paper.js/src/tool/Tool.js

119 lines
3.3 KiB
JavaScript

/*
* Paper.js
*
* This file is part of Paper.js, a JavaScript Vector Graphics Library,
* based on Scriptographer.org and designed to be largely API compatible.
* http://paperjs.org/
* http://scriptographer.org/
*
* Distributed under the MIT license. See LICENSE file for details.
*
* Copyright (c) 2011, Juerg Lehni & Jonathan Puckey
* http://lehni.org/ & http://jonathanpuckey.com/
*
* All rights reserved.
*/
var Tool = this.Tool = ToolHandler.extend(new function() {
function viewToArtwork(event, document) {
// TODO: always the active view?
return document.activeView.viewToArtwork(DomEvent.getOffset(event));
};
return {
beans: true,
initialize: function(handlers, doc) {
this.base(handlers);
// Create events once, so they can be removed easily too.
var that = this, curPoint;
var dragging = false;
this.events = {
mousedown: function(event) {
curPoint = viewToArtwork(event, that._document);
that.onHandleEvent('mouse-down', curPoint, event);
if (that.onMouseDown)
that._document.redraw();
if (that.eventInterval != null) {
this.timer = setInterval(that.events.mousemove,
that.eventInterval);
}
dragging = true;
},
mousemove: function(event) {
// If the event was triggered by a touch screen device,
// prevent the default behaviour, as it will otherwise
// scroll the page:
if (event && event.targetTouches)
event.preventDefault();
var point = event && viewToArtwork(event, that._document);
// If there is only an onMouseMove handler, call it when
// the user is dragging
var onlyMove = !!(!that.onMouseDrag && that.onMouseMove);
if (dragging && !onlyMove) {
curPoint = point || curPoint;
if (curPoint)
that.onHandleEvent('mouse-drag', curPoint, event);
} else if (!dragging || onlyMove) {
that.onHandleEvent('mouse-move', point, event);
}
if (that.onMouseMove || that.onMouseDrag)
that._document.redraw();
},
mouseup: function(event) {
if (dragging) {
curPoint = null;
if (that.eventInterval != null)
clearInterval(this.timer);
that.onHandleEvent('mouse-up',
viewToArtwork(event, that._document), event);
if (that.onMouseUp)
that._document.redraw();
dragging = false;
}
},
touchmove: function(event) {
that.events.mousemove(event);
},
touchstart: function(event) {
that.events.mousedown(event);
},
touchend: function(event) {
that.events.mouseup(event);
}
};
// Remove old events first.
if (this._document)
DomEvent.remove(this._document.canvas, this.events);
this._document = doc;
DomEvent.add(doc.canvas, this.events);
},
getDocument: function() {
return this._document;
},
/**
* The fixed time delay between each call to the {@link #onMouseDrag}
* event. Setting this to an interval means the {@link #onMouseDrag}
* event is called repeatedly after the initial {@link #onMouseDown}
* until the user releases the mouse.
*
* Sample code:
* <code>
* // Fire the onMouseDrag event once a second,
* // while the mouse button is down
* tool.eventInterval = 1000;
* </code>
*
* @return the interval time in milliseconds
*/
eventInterval: null
};
});