import { Property } from 'csstype'; import * as React from 'react'; import { Utils } from '../../Utils'; import { Gestures } from '../../pen-gestures/GestureTypes'; import './InteractionUtils.scss'; export namespace InteractionUtils { export const MOUSETYPE = 'mouse'; export const TOUCHTYPE = 'touch'; export const PENTYPE = 'pen'; export const ERASERTYPE = 'eraser'; const ERASER_BUTTON = 5; export function makePolygon(shape: Gestures, points: { X: number; Y: number }[]) { // if arrow/line/circle, the two end points should be the starting and the ending point let left = points[0].X; let top = points[0].Y; let right = points[1].X; let bottom = points[1].Y; 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 (![Gestures.Arrow, Gestures.Line, Gestures.Circle].includes(shape)) { // 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 !== Gestures.Arrow && shape !== Gestures.Line && shape !== Gestures.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; } } } const polyPts = []; switch (shape) { case Gestures.Rectangle: polyPts.push({ X: left, Y: top }); polyPts.push({ X: right, Y: top }); polyPts.push({ X: right, Y: bottom }); polyPts.push({ X: left, Y: bottom }); polyPts.push({ X: left, Y: top }); break; case Gestures.Triangle: polyPts.push({ X: left, Y: bottom }); polyPts.push({ X: right, Y: bottom }); polyPts.push({ X: (right + left) / 2, Y: top }); polyPts.push({ X: left, Y: bottom }); break; case Gestures.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)); for (let x = centerX - radius; x < centerX + radius; x++) { const y = Math.sqrt(radius ** 2 - (x - centerX) ** 2) + centerY; polyPts.push({ X: x, Y: y }); } for (let x = centerX + radius; x > centerX - radius; x--) { const y = Math.sqrt(radius ** 2 - (x - centerX) ** 2) + centerY; const newY = centerY - (y - centerY); polyPts.push({ X: x, Y: newY }); } polyPts.push({ X: centerX - radius, Y: Math.sqrt(radius ** 2 - (-radius) ** 2) + centerY }); } break; case Gestures.Line: default: polyPts.push({ X: left, Y: top }); polyPts.push({ X: right, Y: bottom }); break; } return polyPts; } export function CreatePolyline( points: { X: number; Y: number }[], left: number, top: number, color: string, width: number, strokeWidth: number, lineJoin: Property.StrokeLinejoin, strokeLineCap: Property.StrokeLinecap, bezier: string, fill: string, arrowStart: string, arrowEnd: string, markerScale: number, dash: string | undefined, scalexIn: number, scaleyIn: number, shape: Gestures | undefined, pevents: Property.PointerEvents, opacity: number, nodefs: boolean, downHdlr?: (e: React.PointerEvent) => void, mask?: boolean // dropshadow?: string ) { const pts = shape ? makePolygon(shape, points) : points; const scalex = isNaN(scalexIn) ? 1 : scalexIn; const scaley = isNaN(scaleyIn) ? 1 : scaleyIn; 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 : ( {!mask ? null : ( )} {arrowStart !== 'dot' && arrowEnd !== 'dot' ? null : ( )} {arrowStart !== 'arrow' ? null : ( )} {arrowEnd !== 'arrow' ? null : ( )} )} ); } /** * 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 { // prettier-ignore 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: } // prettier-ignore 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((pt1.clientX - pt2.clientX) ** 2 + (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; } }