding box)
Note that the rotation of the element will not be added to the calculation.
returns
: SVG.TBox
Is similar to bbox()
but will give you the box around the exact visual representation of the element, taking all transformations into account.
path.rbox()
This will return an instance of SVG.RBox
containing the following values:
width
(the actual visual width)height
(the actual visual height)w
(shorthand forwidth
)h
(shorthand forheight
)x
(the actual visual position on the x-axis)y
(the actual visual position on the y-axis)cx
(centerx
of the bounding box)cy
(centery
of the bounding box)x2
(lower rightx
of the bounding box)y2
(lower righty
of the bounding box)
Important: Mozilla browsers include stroke widths where other browsers do not. Therefore the resulting box might be different in Mozulla browsers. It is very hard to modify this behavior so for the time being this is an inconvenience we have to live with.
returns
: SVG.RBox
Retreives the current transform matrix of the element relative to the nearest viewport parent:
path.ctm()
returns
: SVG.Matrix
Retreives the current transform matrix of the element relative to the screen:
path.screenCTM()
returns
: SVG.Matrix
Merges all transformations of the element into one single matrix which is returned
path.matrixify()
returns
: SVG.Matrix
To check if a given point is inside the bounding box of an element you can use the inside()
method:
var rect = draw.rect(100, 100).move(50, 50)
rect.inside(25, 30) //-> returns false
rect.inside(60, 70) //-> returns true
Note: the x
and y
positions are tested against the relative position of the element. Any offset on the parent element is not taken into account.
returns
: boolean
Get the total length of a path element:
var length = path.length()
returns
: number
Get point on a path at given length:
var point = path.pointAt(105) //-> returns { x : 96.88497924804688, y : 58.062747955322266 }
returns
: object
Note that the animate()
method will not return the targeted element but an instance of SVG.FX which will take the following methods:
Of course attr()
:
rect.animate().attr({ fill: '#f03' })
The x()
, y()
and move()
methods:
rect.animate().move(100, 100)
And the cx()
, cy()
and center()
methods:
rect.animate().center(200, 200)
If you include the sugar.js module, fill()
, stroke()
, rotate()
, skew()
, scale()
, matrix()
, opacity()
, radius()
will be available as well:
rect.animate().rotate(45).skew(25, 0)
You can also animate non-numeric unit values using the attr()
method:
rect.attr('x', '10%').animate().attr('x', '50%')
All available ease types are:
<>
: ease in and out>
: ease out<
: ease in-
: linear=
: external control- a function
For the latter, here is an example of the default <>
function:
function(pos) { return (-Math.cos(pos * Math.PI) / 2) + 0.5 }
For more easing equations, have a look at the svg.easing.js plugin.
Animating elements is very much the same as manipulating elements, the only difference is you have to include the animate()
method:
rect.animate().move(150, 150)
The animate()
method will take three arguments. The first is duration
, the second ease
and the third delay
:
rect.animate(2000, '>', 1000).attr({ fill: '#f03' })
Alternatively you can pass an object as the first argument:
rect.animate({ ease: '<', delay: '1.5s' }).attr({ fill: '#f03' })
By default duration
will be set to 1000
, ease
will be set to <>
.
returns
: SVG.FX
Pausing an animations is fairly straightforward:
rect.animate().move(200, 200)
rect.mouseover(function() { this.pause() })
returns
: itself
Will start playing a paused animation:
rect.animate().move(200, 200)
rect.mouseover(function() { this.pause() })
rect.mouseout(function() { this.play() })
returns
: itself
Animations can be stopped in two ways.
By calling the stop()
method:
rect.animate().move(200, 200)
rect.stop()
Or by invoking another animation:
rect.animate().move(200, 200)
rect.animate().center(200, 200)
By calling stop()
, the transition is left at its current position. By passing true
as the first argument to stop()
, the animation will be fulfilled instantly:
rect.animate().move(200, 200)
rect.stop(true)
Stopping an animation is irreversable.
returns
: itself
If you want to perform your own actions during the animations you can use the during()
method:
var position
, from = 100
, to = 300
rect.animate(3000).move(100, 100).during(function(pos) {
position = from + (to - from) * pos
})
Note that pos
is 0
in the beginning of the animation and 1
at the end of the animation.
To make things easier a morphing function is passed as the second argument. This function accepts a from
and to
value as the first and second argument and they can be a number, unit or hex color:
var ellipse = draw.ellipse(100, 100).attr('cx', '20%').fill('#333')
rect.animate(3000).move(100, 100).during(function(pos, morph) {
// numeric values
ellipse.size(morph(100, 200), morph(100, 50))
// unit strings
ellipse.attr('cx', morph('20%', '80%'))
// hex color strings
ellipse.fill(morph('#333', '#ff0066'))
})
returns
: SVG.FX
By default the loop()
method creates and eternal loop:
rect.animate(3000).move(100, 100).loop()
But the loop can also be a predefined number of times:
rect.animate(3000).move(100, 100).loop(3)
Loops go from beginning to end and start over again (0->1.0->1.0->1.
).
There is also a reverse flag that should be passed as the second argument:
rect.animate(3000).move(100, 100).loop(3, true)
Loops will then be completely reversed before starting over (0->1->0->1->0->1.
).
returns
: SVG.FX
Finally, you can add callback methods using after()
:
rect.animate(3000).move(100, 100).after(function() {
this.animate().attr({ fill: '#f06' })
})
Note that the after()
method will never be called if the animation is looping eternally.
returns
: SVG.FX
Say you want to control the position of an animation with an external event, then the at()
method will proove very useful:
var animation = draw.rect(100, 100).move(50, 50).animate('=').move(200, 200)
document.onmousemove = function(event) {
animation.at(event.clientX / 1000)
}
In order to be able to use the at()
method, the duration of the animation should be set to '='
. The value passed as the first argument of at()
should be a number between 0
and 1
, 0
being the beginning of the animation and 1
being the end. Note that any values below 0
and above 1
will be normalized.
This functionality requires the fx.js module which is included in the default distribution.
returns
: SVG.FX
The current situation of an animation is stored in the situation
object:
rect.animate(3000).move(100, 100)
rect.fx.situation //-> everything is in here
Available values are:
start
(start time as a number in milliseconds)play
(animation playing or not;true
orfalse
)pause
(time when the animation was last paused)duration
(the chosen duration of the animation)ease
(the chosen easing calculation)finish
(start + duration)loop
(the current loop; counting down if a number;true
,false
or a number)loops
(if a number, the total number loops;true
,false
or a number)reverse
(whether or not the loop should be reversed;true
orfalse
)reversing
(true
if the loop is currently reversing, otherwisefalse
)during
(the function that should be called on every keyframe)after
(the function that should be called after completion)
Fill and stroke are used quite often. Therefore two convenience methods are provided:
The fill()
method is a pretty alternative to the attr()
method:
rect.fill({ color: '#f06', opacity: 0.6 })
A single hex string will work as well:
rect.fill('#f06')
Last but not least, you can also use an image as fill, simply by passing an image url:
rect.fill('images/shade.jpg')
Or if you want more control over the size of the image, you can pass an image instance as well:
rect.fill(draw.image('images/shade.jpg', 20, 20))
returns
: itself
The stroke()
method is similar to fill()
:
rect.stroke({ color: '#f06', opacity: 0.6, width: 5 })
Like fill, a single hex string will work as well:
rect.stroke('#f06')
Not unlike the fill()
method, you can also use an image as stroke, simply by passing an image url:
rect.stroke('images/shade.jpg')
Or if you want more control over the size of the image, you can pass an image instance as well:
rect.stroke(draw.image('images/shade.jpg', 20, 20))
returns
: itself
To set the overall opacity of an element:
rect.opacity(0.5)
returns
: itself
The rotate()
method will automatically rotate elements according to the center of the element:
// rotate(degrees)
rect.rotate(45)
Although you can also define a specific rotation point:
// rotate(degrees, cx, cy)
rect.rotate(45, 50, 50)
returns
: itself
The skew()
method will take an x
and y
value:
// skew(x, y)
rect.skew(0, 45)
returns
: itself
The scale()
method will take an x
and y
value:
// scale(x, y)
rect.scale(0.5, -1)
returns
: itself
The translate()
method will take an x
and y
value:
// translate(x, y)
rect.translate(0.5, -1)
Rects and ellipses have a radius()
method. On rects it defines rounded corners, on ellipses the radii:
rect.radius(10)
This will set the rx
and ry
attributes to 10
. To set rx
and ry
individually:
rect.radius(10, 20)
This functionality requires the sugar.js module which is included in the default distribution.
returns
: itself
The easiest way to mask is to use a single element:
var ellipse = draw.ellipse(80, 40).move(10, 10).fill({ color: '#fff' })
rect.maskWith(ellipse)
returns
: itself
But you can also use multiple elements:
var ellipse = draw.ellipse(80, 40).move(10, 10).fill({ color: '#fff' })
var text = draw.text('SVG.JS').move(10, 10).font({ size: 36 }).fill({ color: '#fff' })
var mask = draw.mask().add(text).add(ellipse)
rect.maskWith(mask)
If you want the masked object to be rendered at 100% you need to set the fill color of the masking object to white. But you might also want to use a gradient:
var gradient = draw.gradient('linear', function(stop) {
stop.at({ offset: 0, color: '#000' })
stop.at({ offset: 1, color: '#fff' })
})
var ellipse = draw.ellipse(80, 40).move(10, 10).fill({ color: gradient })
rect.maskWith(ellipse)
returns
: SVG.Mask
Unmasking the elements can be done with the unmask()
method:
rect.unmask()
The unmask()
method returns the masking element.
returns
: itself
Removing the mask alltogether will also unmask()
all masked elements as well:
mask.remove()
returns
: itself
For your convenience, the masking element is also referenced in the masked element. This can be useful in case you want to change the mask:
rect.masker.fill('#fff')
This functionality requires the mask.js module which is included in the default distribution.
Clipping elements works exactly the same as masking elements. The only difference is that clipped elements will adopt the geometry of the clipping element. Therefore events are only triggered when entering the clipping element whereas with masks the masked element triggers the event. Another difference is that masks can define opacity with their fill color and clipPaths don't.
var ellipse = draw.ellipse(80, 40).move(10, 10)
rect.clipWith(ellipse)
returns
: itself
Clip multiple elements:
var ellipse = draw.ellipse(80, 40).move(10, 10)
var text = draw.text('SVG.JS').move(10, 10).font({ size: 36 })
var clip = draw.clip().add(text).add(ellipse)
rect.clipWith(clip)
returns
: SVG.ClipPath
Unclipping the elements can be done with the unclip()
method:
rect.unclip()
returns
: itself
Removing the clip alltogether will also unclip()
all clipped elements as well:
clip.remove()
returns
: itself
For your convenience, the clipping element is also referenced in the clipped element. This can be useful in case you want to change the clipPath:
rect.clipper.move(10, 10)
This functionality requires the clip.js module which is included in the default distribution.
You can arrange elements within their parent SVG document using the following methods.
Move element to the front:
rect.front()
returns
: itself
Move element to the back:
rect.back()
returns
: itself
Move element one step forward:
rect.forward()
returns
: itself
Move element one step backward:
rect.backward()
returns
: itself
The arrange.js module brings some additional methods. To get all siblings of rect, including rect itself:
rect.siblings()
returns
: array
Get the position (a number) of rect between its siblings:
rect.position()
returns
: number
Get the next sibling:
rect.next()
returns
: element
Get the previous sibling:
rect.previous()
returns
: element
Insert an element before another:
// inserts circle before rect
rect.before(circle)
returns
: itself
Insert an element after another:
// inserts circle after rect
rect.after(circle)
returns
: itself
This functionality requires the arrange.js module which is included in the default distribution.
Sets are very useful if you want to modify or animate multiple elements at once. A set will accept all the same methods accessible on individual elements, even the ones that you add with your own plugins! Creating a set is exactly as you would expect:
// create some elements
var rect = draw.rect(100,100)
var circle = draw.circle(100).move(100,100).fill('#f09')
// create a set and add the elements
var set = draw.set()
set.add(rect).add(circle)
// change the fill of all elements in the set at once
set.fill('#ff0')
A single element can be a member of many sets. Sets also don't have a structural representation, in fact they are just fancy array's.
Add an element to a set:
set.add(rect)
Quite a useful feature of sets is the ability to accept multiple elements at once:
set.add(rect, circle)
returns
: itself
Iterating over all members in a set is the same as with svg containers:
set.each(function(i) {
this.attr('id', 'shiny_new_id_' + i)
})
Note that this
refers to the current child element.
returns
: itself
Determine if an element is member of the set:
set.has(rect)
returns
: boolean
Returns the index of a given element in the set.
set.index(rect) //-> -1 if element is not a member
returns
: number
Gets the element at a given index:
set.get(1)
returns
: element
Gets the first element:
set.first()
returns
: element
Gets the last element:
set.last()
returns
: element
Get the bounding box of all elements in the set:
set.bbox()
returns
: SVG.BBox
To remove an element from a set:
set.remove(rect)
returns
: itself
Or to remove all elements from a set:
set.clear()
returns
: itself
Sets work with animations as well:
set.animate(3000).fill('#ff0')
returns
: SVG.SetFX
There are linear and radial gradients. The linear gradient can be created like this:
var gradient = draw.gradient('linear', function(stop) {
stop.at(0, '#333')
stop.at(1, '#fff')
})
returns
: SVG.Gradient
The offset
and color
parameters are required for stops, opacity
is optional. Offset is float between 0 and 1, or a percentage value (e.g. 33%
).
stop.at(0, '#333')
or
stop.at({ offset: 0, color: '#333', opacity: 1 })
returns
: itself
To define the direction you can set from x
, y
and to x
, y
:
gradient.from(0, 0).to(0, 1)
The from and to values are also expressed in percent.
returns
: itself
To define the direction you can set from x
, y
and to x
, y
:
gradient.from(0, 0).to(0, 1)
The from and to values are also expressed in percent.
returns
: itself
Radial gradients have a radius()
method to define the outermost radius to where the inner color should develop:
var gradient = draw.gradient('radial', function(stop) {
stop.at(0, '#333')
stop.at(1, '#fff')
})
gradient.from(0.5, 0.5).to(0.5, 0.5).radius(0.5)
returns
: itself
A gradient can also be updated afterwards:
gradient.update(function(stop) {
stop.at(0.1, '#333', 0.2)
stop.at(0.9, '#f03', 1)
})
And even a single stop can be updated:
var s1, s2, s3
draw.gradient('radial', function(stop) {
s1 = stop.at(0, '#000')
s2 = stop.at(0.5, '#f03')
s3 = stop.at(1, '#066')
})
s1.update(0.1, '#0f0', 1)
returns
: itself
The get()
method makes it even easier to get a stop from an existing gradient:
var gradient = draw.gradient('radial', function(stop) {
stop.at({ offset: 0, color: '#000', opacity: 1 }) // -> first
stop.at({ offset: 0.5, color: '#f03', opacity: 1 }) // -> second
stop.at({ offset: 1, color: '#066', opacity: 1 }) // -> third
})
var s1 = gradient.get(0) // -> returns "first" stop
returns
: SVG.Stop
Finally, to use the gradient on an element:
rect.attr({ fill: gradient })
Or:
rect.fill(gradient)
By passing the gradient instance as the fill on any element, the fill()
method will be called:
gradient.fill() //-> returns 'url(#SvgjsGradient1234)'
W3Schools has a great example page on how linear gradients and radial gradients work.
This functionality requires the gradient.js module which is included in the default distribution.
returns
: value
Creating a pattern is very similar to creating gradients:
var pattern = draw.pattern(20, 20, function(add) {
add.rect(20,20).fill('#f06')
add.rect(10,10)
add.rect(10,10).move(10,10)
})
This creates a checkered pattern of 20 x 20 pixels. You can add any available element to your pattern.
returns
: SVG.Pattern
A pattern can also be updated afterwards:
pattern.update(function(add) {
add.circle(15).center(10,10)
})
returns
: itself
Finally, to use the pattern on an element:
rect.attr({ fill: pattern })
Or:
rect.fill(pattern)
By passing the pattern instance as the fill on any element, the fill()
method will be called on th pattern instance:
pattern.fill() //-> returns 'url(#SvgjsPattern1234)'
returns
: value
Markers can be added to every individual point of a line
, polyline
, polygon
and path
. There are three types of markers: start
, mid
and end
. Where start
represents the first point, end
the last and mid
every point in between.
var path = draw.path('M 100 200 C 200 100 300 0 400 100 C 500 200 600 300 700 200 C 800 100 900 100 900 100z')
path.fill('none').stroke({ width: 1 })
path.marker('start', 10, 10, function(add) {
add.circle(10).fill('#f06')
})
path.marker('mid', 10, 10, function(add) {
add.rect(10, 10)
})
path.marker('end', 20, 20, function(add) {
add.circle(6).center(4, 5)
add.circle(6).center(4, 15)
add.circle(6).center(16, 10)
this.fill('#0f6')
})
The marker()
method can be used in three ways. Firstly, a marker can be created on any container element (e.g. svg, nested, group, ...). This is useful if you plan to reuse the marker many times so it will create a marker in the defs but not show it yet:
var marker = draw.marker(10, 10, function(add) {
add.rect(10, 10)
})
Secondly a marker can be created and applied directly on its target element:
path.marker('start', 10, 10, function(add) {
add.circle(10).fill('#f06')
})
This will create a marker in the defs and apply it directly. Note that the first argument defines the position of the marker and that there are four arguments as opposed to three with the first example.
Lastly, if a marker is created for reuse on a container element, it can be applied directly on the target element:
path.marker('mid', marker)
Finally, to get a marker instance from the target element reference:
path.reference('marker-end')
By default the refX
and refY
attributes of a marker are set to respectively half the width
nd height
values. To define the refX
and refY
of a marker differently:
marker.ref(2, 7)
returns
: itself
Updating the contents of a marker will clear()
the existing content and add the content defined in the block passed as the first argument:
marker.update(function(add) {
add.circle(10)
})
returns
: itself
Defines the markerWidth
attribute:
marker.width(10)
returns
: itself
Defines the markerHeight
attribute:
marker.height(10)
returns
: itself
Defines the markerWidth
and markerHeight
attributes:
marker.size(10, 10)
returns
: itself
The data()
method allows you to bind arbitrary objects, strings and numbers to SVG elements:
rect.data('key', { value: { data: 0.3 }})
Or set multiple values at once:
rect.data({
forbidden: 'fruit'
, multiple: {
values: 'in'
, an: 'object'
}
})
returns
: itself
Fetching the values is similar to the attr()
method:
rect.data('key')
returns
: itself
Removing the data altogether:
rect.data('key', null)
returns
: itself
Your values will always be stored as JSON and in some cases this might not be desirable. If you want to store the value as-is, just pass true as the third argument:
rect.data('key', 'value', true)
returns
: itself
Storing data in-memory is very much like setting attributes:
rect.remember('oldBBox', rect.bbox())
Multiple values can also be remembered at once:
rect.remember({
oldFill: rect.attr('fill')
, oldStroke: rect.attr('stroke')
})
To retrieve a memory
rect.remember('oldBBox')
returns
: itself
Erasing a single memory:
rect.forget('oldBBox')
Or erasing multiple memories at once:
rect.forget('oldFill', 'oldStroke')
And finally, just erasing the whole memory:
rect.forget()
returns
: itself
Events can be bound to elements as follows:
rect.click(function() {
this.fill({ color: '#f06' })
})
Removing it is quite as easy:
rect.click(null)
All available events are: click
, dblclick
, mousedown
, mouseup
, mouseover
, mouseout
, mousemove
, touchstart
, touchmove
, touchleave
, touchend
and touchcancel
.
returns
: itself
You can also bind event listeners to elements:
var click = function() {
this.fill({ color: '#f06' })
}
rect.on('click', click)
Note: The context of this
in the callback is bound to the element. You can change this context by applying your own object:
rect.on('click', click, window) // context of this is window
returns
: itself
Unbinding events is just as easy:
rect.off('click', click)
Or to unbind all listeners for a given event:
rect.off('click')
Or even unbind all listeners for all events:
rect.off()
returns
: itself
But there is more to event listeners. You can bind events to html elements as well:
SVG.on(window, 'click', click)
Obviously unbinding is practically the same:
SVG.off(window, 'click', click)
You can even use your own events.
Just add an event listener for your event:
rect.on('myevent', function() {
alert('ta-da!')
})
Now you are ready to fire the event whenever you need:
function whenSomethingHappens() {
rect.fire('myevent')
}
// or if you want to pass an event
function whenSomethingHappens(event) {
rect.fire(event)
}
You can also pass some data to the event:
function whenSomethingHappens() {
rect.fire('myevent', {some:'data'})
}
rect.on('myevent', function(e) {
alert(e.detail.some) // outputs 'data'
})
svg.js supports namespaced events following the syntax event.namespace
.
A namespaced event behaves like a normal event with the difference that you can remove it without touching handlers from other namespaces.
// attach
rect.on('myevent.namespace', function(e) {
// do something
})
// detach all handlers of namespace for myevent
rect.off('myevent.namespace')
// detach all handlers of namespace
rect.off('.namespace')
// detach all handlers including all namespaces
rect.off('myevent)
However you can't fire a specific namespaced event. Calling rect.fire('myevent.namespace')
won't do anything while rect.fire('myevent')
works and fires all attached handlers of the event
Important: always make sure you namespace your event to avoid conflicts. Preferably use something very specific. So event.wicked
for example would be better than something generic like event.svg
.
Numbers in SVG.js have a dedicated number class to be able to process string values. Creating a new number is simple:
var number = new SVG.Number('78%')
number.plus('3%').toString() //-> returns '81%'
number.valueOf() //-> returns 0.81
Operators are defined as methods on the SVG.Number
instance.
Addition:
number.plus('3%')
returns
: SVG.Number
Subtraction:
number.minus('3%')
returns
: SVG.Number
Multiplication:
number.times(2)
returns
: SVG.Number
Division:
number.divide('3%')
returns
: SVG.Number
Change number to another unit:
number.to('px')
returns
: SVG.Number
Make a number morphable:
number.morph('11%')
returns
: itself
Get morphable number at given position:
var number = new SVG.Number('79%').morph('3%')
number.at(0.55).toString() //-> '37.2%'
returns
: SVG.Number
Svg.js has a dedicated color class handling different types of colors. Accepted values are:
- hex string; three based (e.g. #f06) or six based (e.g. #ff0066)
new SVG.Color('#f06')
- rgb string; e.g. rgb(255, 0, 102)
new SVG.Color('rgb(255, 0, 102)')
- rgb object; e.g. { r: 255, g: 0, b: 102 }
new SVG.Color({ r: 255, g: 0, b: 102 })
Note that when working with objects is important to provide all three values every time.
The SVG.Color
instance has a few methods of its own.
Get hex value:
color.toHex() //-> returns '#ff0066'
returns
: hex color string
Get rgb string value:
color.toRgb() //-> returns 'rgb(255,0,102)'
returns
: rgb color string
Get the brightness of a color:
color.brightness() //-> returns 0.344
This is the perceived brighness where 0
is black and 1
is white.
returns
: number
Make a color morphable:
color.morph('#000')
returns
: itself
Get morphable color at given position:
var color = new SVG.Color('#ff0066').morph('#000')
color.at(0.5).toHex() //-> '#7f0033'
returns
: SVG.Color
In SVG.js every value list string can be cast and passed as an array. This makes writing them more convenient but also adds a lot of key functionality to them.
Is for simple, whitespace separated value strings:
'0.343 0.669 0.119 0 0 0.249 -0.626 0.13 0 0 0.172 0.334 0.111 0 0 0 0 0 1 0'
Can also be passed like this in a more manageable format:
new SVG.Array([ .343, .669, .119, 0, 0
, .249, -.626, .130, 0, 0
, .172, .334, .111, 0, 0
, .000, .000, .000, 1, -0 ])
Is a bit more complex and is used for polyline and polygon elements. This is a poly-point string:
'0,0 100,100'
The dynamic representation:
[
[0, 0]
, [100, 100]
]
Precompiling it as an SVG.PointArray
:
new SVG.PointArray([
[0, 0]
, [100, 100]
])
Note that every instance of SVG.Polyline
and SVG.Polygon
carries a reference to the SVG.PointArray
instance:
polygon.array() //-> returns the SVG.PointArray instance
Javascript inheritance stack: SVG.PointArray
< SVG.Array
Path arrays carry arrays representing every segment in a path string:
'M0 0L100 100z'
The dynamic representation:
[
['M', 0, 0]
, ['L', 100, 100]
, ['z']
]
Precompiling it as an SVG.PathArray
:
new SVG.PathArray([
['M', 0, 0]
, ['L', 100, 100]
, ['z']
])
Note that every instance of SVG.Path
carries a reference to the SVG.PathArray
instance:
path.array() //-> returns the SVG.PathArray instance
The syntax for patharrays is very predictable. They are basically literal representations in the form of two dimentional arrays.
Original syntax is M0 0
or m0 0
. The SVG.js syntax ['M',0,0]
or ['m',0,0]
.
Original syntax is L100 100
or l100 100
. The SVG.js syntax ['L',100,100]
or ['l',100,100]
.
Original syntax is H200
or h200
. The SVG.js syntax ['H',200]
or ['h',200]
.
Original syntax is V300
or v300
. The SVG.js syntax ['V',300]
or ['v',300]
.
Original syntax is C20 20 40 20 50 10
or c20 20 40 20 50 10
. The SVG.js syntax ['C',20,20,40,20,50,10]
or ['c',20,20,40,20,50,10]
.
Or mirrored with S
:
Original syntax is S40 20 50 10
or s40 20 50 10
. The SVG.js syntax ['S',40,20,50,10]
or ['s',40,20,50,10]
.
Or quadratic with Q
:
Original syntax is Q20 20 50 10
or q20 20 50 10
. The SVG.js syntax ['Q',20,20,50,10]
or ['q',20,20,50,10]
.
Or a complete shortcut with T
:
Original syntax is T50 10
or t50 10
. The SVG.js syntax ['T',50,10]
or ['t',50,10]
.
Original syntax is A 30 50 0 0 1 162 163
or a 30 50 0 0 1 162 163
. The SVG.js syntax ['A',30,50,0,0,1,162,163]
or ['a',30,50,0,0,1,162,163]
.
Original syntax is Z
or z
. The SVG.js syntax ['Z']
or ['z']
.
The best documentation on paths can be found at https://developer.mozilla.org/en-US/docs/Web/SVG/Tutorial/Paths.
Javascript inheritance stack: SVG.PathArray
< SVG.Array
In order to animate array values the morph()
method lets you pass a destination value. This can be either the string value, a plain array or an instance of the same type of SVG.js array:
var array = new SVG.PointArray([[0, 0], [100, 100]])
array.morph('100,0 0,100 200,200')
This method will prepare the array ensuring both the source and destination arrays have the same length.
In order to morph paths you need to include the svg.pathmorphing.js extension.
returns
: itself
This method will morph the array to a given position between 0
and 1
. Continuing with the previous example:
array.at(0.27).toString() //-> returns '27,0 73,100 127,127'
Note that this method is currently not available on SVG.PathArray
but will be soon.
returns
: new instance
When morphing is done the settle()
method will eliminate any transitional points like duplicates:
array.settle()
Note that this method is currently not available on SVG.PathArray
but will be soon.
returns
: itself
Moves geometry of the array with the given x
and y
values:
var array = new SVG.PointArray([[0, 0], [100, 100]])
array.move(33,75)
array.toString() //-> returns '33,75 133,175'
Note that this method is only available on SVG.PointArray
and SVG.PathArray
returns
: itself
Resizes geometry of the array by the given width
and height
values:
var array = new SVG.PointArray([[0, 0], [100, 100]])
array.move(100,100).size(222,333)
array.toString() //-> returns '100,100 322,433'
Note that this method is only available on SVG.PointArray
and SVG.PathArray
returns
: itself
Reverses the order of the array:
var array = new SVG.PointArray([[0, 0], [100, 100]])
array.reverse()
array.toString() //-> returns '100,100 0,0'
returns
: itself
Gets the bounding box of the geometry of the array:
array.bbox()
Note that this method is only available on SVG.PointArray
and SVG.PathArray
returns
: object
Matrices in SVG.js have their own class SVG.Matrix
, wrapping the native SVGMatrix
. They add a lot of functionality like extracting transform values, matrix morphing and improvements on the native methods.
In SVG.js matrices accept various values on initialization.
Without a value:
var matrix = new SVG.Matrix
matrix.toString() //-> returns matrix(1,0,0,1,0,0)
Six arguments:
var matrix = new SVG.Matrix(1, 0, 0, 1, 100, 150)
matrix.toString() //-> returns matrix(1,0,0,1,100,150)
A string value:
var matrix = new SVG.Matrix('1,0,0,1,100,150')
matrix.toString() //-> returns matrix(1,0,0,1,100,150)
An object value:
var matrix = new SVG.Matrix({ a: 1, b: 0, c: 0, d: 1, e: 100, f: 150 })
matrix.toString() //-> returns matrix(1,0,0,1,100,150)
A native SVGMatrix
:
var svgMatrix = svgElement.getCTM()
var matrix = new SVG.Matrix(svgMatrix)
matrix.toString() //-> returns matrix(1,0,0,1,0,0)
Even an instance of SVG.Element
:
var rect = draw.rect(50, 25)
var matrix = new SVG.Matrix(rect)
matrix.toString() //-> returns matrix(1,0,0,1,0,0)
Gets the calculated values of the matrix as an object:
matrix.extract()
The returned object contains the following values:
x
(translation on the x-axis)y
(translation on the y-axis)skewX
(calculated skew on x-axis)skewY
(calculated skew on y-axis)scaleX
(calculated scale on x-axis)scaleY
(calculated scale on y-axis)rotation
(calculated rotation)
returns
: object
Returns an exact copy of the matrix:
matrix.clone()
returns
: SVG.Matrix
In order to animate matrices the morph()
method lets you pass a destination matrix. This can be any value a SVG.Matrix
would accept on initialization:
matrix.morph('matrix(2,0,0,2,100,150)')
returns
: itself
This method will morph the matrix to a given position between 0
and 1
:
matrix.at(0.27)
This will only work when a destination matirx is defined using the morph()
method.
returns
: SVG.Matrix
Multiplies by another given matrix:
matrix.matrix(matrix2)
returns
: SVG.Matrix
Creates an inverted matix:
matrix.inverse()
returns
: SVG.Matrix
Translates matrix by a given x and y value:
matrix.translate(10, 20)
returns
: SVG.Matrix
Scales matrix uniformal with one value:
// scale
matrix.scale(2)
Scales matrix non-uniformal with two values:
// scaleX, scaleY
matrix.scale(2, 3)
Scales matrix uniformal on a given center point with three values:
// scale, cx, cy
matrix.scale(2, 100, 150)
Scales matrix non-uniformal on a given center point with four values:
// scaleX, scaleY, cx, cy
matrix.scale(2, 3, 100, 150)
returns
: SVG.Matrix
Rotates matrix by degrees with one value given:
// degrees
matrix.rotate(45)
Rotates a matrix by degrees around a given point with three values:
// degrees, cx, cy
matrix.rotate(45, 100, 150)
returns
: SVG.Matrix
Flips matrix over a given axis:
matrix.flip('x')
or
matrix.flip('y')
By default elements are flipped over their center point. The flip axis position can be defined with the second argument:
matrix.flip('x', 150)
or
matrix.flip('y', 100)
returns
: SVG.Matrix
Skews matrix a given degrees over x and or y axis with two values:
// degreesX, degreesY
matrix.skew(0, 45)
Skews matrix a given degrees over x and or y axis on a given point with four values:
// degreesX, degreesY, cx, cy
matrix.skew(0, 45, 150, 100)
returns
: SVG.Matrix
Performs a given matrix transformation around a given center point:
// cx, cy, matrix
matrix.around(100, 150, new SVG.Matrix().skew(0, 45))
The matrix passed as the third argument will be used to multiply.
returns
: SVG.Matrix
Returns a native SVGMatrix
extracted from the SVG.Matrix
instance:
matrix.native()
returns
: SVGMatrix
Converts the matrix to a transform string:
matrix.toString()
// -> matrix(1,0,0,1,0,0)
returns
: string
Creating your own custom elements with SVG.js is a piece of cake thanks to the SVG.invent
function. For the sake of this example, lets "invent" a shape. We want a rect
with rounded corners that are always proportional to the height of the element. The new shape lives in the SVG
namespace and is called Rounded
. Here is how we achieve that.
SVG.Rounded = SVG.invent({
// Define the type of element that should be created
create: 'rect'
// Specify from which existing class this shape inherits
, inherit: SVG.Shape
// Add custom methods to invented shape
, extend: {
// Create method to proportionally scale the rounded corners
size: function(width, height) {
return this.attr({
width: width
, height: height
, rx: height / 5
, ry: height / 5
})
}
}
// Add method to parent elements
, construct: {
// Create a rounded element
rounded: function(width, height) {
return this.put(new SVG.Rounded).size(width, height)
}
}
})
To create the element in your drawing:
var rounded = draw.rounded(200, 100)
That's it, the invention is now ready to be used!
The SVG.invent()
function always expects an object. The object can have the following configuration values:
create
: can be either a string with the node name (e.g.rect
,ellipse
, ...) or a custom initializer function;[required]
inherit
: the desired SVG.js class to inherit from (e.g.SVG.Shape
,SVG.Element
,SVG.Container
,SVG.Rect
, ...);[optional but recommended]
extend
: an object with the methods that should be applied to the element's prototype;[optional]
construct
: an object with the methods to create the element on the parent element;[optional]
parent
: an SVG.js parent class on which the methods in the passedconstruct
object should be available;[optional]
Svg.js uses the SVG.invent()
function to create all internal elements, so have a look at the source to see how this function is used in various ways.
SVG.js has a modular structure. It is very easy to add your own methods at different levels. Let's say we want to add a method to all shape types then we would add our method to SVG.Shape:
SVG.extend(SVG.Shape, {
paintRed: function() {
return this.fill('red')
}
})
Now all shapes will have the paintRed method available. Say we want to have the paintRed method on an ellipse apply a slightly different color:
SVG.extend(SVG.Ellipse, {
paintRed: function() {
return this.fill('orangered')
}
})
The complete inheritance stack for SVG.Ellipse
is:
SVG.Ellipse
< SVG.Shape
< SVG.Element
The SVG document can be extended by using:
SVG.extend(SVG.Doc, {
paintAllPink: function() {
this.each(function() {
this.fill('pink')
})
}
})
You can also extend multiple elements at once:
SVG.extend(SVG.Ellipse, SVG.Path, SVG.Polygon, {
paintRed: function() {
return this.fill('orangered')
}
})
Here are a few nice plugins that are available for SVG.js:
svg.pathmorphing.js to make path animatable
svg.textmorph.js to make text animatable
svg.absorb.js absorb raw SVG data into an SVG.js instance.
svg.draggable.js to make elements draggable.
svg.connectable.js to connect elements.
svg.connectable.js fork to connect elements (added: curved connectors, you can use any self-made path as a connector, choosable 'center'/'perifery' attachment, 'perifery' attachment for source / target SVG Paths uses smallest-distance algorithm between PathArray points)
svg.easing.js for more easing methods on animations.
svg.export.js export raw SVG.
svg.filter.js adding svg filters to elements.
svg.foreignobject.js foreignObject implementation (by john-memloom).
svg.import.js import raw SVG data.
svg.math.js a math extension (by Nils Lagerkvist).
svg.path.js for manually drawing paths (by Nils Lagerkvist).
svg.screenbbox.js to get the bbox in screen coordinates from transformed path/polygon/polyline
svg.shapes.js for more polygon based shapes.
svg.topath.js to convert any other shape to a path.
svg.topoly.js to convert a path to polygon or polyline.
svg.wiml.js a templating language for svg output.
comic.js to cartoonize any given svg.
svg.draw.js to draw elements with your mouse
svg.select.js to select elements
svg.resize.js to resize elements with your mouse
We love contributions. Yes indeed, we used the word LOVE! But please make sure you follow the same coding style. Here are some guidelines.
We do it with two spaces. Make sure you don't start using tabs because then things get messy.
We like to keep things simple and clean, don't write anything you don't need. So use single quotes where possible and avoid semicolons, we're not writing PHP here.
Good:
var text = draw.text('with single quotes here')
, nest = draw.nested().attr('x', '50%')
for (var i = 0; i < 5; i++)
if (i != 3)
nest.circle(i * 100)
Bad:
var text = draw.text("with double quotes here");
var nest = draw.nested().attr("x", "50%");
for (var i = 0; i < 5; i++) {
if (i != 3) {
nest.circle(100);
};
};
All local variables should be declared at the beginning of a function or method unless there is ony one variable to declare. Although it is not required to assign them at the same moment. When if statements are involved, requiring some variables only to be present in the statement, the necessary variables should be declared right after the if statement.
Good:
function reading_board() {
var aap, noot, mies
aap = 1
noot = 2
mies = aap + noot
}
Bad:
function reading_board() {
var aap = 1
var noot = 2
var mies = aap + noot
}
Don't try to be a code compressor yourself, they do way a better job anyway. Give your code some spaces and newlines.
Good:
var nest = draw.nested().attr({
x: 10
, y: 20
, width: 200
, height: 300
})
for (var i = 0; i < 5; i++)
nest.circle(100)
Bad:
var nest=draw.nested().attr({x:10,y:20,width:200,height:300});
for(var i=0;i<5;i++)nest.circle(100);
Where necessary tell us what you are doing but be concise. We only use single-line comments. Also keep your variable and method names short while maintaining readability.
Good:
// Adds orange-specific methods
SVG.extend(SVG.Rect, {
// Add a nice, transparent orange
orangify: function() {
// fill with orange color
this.fill('orange')
// add a slight opacity
return this.opacity(0.85)
}
})
Bad:
/*
*
* does something with orange and opacity
*
*/
SVG.extend(SVG.Rect, {
orgf: function() {
return this.fill('orange').opacity(0.85)
}
})
Once your implementation is ready, revisit and rework it. We like to keep it DRY.
It's not that hard to write at least one example per implementation, although we prefer more. Your code might seem to work by quickly testing it in your brwoser but more than often you can't forsee everything.
Before running the specs you will need to build the library. Be aware that pull requests without specs will be declined.
After contributing you probably want to build the library to run some specs. Make sure you have Node.js installed on your system, cd
to the svg.js directory and run:
$ npm install
Build SVG.js by running gulp
:
$ gulp
The resulting files are:
dist/svg.js
dist/svg.min.js
- Firefox 3+
- Chrome 4+
- Safari 3.2+
- Opera 9+
- IE9+
- iOS Safari 3.2+
- Android Browser 3+
- Opera Mobile 10+
- Chrome for Android 18+
- Firefox for Android 15+
Visit the SVG.js test page if you want to check compatibility with different browsers.
Documentation kindly provided by DocumentUp
SVG.js and its documentation is released under the terms of the MIT license.