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High performance, fully cross browser, full featured drag and drop in a tiny (2k gzipped), dependency-free package.




<div id="id"></div>


Using browser globals:

var element = document.getElementById('id');
var options = {
  grid: 10,
  onDrag: function(){ ... }
new Draggable (element, options);

Using AMD/CommonJS:

var Draggable = require ('Draggable');
var element = document.getElementById('id');
new Draggable (element);




Option Type Default Description
grid Number 0 grid size for snapping on drag
handle Element null the handle of the draggable; if null, the whole element is the handle
filterTarget Function(target) null prevent drag when target passes this test
limit Element, Function(x, y, x0, y0), or Object { x: null, y: null } limit x/y drag bounds
threshold Number 0 threshold before drag begins (in px)
setCursor Boolean (truthy) false change cursor to move?
setPosition Boolean (truthy) true change draggable position to absolute?
smoothDrag Boolean (truthy) true snap to grid only when dropped, not during drag
useGPU Boolean (truthy) true move graphics calculation/composition to the GPU? (modern browsers only, graceful degradation)


Event Arguments
onDrag element, x, y, event
onDragStart element, x, y, event
onDragEnd element, x, y, event

Instance methods

Method Arguments Returns Description
get --- {Object} {x, y} Get the current coordinates
set {Number} x, {Number} y instance Move to the specified coordinates
setOption {String} property, {Mixed} value instance Set an option in the live instance
destroy --- --- Unbind the instance's DOM event listeners


Options.limit accepts arguments in several forms:

// no limit
limit: null
// limit x, but leave y unbounded
limit: {
  x: [1,10],
  y: null
// limit both axes
limit: {
  x: [1,10],
  y: [1,500]
// bound x, set y to a constant
limit: {
  x: [1,10],
  y: 5
// bound with an element
limit: document.getElementById('id')
// bound with a custom function
limit: function (
  x,  // current X coordinate
  y,  // current Y coordinate
  x0, // original X coordinate (where drag was started)
  y0  // original Y coordinate (where drag was started)
) {
  var radius = 100,
    dx = x - x0,
    dy = y - y0,
    distance = Math.sqrt(dx*dx + dy*dy),
    // only allow dragging within a circle of radius 100
    outOfRange = distance > radius;
  // if our point is outside of the circle, compute the
  // point on the circle's edge closest to our point
  if (outOfRange) {
    x = x0 + radius * (- x0) / distance;
    y = y0 + radius * (- y0) / distance;
  return {
    x: x,
    y: y

Tested on

  • Chrome 29 on OSX
  • Chrome 28 on Windows
  • Firefox 23 on OSX
  • Firefox 21 on Windows
  • Opera 16 on OSX
  • Safari 6 on OSX
  • Safari 6 on iPhone4/iOS6
  • Safari 6 on iPhone5/iOS6
  • Safari 6 on iPad2/iOS6
  • Safari 6 on iPad3/iOS6
  • Internet Explorer 8-10 on Windows

To do

  • Improve performance on old iOS
  • Unit tests