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gl2d

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2D graphics package for WebGL

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"use strict"; var __extends = (this && this.__extends) || (function () { var extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); Object.defineProperty(exports, "__esModule", { value: true }); var mouseOrTouch_1 = require("./mouseOrTouch"); var vec2_1 = require("../struct/vec2"); var PanTool = (function (_super) { __extends(PanTool, _super); function PanTool() { return _super !== null && _super.apply(this, arguments) || this; } PanTool.prototype.onSurfaceEvent = function (event) { // Check previous point is set if (!this.previous) { return this.onStart(event); } // Delegate based on status of action switch (event.status) { case 0 /* Start */: return this.onStart(event); case 2 /* Drag */: return this.onDrag(event); case 4 /* End */: this.previous = null; } }; PanTool.prototype.onStart = function (event) { this.previous = this.getPrimaryPointer(event); }; PanTool.prototype.onDrag = function (event) { var current = this.getPrimaryPointer(event); // Translate by vector from current point to previous point (reverse direction) var toPrevious = vec2_1.Vec2.fromPointToPoint(current, this.previous); var actual = event.target.offset(toPrevious); // Keep track of previous point this.previous.x = current.x + actual.x; this.previous.y = current.y + actual.y; }; return PanTool; }(mouseOrTouch_1._MouseOrTouchTool)); exports.PanTool = PanTool; //# sourceMappingURL=pan.js.map