import React = require("react"); import { Utils } from "../../Utils"; import "./InteractionUtils.scss"; 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, strokeWidth: number, lineJoin: string, lineCap: string, bezier: string, fill: string, arrowStart: string, arrowEnd: string, markerScale: number, dash: string | undefined, scalex: number, scaley: number, shape: string, pevents: string, opacity: number, nodefs: boolean, downHdlr?: ((e: React.PointerEvent) => void)) { const pts = shape ? makePolygon(shape, points) : points; if (isNaN(scalex)) scalex = 1; if (isNaN(scaley)) scaley = 1; const toScr = (p: { X: number, Y: number }) => ` ${!p ? 0 : (p.X - left - width / 2) * scalex + width / 2}, ${!p ? 0 : (p.Y - top - width / 2) * scaley + width / 2} `; const strpts = bezier ? pts.reduce((acc: string, pt, i) => acc + (i % 4 !== 0 ? "" : (i === 0 ? "M" + toScr(pt) : "") + "C" + toScr(pts[i + 1]) + toScr(pts[i + 2]) + toScr(pts[i + 3])), "") : pts.reduce((acc: string, pt) => acc + `${toScr(pt)} `, ""); const dashArray = dash && Number(dash) ? String(Number(width) * Number(dash)) : undefined; const defGuid = Utils.GenerateGuid(); const Tag = (bezier ? "path" : "polyline") as keyof JSX.IntrinsicElements; const markerStrokeWidth = strokeWidth / 2; const arrowWidthFactor = 3 * (markerScale || 0.5);// used to be 1.5 const arrowLengthFactor = 5 * (markerScale || 0.5); const arrowNotchFactor = 2 * (markerScale || 0.5); return ( {/* setting the svg fill sets the arrowStart fill */} {nodefs ? (null) : {arrowStart !== "dot" && arrowEnd !== "dot" ? (null) : } {arrowStart !== "arrow" ? (null) : } {arrowEnd !== "arrow" ? (null) : } } ); } export function makePolygon(shape: string, points: { X: number, Y: number }[]) { if (points.length > 1 && points[points.length - 1].X === points[0].X && points[points.length - 1].Y + 1 === points[0].Y) { //pointer is up (first and last points are the same) if (shape === "arrow" || shape === "line" || shape === "circle") { //if arrow or line, the two end points should be the starting and the ending point var left = points[0].X; var top = points[0].Y; var right = points[1].X; var bottom = points[1].Y; } else { //otherwise take max and min const xs = points.map(p => p.X); const ys = points.map(p => p.Y); right = Math.max(...xs); left = Math.min(...xs); bottom = Math.max(...ys); top = Math.min(...ys); } } else { //if in the middle of drawing //take first and last points right = points[points.length - 1].X; left = points[0].X; bottom = points[points.length - 1].Y; top = points[0].Y; if (shape !== "arrow" && shape !== "line" && shape !== "circle") { //switch left/right and top/bottom if needed if (left > right) { const temp = right; right = left; left = temp; } if (top > bottom) { const temp = top; top = bottom; bottom = temp; } } } points = []; switch (shape) { case "rectangle": points.push({ X: left, Y: top }); points.push({ X: right, Y: top }); points.push({ X: right, Y: bottom }); points.push({ X: left, Y: bottom }); points.push({ X: left, Y: top }); return points; case "triangle": // points.push({ X: left, Y: bottom }); // points.push({ X: right, Y: bottom }); // points.push({ X: (right + left) / 2, Y: top }); // points.push({ X: left, Y: bottom }); points.push({ X: left, Y: bottom }); points.push({ X: left, Y: bottom }); points.push({ X: right, Y: bottom }); points.push({ X: right, Y: bottom }); points.push({ X: right, Y: bottom }); points.push({ X: right, Y: bottom }); points.push({ X: (right + left) / 2, Y: top }); points.push({ X: (right + left) / 2, Y: top }); points.push({ X: (right + left) / 2, Y: top }); points.push({ X: (right + left) / 2, Y: top }); points.push({ X: left, Y: bottom }); points.push({ X: left, Y: bottom }); return points; case "circle": const centerX = (Math.max(left, right) + Math.min(left, right)) / 2; const centerY = (Math.max(top, bottom) + Math.min(top, bottom)) / 2; const radius = Math.max(centerX - Math.min(left, right), centerY - Math.min(top, bottom)); if (centerX - Math.min(left, right) < centerY - Math.min(top, bottom)) { for (var y = Math.min(top, bottom); y < Math.max(top, bottom); y++) { const x = Math.sqrt(Math.pow(radius, 2) - (Math.pow((y - centerY), 2))) + centerX; points.push({ X: x, Y: y }); } for (var y = Math.max(top, bottom); y > Math.min(top, bottom); y--) { const x = Math.sqrt(Math.pow(radius, 2) - (Math.pow((y - centerY), 2))) + centerX; const newX = centerX - (x - centerX); points.push({ X: newX, Y: y }); } points.push({ X: Math.sqrt(Math.pow(radius, 2) - (Math.pow((Math.min(top, bottom) - centerY), 2))) + centerX, Y: Math.min(top, bottom) }); } else { for (var x = Math.min(left, right); x < Math.max(left, right); x++) { const y = Math.sqrt(Math.pow(radius, 2) - (Math.pow((x - centerX), 2))) + centerY; points.push({ X: x, Y: y }); } for (var x = Math.max(left, right); x > Math.min(left, right); x--) { const y = Math.sqrt(Math.pow(radius, 2) - (Math.pow((x - centerX), 2))) + centerY; const newY = centerY - (y - centerY); points.push({ X: x, Y: newY }); } points.push({ X: Math.min(left, right), Y: Math.sqrt(Math.pow(radius, 2) - (Math.pow((Math.min(left, right) - centerX), 2))) + centerY }); } return points; // case "arrow": // const x1 = left; // const y1 = top; // const x2 = right; // const y2 = bottom; // const L1 = Math.sqrt(Math.pow(Math.abs(x1 - x2), 2) + (Math.pow(Math.abs(y1 - y2), 2))); // const L2 = L1 / 5; // const angle = 0.785398; // const x3 = x2 + (L2 / L1) * ((x1 - x2) * Math.cos(angle) + (y1 - y2) * Math.sin(angle)); // const y3 = y2 + (L2 / L1) * ((y1 - y2) * Math.cos(angle) - (x1 - x2) * Math.sin(angle)); // const x4 = x2 + (L2 / L1) * ((x1 - x2) * Math.cos(angle) - (y1 - y2) * Math.sin(angle)); // const y4 = y2 + (L2 / L1) * ((y1 - y2) * Math.cos(angle) + (x1 - x2) * Math.sin(angle)); // points.push({ X: x1, Y: y1 }); // points.push({ X: x2, Y: y2 }); // points.push({ X: x3, Y: y3 }); // points.push({ X: x4, Y: y4 }); // points.push({ X: x2, Y: y2 }); // return points; case "line": points.push({ X: left, Y: top }); points.push({ X: right, Y: bottom }); return points; default: return points; } } /** * 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); case TOUCHTYPE: return e.pointerType === TOUCHTYPE; 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); // 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 }; // } // } } }