import React = require("react"); export namespace InteractionUtils { export const MOUSETYPE = "mouse"; export const TOUCHTYPE = "touch"; export const PENTYPE = "pen"; export const ERASERTYPE = "eraser"; const POINTER_PEN_BUTTON = -1; const REACT_POINTER_PEN_BUTTON = 0; const ERASER_BUTTON = 5; export class MultiTouchEvent { constructor( readonly fingers: number, readonly targetTouches: T extends React.TouchEvent ? React.Touch[] : Touch[], readonly touches: T extends React.TouchEvent ? React.Touch[] : Touch[], readonly changedTouches: T extends React.TouchEvent ? React.Touch[] : Touch[], readonly touchEvent: T extends React.TouchEvent ? React.TouchEvent : TouchEvent ) { } } export interface MultiTouchEventDisposer { (): void; } /** * * @param element - element to turn into a touch target * @param startFunc - event handler, typically Touchable.onTouchStart (classes that inherit touchable can pass in this.onTouchStart) */ export function MakeMultiTouchTarget( element: HTMLElement, startFunc: (e: Event, me: MultiTouchEvent) => void ): MultiTouchEventDisposer { const onMultiTouchStartHandler = (e: Event) => startFunc(e, (e as CustomEvent>).detail); // const onMultiTouchMoveHandler = moveFunc ? (e: Event) => moveFunc(e, (e as CustomEvent>).detail) : undefined; // const onMultiTouchEndHandler = endFunc ? (e: Event) => endFunc(e, (e as CustomEvent>).detail) : undefined; element.addEventListener("dashOnTouchStart", onMultiTouchStartHandler); // if (onMultiTouchMoveHandler) { // element.addEventListener("dashOnTouchMove", onMultiTouchMoveHandler); // } // if (onMultiTouchEndHandler) { // element.addEventListener("dashOnTouchEnd", onMultiTouchEndHandler); // } return () => { element.removeEventListener("dashOnTouchStart", onMultiTouchStartHandler); // if (onMultiTouchMoveHandler) { // element.removeEventListener("dashOnTouchMove", onMultiTouchMoveHandler); // } // if (onMultiTouchEndHandler) { // element.removeEventListener("dashOnTouchend", onMultiTouchEndHandler); // } }; } /** * Turns an element onto a target for touch hold handling. * @param element - element to add events to * @param func - function to add to the event */ export function MakeHoldTouchTarget( element: HTMLElement, func: (e: Event, me: MultiTouchEvent) => void ): MultiTouchEventDisposer { const handler = (e: Event) => func(e, (e as CustomEvent>).detail); element.addEventListener("dashOnTouchHoldStart", handler); return () => { element.removeEventListener("dashOnTouchHoldStart", handler); }; } export function GetMyTargetTouches(mte: InteractionUtils.MultiTouchEvent, prevPoints: Map, ignorePen: boolean): React.Touch[] { const myTouches = new Array(); for (const pt of mte.touches) { if (!ignorePen || ((pt as any).radiusX > 1 && (pt as any).radiusY > 1)) { for (const tPt of mte.targetTouches) { if (tPt?.screenX === pt?.screenX && tPt?.screenY === pt?.screenY) { if (pt && prevPoints.has(pt.identifier)) { myTouches.push(pt); } } } } } // if (mte.touches.length !== myTouches.length) { // throw Error("opo") // } return myTouches; } export function CreatePolyline(points: { X: number, Y: number }[], left: number, top: number, color: string, width: number) { const pts = points.reduce((acc: string, pt: { X: number, Y: number }) => acc + `${pt.X - left},${pt.Y - top} `, ""); return ( ); } /** * Returns whether or not the pointer event passed in is of the type passed in * @param e - pointer event. this event could be from a mouse, a pen, or a finger * @param type - InteractionUtils.(PENTYPE | ERASERTYPE | MOUSETYPE | TOUCHTYPE) */ export function IsType(e: PointerEvent | React.PointerEvent, type: string): boolean { switch (type) { // pen and eraser are both pointer type 'pen', but pen is button 0 and eraser is button 5. -syip2 case PENTYPE: return e.pointerType === PENTYPE && (e.button === -1 || e.button === 0); case ERASERTYPE: return e.pointerType === PENTYPE && e.button === (e instanceof PointerEvent ? ERASER_BUTTON : ERASER_BUTTON); default: return e.pointerType === type; } } /** * Returns euclidean distance between two points * @param pt1 * @param pt2 */ export function TwoPointEuclidist(pt1: React.Touch, pt2: React.Touch): number { return Math.sqrt(Math.pow(pt1.clientX - pt2.clientX, 2) + Math.pow(pt1.clientY - pt2.clientY, 2)); } /** * Returns the centroid of an n-arbitrary long list of points (takes the average the x and y components of each point) * @param pts - n-arbitrary long list of points */ export function CenterPoint(pts: React.Touch[]): { X: number, Y: number } { const centerX = pts.map(pt => pt.clientX).reduce((a, b) => a + b, 0) / pts.length; const centerY = pts.map(pt => pt.clientY).reduce((a, b) => a + b, 0) / pts.length; return { X: centerX, Y: centerY }; } /** * Returns -1 if pinching out, 0 if not pinching, and 1 if pinching in * @param pt1 - new point that corresponds to oldPoint1 * @param pt2 - new point that corresponds to oldPoint2 * @param oldPoint1 - previous point 1 * @param oldPoint2 - previous point 2 */ export function Pinching(pt1: React.Touch, pt2: React.Touch, oldPoint1: React.Touch, oldPoint2: React.Touch): number { const threshold = 4; const oldDist = TwoPointEuclidist(oldPoint1, oldPoint2); const newDist = TwoPointEuclidist(pt1, pt2); /** if they have the same sign, then we are either pinching in or out. * threshold it by 10 (it has to be pinching by at least threshold to be a valid pinch) * so that it can still pan without freaking out */ if (Math.sign(oldDist) === Math.sign(newDist) && Math.abs(oldDist - newDist) > threshold) { return Math.sign(oldDist - newDist); } return 0; } /** * Returns -1 if pinning and pinching out, 0 if not pinning, and 1 if pinching in * @param pt1 - new point that corresponds to oldPoint1 * @param pt2 - new point that corresponds to oldPoint2 * @param oldPoint1 - previous point 1 * @param oldPoint2 - previous point 2 */ export function Pinning(pt1: React.Touch, pt2: React.Touch, oldPoint1: React.Touch, oldPoint2: React.Touch): number { const threshold = 4; const pt1Dist = TwoPointEuclidist(oldPoint1, pt1); const pt2Dist = TwoPointEuclidist(oldPoint2, pt2); const pinching = Pinching(pt1, pt2, oldPoint1, oldPoint2); if (pinching !== 0) { if ((pt1Dist < threshold && pt2Dist > threshold) || (pt1Dist > threshold && pt2Dist < threshold)) { return pinching; } } return 0; } export function IsDragging(oldTouches: Map, newTouches: React.Touch[], leniency: number): boolean { for (const touch of newTouches) { if (touch) { const oldTouch = oldTouches.get(touch.identifier); if (oldTouch) { if (TwoPointEuclidist(touch, oldTouch) >= leniency) { return true; } } } } return false; } // These might not be very useful anymore, but I'll leave them here for now -syip2 { /** * Returns the type of Touch Interaction from a list of points. * Also returns any data that is associated with a Touch Interaction * @param pts - List of points */ // export function InterpretPointers(pts: React.Touch[]): { type: Opt, data?: any } { // const leniency = 200; // switch (pts.length) { // case 1: // return { type: OneFinger }; // case 2: // return { type: TwoSeperateFingers }; // case 3: // let pt1 = pts[0]; // let pt2 = pts[1]; // let pt3 = pts[2]; // if (pt1 && pt2 && pt3) { // let dist12 = TwoPointEuclidist(pt1, pt2); // let dist23 = TwoPointEuclidist(pt2, pt3); // let dist13 = TwoPointEuclidist(pt1, pt3); // console.log(`distances: ${dist12}, ${dist23}, ${dist13}`); // let dist12close = dist12 < leniency; // let dist23close = dist23 < leniency; // let dist13close = dist13 < leniency; // let xor2313 = dist23close ? !dist13close : dist13close; // let xor = dist12close ? !xor2313 : xor2313; // // three input xor because javascript doesn't have logical xor's // if (xor) { // let points: number[] = []; // let min = Math.min(dist12, dist23, dist13); // switch (min) { // case dist12: // points = [0, 1, 2]; // break; // case dist23: // points = [1, 2, 0]; // break; // case dist13: // points = [0, 2, 1]; // break; // } // return { type: TwoToOneFingers, data: points }; // } // else { // return { type: ThreeSeperateFingers, data: null }; // } // } // default: // return { type: undefined }; // } // } } }