asciiflow2/js-lib/input-controller.js

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/**
* Handles desktop inputs, and passes them onto the main controller.
* @constructor
* @param {ascii.Controller} controller
*/
ascii.DesktopController = function(controller) {
/** @type {ascii.Controller} */ this.controller = controller;
/** @type {boolean} */ this.isDragging = false;
this.installBindings();
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};
/**
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* Installs input bindings associated with keyboard controls.
*/
ascii.DesktopController.prototype.installBindings = function() {
var canvas = this.controller.view.canvas;
$(canvas).bind('mousewheel', function(e) {
this.controller.handleZoom(e.originalEvent.wheelDelta);
}.bind(this));
$(canvas).mousedown(function(e) {
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// Can drag by holding either the control or meta (Apple) key.
if (e.ctrlKey || e.metaKey) {
this.controller.startDrag(new ascii.Vector(e.clientX, e.clientY));
} else {
this.controller.startDraw(new ascii.Vector(e.clientX, e.clientY));
}
}.bind(this));
// Pass these events through to the main controller.
$(canvas).mouseup(function(e) {
this.controller.endAll();
}.bind(this));
$(canvas).mouseleave(function(e) {
this.controller.endAll();
}.bind(this));
$(canvas).mousemove(function(e) {
this.controller.handleMove(new ascii.Vector(e.clientX, e.clientY));
}.bind(this));
};
/**
* Handles touch inputs, and passes them onto the main controller.
* @constructor
* @param {ascii.Controller} controller
*/
ascii.TouchController = function(controller) {
/** @type {ascii.Controller} */ this.controller = controller;
/** @type {ascii.Vector} */ this.pressVector;
/** @type {number} */ this.pressTimestamp;
/** @type {boolean} */ this.dragStarted = false;
this.installBindings();
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};
/**
* @param {ascii.Vector} position
*/
ascii.TouchController.prototype.handlePress = function(position) {
this.pressVector = position;
this.pressTimestamp = $.now();
this.dragStarted = false;
// If a drag didn't start, then handle it as a draw.
window.setTimeout(function() {
if (!this.dragStarted) {
this.controller.startDraw(position);
}
}.bind(this), DRAG_LATENCY);
};
/**
* @param {ascii.Vector} position
*/
ascii.TouchController.prototype.handleMove = function(position) {
// Initiate a drag if we have moved enough, quickly enough.
if (!this.dragStarted &&
($.now() - this.pressTimestamp) < DRAG_LATENCY &&
position.subtract(this.pressVector).length() > DRAG_ACCURACY) {
this.dragStarted = true;
this.controller.startDrag(position);
}
// Pass on the event.
this.controller.handleMove(position);
};
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/**
* Installs input bindings associated with touch controls.
*/
ascii.TouchController.prototype.installBindings = function() {
var canvas = this.controller.view.canvas;
$(canvas).bind('touchstart', function(e) {
e.preventDefault();
this.handlePress(new ascii.Vector(
e.originalEvent.touches[0].pageX,
e.originalEvent.touches[0].pageY));
}.bind(this));
$(canvas).bind('touchmove', function(e) {
e.preventDefault();
this.handleMove(new ascii.Vector(
e.originalEvent.touches[0].pageX,
e.originalEvent.touches[0].pageY));
}.bind(this));
// Pass through, no special handling.
$(canvas).bind('touchend', function(e) {
e.preventDefault();
this.controller.endAll();
}.bind(this));
};