Seperated desktop and mobile input controllers, changed desktop drag mode to be ctrl/meta triggered instread

This commit is contained in:
Lewis Hemens 2014-02-23 18:42:20 +00:00
parent 2b8368d63b
commit b977b8c174
5 changed files with 178 additions and 96 deletions

View File

@ -2,8 +2,9 @@ java -client -jar closure-compiler.jar \
--js js-lib/common.js \
--js js-lib/view.js \
--js js-lib/draw.js \
--js js-lib/controller.js \
--js js-lib/state.js \
--js js-lib/controller.js \
--js js-lib/input-controller.js \
--js js-lib/launch.js \
--warning_level=VERBOSE --formatting=PRETTY_PRINT --language_in=ECMASCRIPT5 --compilation_level=ADVANCED_OPTIMIZATIONS \
--externs=jquery-1.9-externs.js \

View File

@ -1,3 +1,13 @@
/**
* Different modes of control.
* @const
*/
var Mode = {
NONE : 0,
DRAG : 1,
DRAW : 2
}
/**
* Handles user input events and modifies state.
*
@ -12,10 +22,9 @@ ascii.Controller = function(view, state) {
/** @type {ascii.DrawFunction} */ this.drawFunction =
new ascii.DrawBox(state);
/** @type {number} */ this.mode = Mode.NONE;
/** @type {ascii.Vector} */ this.dragOrigin;
/** @type {ascii.Vector} */ this.pressVector;
/** @type {ascii.Vector} */ this.lastMoveCell;
/** @type {number} */ this.pressTimestamp;
/** @type {ascii.Vector} */ this.dragOriginCell;
this.installBindings();
};
@ -23,68 +32,59 @@ ascii.Controller = function(view, state) {
/**
* @param {ascii.Vector} position
*/
ascii.Controller.prototype.handlePress = function(position) {
this.pressVector = position;
this.pressTimestamp = $.now();
// Check to see if a drag happened in the given allowed time.
window.setTimeout(function() {
if (this.dragOrigin == null && this.pressVector != null) {
ascii.Controller.prototype.startDraw = function(position) {
this.mode = Mode.DRAW;
this.drawFunction.start(this.view.screenToCell(position));
}
// TODO: Skip this if release happens before timeout.
}.bind(this), DRAG_LATENCY);
};
/**
* @param {ascii.Vector} position
*/
ascii.Controller.prototype.startDrag = function(position) {
this.mode = Mode.DRAG;
this.dragOrigin = position;
this.dragOriginCell = this.view.offset;
}
/**
* @param {ascii.Vector} position
*/
ascii.Controller.prototype.handleMove = function(position) {
// Update the cursor pointer, depending on the draw function.
this.view.canvas.style.cursor = this.drawFunction.getCursor(
this.view.screenToCell(position));
var moveCell = this.view.screenToCell(position);
// No clicks, so just ignore.
if (this.pressVector == null) { return; }
// Initiate a drag if we have moved enough, quickly enough.
if (this.dragOrigin == null &&
($.now() - this.pressTimestamp) < DRAG_LATENCY &&
position.subtract(this.pressVector).length() > DRAG_ACCURACY) {
this.dragOrigin = this.view.offset;
// First move event, make sure we don't blow up here.
if (this.lastMoveCell == null) {
this.lastMoveCell = moveCell;
}
// Not dragging, so pass the mouse move on, but remove duplicates.
if (this.dragOrigin == null &&
($.now() - this.pressTimestamp) >= DRAG_LATENCY &&
(this.lastMoveCell == null ||
!this.view.screenToCell(position)
.equals(this.view.screenToCell(this.lastMoveCell)))) {
this.drawFunction.move(this.view.screenToCell(position));
this.lastMoveCell = position;
// Update the cursor pointer, depending on the draw function.
if (!moveCell.equals(this.lastMoveCell)) {
this.view.canvas.style.cursor = this.drawFunction.getCursor(moveCell);
}
// In drawing mode, so pass the mouse move on, but remove duplicates.
if (this.mode == Mode.DRAW && !moveCell.equals(this.lastMoveCell)) {
this.drawFunction.move(moveCell);
}
// Drag in progress, update the view origin.
if (this.dragOrigin != null) {
this.view.setOffset(this.dragOrigin.add(
this.pressVector
if (this.mode == Mode.DRAG) {
this.view.setOffset(this.dragOriginCell.add(
this.dragOrigin
.subtract(position)
.scale(1 / this.view.zoom)));
}
this.lastMoveCell = moveCell;
};
/**
* @param {ascii.Vector} position
*/
ascii.Controller.prototype.handleRelease = function(position) {
// Drag wasn't initiated in time, treat this as a drawing event.
if (this.dragOrigin == null &&
($.now() - this.pressTimestamp) >= DRAG_LATENCY) {
this.drawFunction.end(this.view.screenToCell(position));
ascii.Controller.prototype.endAll = function() {
if (this.mode = Mode.DRAW) {
this.drawFunction.end();
}
this.pressVector = null;
this.pressTimestamp = 0;
// Cleanup state.
this.mode = Mode.NONE;
this.dragOrigin = null;
this.dragOriginCell = null;
this.lastMoveCell = null;
};
@ -98,53 +98,13 @@ ascii.Controller.prototype.handleZoom = function(delta) {
};
/**
* Installs input bindings for desktop devices.
* Installs input bindings for common use cases devices.
*/
ascii.Controller.prototype.installBindings = function() {
var controller = this;
$(this.view.canvas).bind('mousewheel', function(e) {
controller.handleZoom(e.originalEvent.wheelDelta);
});
$(this.view.canvas).mousedown(function(e) {
controller.handlePress(new ascii.Vector(e.clientX, e.clientY));
});
$(this.view.canvas).mouseup(function(e) {
controller.handleRelease(new ascii.Vector(e.clientX, e.clientY));
});
$(this.view.canvas).mouseleave(function(e) {
controller.handleRelease(new ascii.Vector(e.clientX, e.clientY));
});
$(this.view.canvas).mousemove(function(e) {
controller.handleMove(new ascii.Vector(e.clientX, e.clientY));
});
$(window).resize(function(e) { controller.view.resizeCanvas() });
$(this.view.canvas).bind('touchstart', function(e) {
e.preventDefault();
controller.handlePress(new ascii.Vector(
e.originalEvent.touches[0].pageX,
e.originalEvent.touches[0].pageY));
});
$(this.view.canvas).bind('touchend', function(e) {
e.preventDefault();
// TODO: This works for now as we don't use a touchend position anywhere.
// Need to track last position from touchmove and use it here.
controller.handleRelease(new ascii.Vector(0, 0));
});
$(this.view.canvas).bind('touchmove', function(e) {
e.preventDefault();
controller.handleMove(new ascii.Vector(
e.originalEvent.touches[0].pageX,
e.originalEvent.touches[0].pageY));
});
// TODO: Handle pinch to zoom.
$('#buttons > button.tool').click(function(e) {

View File

@ -53,8 +53,8 @@ ascii.DrawFunction = function() {};
ascii.DrawFunction.prototype.start = function(position) {};
/** Drawing move. @param {ascii.Vector} position */
ascii.DrawFunction.prototype.move = function(position) {};
/** End of drawing. @param {ascii.Vector} position */
ascii.DrawFunction.prototype.end = function(position) {};
/** End of drawing. */
ascii.DrawFunction.prototype.end = function() {};
/** Cursor for given cell.
* @param {ascii.Vector} position
* @return {string}
@ -82,7 +82,7 @@ ascii.DrawBox.prototype.move = function(position) {
drawLine(this.state, this.startPosition, position, true);
drawLine(this.state, this.startPosition, position, false);
};
ascii.DrawBox.prototype.end = function(position) {
ascii.DrawBox.prototype.end = function() {
this.state.commitDraw();
};
ascii.DrawBox.prototype.getCursor = function(position) {
@ -115,7 +115,7 @@ ascii.DrawLine.prototype.move = function(position) {
drawLine(this.state, this.startPosition, position, clockwise);
};
ascii.DrawLine.prototype.end = function(position) {
ascii.DrawLine.prototype.end = function() {
this.state.commitDraw();
};
ascii.DrawLine.prototype.getCursor = function(position) {
@ -140,7 +140,7 @@ ascii.DrawFreeform.prototype.start = function(position) {
ascii.DrawFreeform.prototype.move = function(position) {
this.state.drawValue(position, this.value);
};
ascii.DrawFreeform.prototype.end = function(position) {
ascii.DrawFreeform.prototype.end = function() {
this.state.commitDraw();
};
ascii.DrawFreeform.prototype.getCursor = function(position) {
@ -174,7 +174,7 @@ ascii.DrawText.prototype.start = function(position) {
this.state.drawValue(position, currentValue == null ? ERASE_CHAR : currentValue);
};
ascii.DrawText.prototype.move = function(position) {};
ascii.DrawText.prototype.end = function(position) {};
ascii.DrawText.prototype.end = function() {};
ascii.DrawText.prototype.getCursor = function(position) {
return 'text';
};
@ -259,7 +259,7 @@ ascii.DrawErase.prototype.move = function(position) {
}
}
};
ascii.DrawErase.prototype.end = function(position) {
ascii.DrawErase.prototype.end = function() {
this.state.commitDraw();
};
ascii.DrawErase.prototype.getCursor = function(position) {
@ -340,7 +340,7 @@ ascii.DrawMove.prototype.move = function(position) {
}
};
ascii.DrawMove.prototype.end = function(position) {
ascii.DrawMove.prototype.end = function() {
this.state.commitDraw();
};

119
js-lib/input-controller.js Normal file
View File

@ -0,0 +1,119 @@
/**
* 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();
}
/**
* @param {ascii.Vector} position
*/
ascii.DesktopController.prototype.handlePress = function(position, e) {
// Can drag by holding either the control or meta (Apple) key.
if (e.ctrlKey || e.metaKey) {
this.controller.startDrag(position);
} else {
this.controller.startDraw(position);
}
};
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) {
this.handlePress(new ascii.Vector(e.clientX, e.clientY), e);
}.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();
}
/**
* @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);
};
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));
};

View File

@ -5,6 +5,8 @@ ascii.launch = function() {
var state = new ascii.State();
var view = new ascii.View(state);
var controller = new ascii.Controller(view, state);
var touchController = new ascii.TouchController(controller);
var desktopController = new ascii.DesktopController(controller);
view.animate();
};