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.net Powerful JavaScript charts
About
RGraph is a JavaScript charts library based on HTML5 SVG and canvas. RGraph is mature (over 18 years old) and has a wealth of features making it an ideal choice to use for showing charts on your website.

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SQLite Editor for PHP
The SQLite Editor for PHP software is a tool which will help you and/or your users administer and maintain your SQLite databases. Built as a tool that you can easily provide to your users, there's no danger of them damaging your database.

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Version 7.20
Version 7.20 (released in June 2026) is the latest version of RGraph and the major change in this version is an update to the default values of properties making for better looking charts without having to set any properties. Read more about this and other changes in the changelog.

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Download
Get the latest version of RGraph (version 7.20, 9th June 2026) from the download page. You can read the changelog here. There's also older versions available, minified files and links to cdnjs.com hosted libraries.

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Latest forum posts
These are the latest support forum posts that have been posted or updated.


23rd June, Richard
The SQLite Editor for PHP admin tool is now available for you to download

16th June, Rachel
I have a question about the 3D Bar chart

12th June, Marco
Should I use SVG or canvas for the charts on my website?

9th June, Richard
New version of RGraph: version 7.20

3rd June, Patrick
Question about installing RGraph

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License
RGraph can be used for free under the GPL or if that doesn't suit your situation there's an inexpensive (£129) commercial license available.

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Drag-and-drop between canvas tags

Written by Richard Heyes, RGraph author, on 17th January 2013
An example of how you can create drag-and-drop between canvas tags. The example now uses 'click to pick up, click to put down' to avoid selection oddities. This article was originally written in 2013 and was resurrected, after being removed from the site, in 2020.
Update: This example has been changed to use "Click to pick up, click to put down" This makes dragging much more comfortable and avoids any selection peculiarities.

Introduction

This is a demo that shows you how you can drag an image from one canvas to another. The canvas tags have a css border so that they can be clearly seen and the image is a smalle cartoon graphic. As with most canvas operations the code is verbose - but most of it is concerned with dragging the image around the canvas.


How it works

Because canvas is effectively a blank piece of paper on your page on to which you can draw, the canvas tags need to be completely redrawn when moving the image. As a result, it means that the coordinates for the images need to be calculated from the mouse coordinates. The switch from canvas to canvas is done by having each canvas update a "state" variable that dictates which canvas the image should be drawn on.


The HTML and JavaScript code

<script src="https://www.rgraph.net/libraries/RGraph.common.core.js"></script>

<div style="text-align: center">
    <canvas id="cvs1" width="200" height="200" style="border:1px solid gray"></canvas>
    <canvas id="cvs2" width="200" height="200"  style="border:1px solid gray; margin-left: 30px"></canvas>
</div>

<script>
    // Everything lives inside this anonymous function
    (function ()
    {
        var canvas1 = document.getElementById("cvs1");
        var canvas2 = document.getElementById("cvs2");
        var context1 = canvas1.getContext('2d');
        var context2 = canvas2.getContext('2d');
        var imageXY  = {x: 5, y: 5};

        //
        // This draws the image to the canvas
        //
        function draw ()
        {
            // Clear both canvas tags first
            context1.clearRect(0,0,canvas1.width,canvas1.height);
            context2.clearRect(0,0,canvas2.width,canvas2.height);

            // Draw a red rectangle around the image
            if (state && state.dragging) {
                state.canvas.getContext('2d').strokeStyle = 'red';
                state.canvas.getContext('2d').strokeRect(
                    imageXY.x - 2.5,
                    imageXY.y - 2.5,
                    state.image.width + 5,
                    state.image.height + 5
                );
            }
            
            // Now draw the image
            state.canvas.getContext('2d').drawImage(
                state.image,
                imageXY.x,
                imageXY.y
            );
        }


        canvas2.onclick =
        canvas1.onclick = function (e)
        {
            if (state && state.dragging) {
                state.dragging = false;
                draw();
                return;
            }

            var mouseXY = RGraph.getMouseXY(e);

            state.canvas    = e.target;
            
            if (   mouseXY[0] > imageXY.x
                && mouseXY[0] < (imageXY.x + state.image.width)
                && mouseXY[1] > imageXY.y
                && mouseXY[1] < (imageXY.y + state.image.height)) {

                state.dragging       = true;
                state.originalMouseX = mouseXY[0];
                state.originalMouseY = mouseXY[1];
                state.offsetX        = mouseXY[0] - imageXY.x;
                state.offsetY        = mouseXY[1] - imageXY.y;
            }
        }


        canvas1.onmousemove =
        canvas2.onmousemove = function (e)
        {
            if (state.dragging) {
            
                state.canvas = e.target;
                
                var mouseXY = RGraph.getMouseXY(e);
                
                // Work how far the mouse has moved since the mousedon event was triggered
                var diffX = mouseXY[0] - state.originalMouseX;
                var diffY = mouseXY[1] - state.originalMouseY;

                imageXY.x = state.originalMouseX + diffX - state.offsetX;
                imageXY.y = state.originalMouseY + diffY - state.offsetY;
                
                draw();
                
                e.stopPropagation();
            }
        }

        //
        // Load the image on canvas1 initially and set the state up
        // with some defaults
        //
        state = {}
        state.dragging     = false;
        state.canvas       = document.getElementById("cvs1");
        state.image        =  new Image();
        state.image.src    = 'https://www.rgraph.net/images/alex.png';
        state.image.width  = 48;
        state.image.height = 48;
        state.offsetX      = 0;
        state.offsetY      = 0;


        state.image.onload = function ()
        {
            draw();
        }
    })();
</script>