js-draw
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Draw pictures using a pen, touchscreen, or mouse! JS-draw is a drawing library for JavaScript and TypeScript.
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JavaScript
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Object.defineProperty(o, "default", { enumerable: true, value: v });
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var __importStar = (this && this.__importStar) || (function () {
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ownKeys = Object.getOwnPropertyNames || function (o) {
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var __importDefault = (this && this.__importDefault) || function (mod) {
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Object.defineProperty(exports, "__esModule", { value: true });
const Pointer_1 = __importStar(require("../Pointer"));
const inputEvents_1 = require("../inputEvents");
const getUniquePointerId_1 = __importDefault(require("./getUniquePointerId"));
/**
* Dispatch a touch event to the currently selected tool. Intended for unit tests.
*
* @see {@link sendPenEvent}
*
* @example
* **Simulating a horizontal swipe gesture:**
* ```ts
* sendTouchEvent(editor, InputEvtType.PointerDownEvt, Vec2.of(0, 0));
* for (let i = 1; i <= 10; i++) {
* jest.advanceTimersByTime(10);
* sendTouchEvent(editor, InputEvtType.PointerMoveEvt, Vec2.of(i * 10, 0));
* }
* ```
*
* @example
* **Simulating a pinch gesture.** This example assumes that you're using [Jest with timer mocks enabled](https://jestjs.io/docs/timer-mocks).
* ```ts
* let firstPointer = sendTouchEvent(editor, InputEvtType.PointerDownEvt, Vec2.of(0, 0));
* let secondPointer = sendTouchEvent(editor, InputEvtType.PointerDownEvt, Vec2.of(100, 0), [ firstPointer ]);
*
* // Simulate a pinch
* const maxIterations = 10;
* for (let i = 0; i < maxIterations; i++) {
* // Use the unit testing framework's tool for increasing the current time
* // returned by (new Date()).getTime(), etc.
* jest.advanceTimersByTime(100);
*
* const point1 = Vec2.of(-i * 5, 0);
* const point2 = Vec2.of(i * 5 + 100, 0);
*
* firstPointer = sendTouchEvent(editor, InputEvtType.PointerMoveEvt, point1, [ secondPointer ]);
* secondPointer = sendTouchEvent(editor, InputEvtType.PointerMoveEvt, point2, [ firstPointer ]);
* }
* ```
*/
const sendTouchEvent = (editor, eventType, screenPos, allOtherPointers) => {
const canvasPos = editor.viewport.screenToCanvas(screenPos);
// Get a unique ID for the main pointer
// (try to use id=0, but don't use it if it's already in use).
const ptrId = (0, getUniquePointerId_1.default)(allOtherPointers ?? []);
const mainPointer = Pointer_1.default.ofCanvasPoint(canvasPos, eventType !== inputEvents_1.InputEvtType.PointerUpEvt, editor.viewport, ptrId, Pointer_1.PointerDevice.Touch);
editor.toolController.dispatchInputEvent({
kind: eventType,
allPointers: [...(allOtherPointers ?? []), mainPointer],
current: mainPointer,
});
return mainPointer;
};
exports.default = sendTouchEvent;
;