"use strict";
import {Viewport} from "../Viewport.js";
import {Pointer} from "../input/Pointer.js";
import {Vector2} from "../math/Vector2.js";
/**
* Viewport controls are used to allow the user to control the viewport.
*
* @class
* @param {Viewport} viewport
*/
function ViewportControls(viewport)
{
/**
* Viewport being controlled by this object.
*/
this.viewport = viewport;
/**
* Button used to drag and viewport around.
*
* On touch enabled devices the touch event is represented as a LEFT button.
*/
this.dragButton = Pointer.RIGHT;
/**
* Is set to true allow the viewport to be scalled.
*
* Scaling is performed using the pointer scroll.
*/
this.allowScale = true;
/**
* Flag to indicate if the viewport should move when scalling.
*
* For some application its easier to focus the target if the viewport moves to the pointer location while scalling.
*/
this.moveOnScale = false;
/**
* If true allows the viewport to be rotated.
*
* Rotation is performed by holding the RIGHT and LEFT pointer buttons and rotating around the initial point.
*/
this.allowRotation = true;
/**
* Value of the initial point of rotation if the viewport is being rotated.
*
* Is set to null when the viewport is not being rotated.
*/
this.rotationPoint = null;
/**
* Initial rotation of the viewport.
*/
this.rotationInitial = 0;
}
/**
* Update the viewport controls using the pointer object.
*
* Should be called every frame before rendering.
*
* @param {Pointer} pointer
*/
ViewportControls.prototype.update = function(pointer)
{
// Scale
if(this.allowScale && pointer.wheel !== 0)
{
var scale = pointer.wheel * 1e-3 * this.viewport.scale;
this.viewport.scale -= scale;
this.viewport.matrixNeedsUpdate = true;
// Move on scale
if(this.moveOnScale && pointer.canvas !== null)
{
this.viewport.updateMatrix();
var pointerWorld = this.viewport.inverseMatrix.transformPoint(pointer.position);
var centerWorld = new Vector2(pointer.canvas.width / 2.0, pointer.canvas.height / 2.0);
centerWorld = this.viewport.inverseMatrix.transformPoint(centerWorld);
var delta = pointerWorld.clone();
delta.sub(centerWorld);
delta.multiplyScalar(0.1);
this.viewport.position.sub(delta);
this.viewport.matrixNeedsUpdate = true;
}
}
// Rotation
if(this.allowRotation && pointer.buttonPressed(Pointer.RIGHT) && pointer.buttonPressed(Pointer.LEFT))
{
// Rotation pivot
if(this.rotationPoint === null)
{
this.rotationPoint = pointer.position.clone();
this.rotationInitial = this.viewport.rotation;
}
else
{
var pointer = pointer.position.clone();
pointer.sub(this.rotationPoint);
this.viewport.rotation = this.rotationInitial + pointer.angle();
this.viewport.matrixNeedsUpdate = true;
}
}
// Drag
else
{
this.rotationPoint = null;
if(pointer.buttonPressed(this.dragButton))
{
this.viewport.position.x += pointer.delta.x;
this.viewport.position.y += pointer.delta.y;
this.viewport.matrixNeedsUpdate = true;
}
}
};
export {ViewportControls};