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const DIRECTION_LEFT = [-1, 0]
const DIRECTION_RIGHT = [1, 0]
const DIRECTION_UP = [0, -1]
const DIRECTION_DOWN = [0, 1]
const isSwipeEvent = e => (e.touches.length === 1)
const isSwipeEventEnd = e => (e.changedTouches.length === 1)
const isScaleEvent = e => (e.targetTouches.length === 2)
// const isScaleEventEnd = e => (e.changedTouches.length === 2)
const deltaCoord = (oldCoord, newCoord) => [newCoord[0] - oldCoord[0], newCoord[1] - oldCoord[1]]
const touchCoord = touch => [touch.screenX, touch.screenY]
const touchEventCoord = e => touchCoord(e.touches[0])
const vectorLength = v => Math.sqrt(v[0] * v[0] + v[1] * v[1])
const perpendicular = v => [v[1], -v[0]]
const dotProduct = (v1, v2) => v1[0] * v2[0] + v1[1] * v2[1]
const project = (v1, v2) => {
const scalar = (dotProduct(v1, v2) / dotProduct(v2, v2))
return [scalar * v2[0], scalar * v2[1]]
}
// direction: either use the constants above or an arbitrary 2d vector.
// threshold: how many Px to move from touch origin before checking if the
// callback should be called.
// divergentTolerance: a scalar for much of divergent direction we tolerate when
// above threshold. for example, with 1.0 we only call the callback if
// divergent component of delta is < 1.0 * direction component of delta.
const swipeGesture = (direction, onSwipe, threshold = 30, perpendicularTolerance = 1.0) => {
return {
direction,
onSwipe,
threshold,
perpendicularTolerance,
_startPos: [0, 0],
_swiping: false
}
}
const beginSwipe = (event, gesture) => {
gesture._startPos = touchEventCoord(event)
gesture._swiping = true
}
const updateSwipe = (event, gesture) => {
if (!gesture._swiping) return
// movement too small
const delta = deltaCoord(gesture._startPos, touchEventCoord(event))
if (vectorLength(delta) < gesture.threshold) return
// movement is opposite from direction
if (dotProduct(delta, gesture.direction) < 0) return
// movement perpendicular to direction is too much
const towardsDir = project(delta, gesture.direction)
const perpendicularDir = perpendicular(gesture.direction)
const towardsPerpendicular = project(delta, perpendicularDir)
if (
vectorLength(towardsDir) * gesture.perpendicularTolerance <
vectorLength(towardsPerpendicular)
) return
gesture.onSwipe()
gesture._swiping = false
}
class SwipeAndScaleGesture {
constructor ({
direction, callbackPositive, callbackNegative,
previewCallback, threshold = 30, perpendicularTolerance = 1.0
}) {
this.direction = direction
this.previewCallback = previewCallback
this.callbackPositive = callbackPositive
this.callbackNegative = callbackNegative
this.threshold = threshold
this.perpendicularTolerance = perpendicularTolerance
this._startPos = [0, 0]
this._swiping = false
}
start (event) {
console.log('start() called', event)
if (isSwipeEvent(event)) {
this._startPos = touchEventCoord(event)
console.log('start pos:', this._startPos)
this._swiping = true
} else if (isScaleEvent(event)) {
this._scalePoints = [...event.targetTouches]
this._swiping = false
}
}
move (event) {
if (isScaleEvent(event)) {
}
}
end (event) {
console.log('end() called', event)
if (!isSwipeEventEnd(event)) {
console.log('not swipe event')
return
}
if (!this._swiping) {
console.log('not swiping')
return
}
this.swiping = false
console.log('is swipe event')
// movement too small
const touch = event.changedTouches[0]
const delta = deltaCoord(this._startPos, touchCoord(touch))
if (vectorLength(delta) < this.threshold) return
// movement is opposite from direction
const isPositive = dotProduct(delta, this.direction) > 0
// movement perpendicular to direction is too much
const towardsDir = project(delta, this.direction)
const perpendicularDir = perpendicular(this.direction)
const towardsPerpendicular = project(delta, perpendicularDir)
if (
vectorLength(towardsDir) * this.perpendicularTolerance <
vectorLength(towardsPerpendicular)
) return
if (isPositive) {
this.callbackPositive()
} else {
this.callbackNegative()
}
}
}
const GestureService = {
DIRECTION_LEFT,
DIRECTION_RIGHT,
DIRECTION_UP,
DIRECTION_DOWN,
swipeGesture,
beginSwipe,
updateSwipe,
SwipeAndScaleGesture
}
export default GestureService
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