Seperated desktop and mobile input controllers, changed desktop drag mode to be ctrl/meta triggered instread
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2b8368d63b
commit
b977b8c174
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@ -2,8 +2,9 @@ java -client -jar closure-compiler.jar \
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--js js-lib/common.js \
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--js js-lib/view.js \
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--js js-lib/draw.js \
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--js js-lib/controller.js \
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--js js-lib/state.js \
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--js js-lib/controller.js \
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--js js-lib/input-controller.js \
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--js js-lib/launch.js \
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--warning_level=VERBOSE --formatting=PRETTY_PRINT --language_in=ECMASCRIPT5 --compilation_level=ADVANCED_OPTIMIZATIONS \
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--externs=jquery-1.9-externs.js \
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@ -1,3 +1,13 @@
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/**
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* Different modes of control.
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* @const
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*/
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var Mode = {
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NONE : 0,
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DRAG : 1,
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DRAW : 2
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}
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/**
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* Handles user input events and modifies state.
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*
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@ -12,10 +22,9 @@ ascii.Controller = function(view, state) {
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/** @type {ascii.DrawFunction} */ this.drawFunction =
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new ascii.DrawBox(state);
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/** @type {number} */ this.mode = Mode.NONE;
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/** @type {ascii.Vector} */ this.dragOrigin;
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/** @type {ascii.Vector} */ this.pressVector;
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/** @type {ascii.Vector} */ this.lastMoveCell;
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/** @type {number} */ this.pressTimestamp;
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/** @type {ascii.Vector} */ this.dragOriginCell;
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this.installBindings();
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};
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@ -23,68 +32,59 @@ ascii.Controller = function(view, state) {
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/**
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* @param {ascii.Vector} position
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*/
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ascii.Controller.prototype.handlePress = function(position) {
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this.pressVector = position;
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this.pressTimestamp = $.now();
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// Check to see if a drag happened in the given allowed time.
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window.setTimeout(function() {
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if (this.dragOrigin == null && this.pressVector != null) {
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ascii.Controller.prototype.startDraw = function(position) {
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this.mode = Mode.DRAW;
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this.drawFunction.start(this.view.screenToCell(position));
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}
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// TODO: Skip this if release happens before timeout.
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}.bind(this), DRAG_LATENCY);
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};
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/**
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* @param {ascii.Vector} position
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*/
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ascii.Controller.prototype.startDrag = function(position) {
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this.mode = Mode.DRAG;
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this.dragOrigin = position;
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this.dragOriginCell = this.view.offset;
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}
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/**
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* @param {ascii.Vector} position
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*/
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ascii.Controller.prototype.handleMove = function(position) {
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// Update the cursor pointer, depending on the draw function.
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this.view.canvas.style.cursor = this.drawFunction.getCursor(
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this.view.screenToCell(position));
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var moveCell = this.view.screenToCell(position);
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// No clicks, so just ignore.
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if (this.pressVector == null) { return; }
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// Initiate a drag if we have moved enough, quickly enough.
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if (this.dragOrigin == null &&
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($.now() - this.pressTimestamp) < DRAG_LATENCY &&
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position.subtract(this.pressVector).length() > DRAG_ACCURACY) {
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this.dragOrigin = this.view.offset;
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// First move event, make sure we don't blow up here.
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if (this.lastMoveCell == null) {
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this.lastMoveCell = moveCell;
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}
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// Not dragging, so pass the mouse move on, but remove duplicates.
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if (this.dragOrigin == null &&
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($.now() - this.pressTimestamp) >= DRAG_LATENCY &&
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(this.lastMoveCell == null ||
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!this.view.screenToCell(position)
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.equals(this.view.screenToCell(this.lastMoveCell)))) {
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this.drawFunction.move(this.view.screenToCell(position));
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this.lastMoveCell = position;
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// Update the cursor pointer, depending on the draw function.
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if (!moveCell.equals(this.lastMoveCell)) {
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this.view.canvas.style.cursor = this.drawFunction.getCursor(moveCell);
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}
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// In drawing mode, so pass the mouse move on, but remove duplicates.
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if (this.mode == Mode.DRAW && !moveCell.equals(this.lastMoveCell)) {
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this.drawFunction.move(moveCell);
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}
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// Drag in progress, update the view origin.
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if (this.dragOrigin != null) {
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this.view.setOffset(this.dragOrigin.add(
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this.pressVector
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if (this.mode == Mode.DRAG) {
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this.view.setOffset(this.dragOriginCell.add(
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this.dragOrigin
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.subtract(position)
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.scale(1 / this.view.zoom)));
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}
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this.lastMoveCell = moveCell;
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};
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/**
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* @param {ascii.Vector} position
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*/
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ascii.Controller.prototype.handleRelease = function(position) {
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// Drag wasn't initiated in time, treat this as a drawing event.
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if (this.dragOrigin == null &&
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($.now() - this.pressTimestamp) >= DRAG_LATENCY) {
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this.drawFunction.end(this.view.screenToCell(position));
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ascii.Controller.prototype.endAll = function() {
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if (this.mode = Mode.DRAW) {
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this.drawFunction.end();
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}
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this.pressVector = null;
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this.pressTimestamp = 0;
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// Cleanup state.
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this.mode = Mode.NONE;
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this.dragOrigin = null;
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this.dragOriginCell = null;
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this.lastMoveCell = null;
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};
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@ -98,53 +98,13 @@ ascii.Controller.prototype.handleZoom = function(delta) {
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};
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/**
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* Installs input bindings for desktop devices.
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* Installs input bindings for common use cases devices.
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*/
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ascii.Controller.prototype.installBindings = function() {
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var controller = this;
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$(this.view.canvas).bind('mousewheel', function(e) {
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controller.handleZoom(e.originalEvent.wheelDelta);
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});
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$(this.view.canvas).mousedown(function(e) {
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controller.handlePress(new ascii.Vector(e.clientX, e.clientY));
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});
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$(this.view.canvas).mouseup(function(e) {
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controller.handleRelease(new ascii.Vector(e.clientX, e.clientY));
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});
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$(this.view.canvas).mouseleave(function(e) {
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controller.handleRelease(new ascii.Vector(e.clientX, e.clientY));
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});
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$(this.view.canvas).mousemove(function(e) {
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controller.handleMove(new ascii.Vector(e.clientX, e.clientY));
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});
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$(window).resize(function(e) { controller.view.resizeCanvas() });
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$(this.view.canvas).bind('touchstart', function(e) {
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e.preventDefault();
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controller.handlePress(new ascii.Vector(
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e.originalEvent.touches[0].pageX,
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e.originalEvent.touches[0].pageY));
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});
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$(this.view.canvas).bind('touchend', function(e) {
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e.preventDefault();
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// TODO: This works for now as we don't use a touchend position anywhere.
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// Need to track last position from touchmove and use it here.
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controller.handleRelease(new ascii.Vector(0, 0));
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});
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$(this.view.canvas).bind('touchmove', function(e) {
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e.preventDefault();
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controller.handleMove(new ascii.Vector(
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e.originalEvent.touches[0].pageX,
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e.originalEvent.touches[0].pageY));
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});
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// TODO: Handle pinch to zoom.
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$('#buttons > button.tool').click(function(e) {
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@ -53,8 +53,8 @@ ascii.DrawFunction = function() {};
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ascii.DrawFunction.prototype.start = function(position) {};
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/** Drawing move. @param {ascii.Vector} position */
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ascii.DrawFunction.prototype.move = function(position) {};
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/** End of drawing. @param {ascii.Vector} position */
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ascii.DrawFunction.prototype.end = function(position) {};
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/** End of drawing. */
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ascii.DrawFunction.prototype.end = function() {};
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/** Cursor for given cell.
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* @param {ascii.Vector} position
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* @return {string}
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@ -82,7 +82,7 @@ ascii.DrawBox.prototype.move = function(position) {
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drawLine(this.state, this.startPosition, position, true);
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drawLine(this.state, this.startPosition, position, false);
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};
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ascii.DrawBox.prototype.end = function(position) {
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ascii.DrawBox.prototype.end = function() {
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this.state.commitDraw();
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};
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ascii.DrawBox.prototype.getCursor = function(position) {
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@ -115,7 +115,7 @@ ascii.DrawLine.prototype.move = function(position) {
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drawLine(this.state, this.startPosition, position, clockwise);
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};
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ascii.DrawLine.prototype.end = function(position) {
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ascii.DrawLine.prototype.end = function() {
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this.state.commitDraw();
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};
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ascii.DrawLine.prototype.getCursor = function(position) {
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@ -140,7 +140,7 @@ ascii.DrawFreeform.prototype.start = function(position) {
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ascii.DrawFreeform.prototype.move = function(position) {
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this.state.drawValue(position, this.value);
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};
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ascii.DrawFreeform.prototype.end = function(position) {
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ascii.DrawFreeform.prototype.end = function() {
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this.state.commitDraw();
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};
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ascii.DrawFreeform.prototype.getCursor = function(position) {
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@ -174,7 +174,7 @@ ascii.DrawText.prototype.start = function(position) {
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this.state.drawValue(position, currentValue == null ? ERASE_CHAR : currentValue);
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};
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ascii.DrawText.prototype.move = function(position) {};
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ascii.DrawText.prototype.end = function(position) {};
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ascii.DrawText.prototype.end = function() {};
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ascii.DrawText.prototype.getCursor = function(position) {
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return 'text';
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};
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@ -259,7 +259,7 @@ ascii.DrawErase.prototype.move = function(position) {
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}
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}
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};
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ascii.DrawErase.prototype.end = function(position) {
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ascii.DrawErase.prototype.end = function() {
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this.state.commitDraw();
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};
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ascii.DrawErase.prototype.getCursor = function(position) {
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@ -340,7 +340,7 @@ ascii.DrawMove.prototype.move = function(position) {
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}
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};
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ascii.DrawMove.prototype.end = function(position) {
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ascii.DrawMove.prototype.end = function() {
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this.state.commitDraw();
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};
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@ -0,0 +1,119 @@
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/**
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* Handles desktop inputs, and passes them onto the main controller.
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* @constructor
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* @param {ascii.Controller} controller
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*/
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ascii.DesktopController = function(controller) {
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/** @type {ascii.Controller} */ this.controller = controller;
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/** @type {boolean} */ this.isDragging = false;
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this.installBindings();
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}
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/**
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* @param {ascii.Vector} position
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*/
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ascii.DesktopController.prototype.handlePress = function(position, e) {
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// Can drag by holding either the control or meta (Apple) key.
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if (e.ctrlKey || e.metaKey) {
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this.controller.startDrag(position);
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} else {
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this.controller.startDraw(position);
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}
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};
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ascii.DesktopController.prototype.installBindings = function() {
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var canvas = this.controller.view.canvas;
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$(canvas).bind('mousewheel', function(e) {
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this.controller.handleZoom(e.originalEvent.wheelDelta);
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}.bind(this));
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$(canvas).mousedown(function(e) {
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this.handlePress(new ascii.Vector(e.clientX, e.clientY), e);
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}.bind(this));
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// Pass these events through to the main controller.
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$(canvas).mouseup(function(e) {
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this.controller.endAll();
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}.bind(this));
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$(canvas).mouseleave(function(e) {
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this.controller.endAll();
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}.bind(this));
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$(canvas).mousemove(function(e) {
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this.controller.handleMove(new ascii.Vector(e.clientX, e.clientY));
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}.bind(this));
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};
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/**
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* Handles touch inputs, and passes them onto the main controller.
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* @constructor
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* @param {ascii.Controller} controller
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*/
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ascii.TouchController = function(controller) {
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/** @type {ascii.Controller} */ this.controller = controller;
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/** @type {ascii.Vector} */ this.pressVector;
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/** @type {number} */ this.pressTimestamp;
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/** @type {boolean} */ this.dragStarted = false;
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this.installBindings();
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}
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/**
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* @param {ascii.Vector} position
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*/
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ascii.TouchController.prototype.handlePress = function(position) {
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this.pressVector = position;
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this.pressTimestamp = $.now();
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this.dragStarted = false;
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// If a drag didn't start, then handle it as a draw.
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window.setTimeout(function() {
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if (!this.dragStarted) {
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this.controller.startDraw(position);
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}
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}.bind(this), DRAG_LATENCY);
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};
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/**
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* @param {ascii.Vector} position
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*/
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ascii.TouchController.prototype.handleMove = function(position) {
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// Initiate a drag if we have moved enough, quickly enough.
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if (!this.dragStarted &&
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($.now() - this.pressTimestamp) < DRAG_LATENCY &&
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position.subtract(this.pressVector).length() > DRAG_ACCURACY) {
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this.dragStarted = true;
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this.controller.startDrag(position);
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}
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// Pass on the event.
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this.controller.handleMove(position);
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};
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ascii.TouchController.prototype.installBindings = function() {
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var canvas = this.controller.view.canvas;
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$(canvas).bind('touchstart', function(e) {
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e.preventDefault();
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this.handlePress(new ascii.Vector(
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e.originalEvent.touches[0].pageX,
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e.originalEvent.touches[0].pageY));
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}.bind(this));
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$(canvas).bind('touchmove', function(e) {
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e.preventDefault();
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this.handleMove(new ascii.Vector(
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e.originalEvent.touches[0].pageX,
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e.originalEvent.touches[0].pageY));
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}.bind(this));
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// Pass through, no special handling.
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$(canvas).bind('touchend', function(e) {
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e.preventDefault();
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this.controller.endAll();
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}.bind(this));
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};
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@ -5,6 +5,8 @@ ascii.launch = function() {
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var state = new ascii.State();
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var view = new ascii.View(state);
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var controller = new ascii.Controller(view, state);
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var touchController = new ascii.TouchController(controller);
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var desktopController = new ascii.DesktopController(controller);
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view.animate();
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};
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