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- "use strict";
- import {Viewport} from "../Viewport.js";
- import {Pointer} from "../input/Pointer.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.
- */
- this.dragButton = Pointer.LEFT;
- /**
- * If true allows the viewport to be rotated.
- */
- this.allowRotation = false;
- /**
- * 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 = 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;
- }
- /**
- * Update the viewport controls using the pointer object.
- */
- ViewportControls.prototype.update = function(pointer)
- {
- if(pointer.wheel !== 0)
- {
- this.viewport.scale -= pointer.wheel * 1e-3 * this.viewport.scale;
- if(this.moveOnScale)
- {
- var speed = pointer.wheel;
- var halfWidth = pointer.canvas.width / 2;
- var halfWeight = pointer.canvas.height / 2;
- this.viewport.position.x += ((pointer.position.x - halfWidth) / halfWidth) * speed;
- this.viewport.position.y += ((pointer.position.y - halfWeight) / halfWeight) * speed;
- }
- }
- if(this.allowRotation && pointer.buttonPressed(Pointer.RIGHT) && pointer.buttonPressed(Pointer.LEFT))
- {
- if(this.rotationPoint === null)
- {
- this.rotationPoint = pointer.position.clone();
- }
- else
- {
- //TODO <USE ROTATION POINT>
- this.viewport.rotation += pointer.delta.angle() * 1e-3;
- }
- }
- else
- {
- this.rotationPoint = null;
- if(pointer.buttonPressed(this.dragButton))
- {
- this.viewport.position.x += pointer.delta.x;
- this.viewport.position.y += pointer.delta.y;
- }
- }
- };
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