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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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"use strict"; var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) { if (k2 === undefined) k2 = k; var desc = Object.getOwnPropertyDescriptor(m, k); if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) { desc = { enumerable: true, get: function() { return m[k]; } }; } Object.defineProperty(o, k2, desc); }) : (function(o, m, k, k2) { if (k2 === undefined) k2 = k; o[k2] = m[k]; })); var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) { Object.defineProperty(o, "default", { enumerable: true, value: v }); }) : function(o, v) { o["default"] = v; }); var __importStar = (this && this.__importStar) || (function () { var ownKeys = function(o) { ownKeys = Object.getOwnPropertyNames || function (o) { var ar = []; for (var k in o) if (Object.prototype.hasOwnProperty.call(o, k)) ar[ar.length] = k; return ar; }; return ownKeys(o); }; return function (mod) { if (mod && mod.__esModule) return mod; var result = {}; if (mod != null) for (var k = ownKeys(mod), i = 0; i < k.length; i++) if (k[i] !== "default") __createBinding(result, mod, k[i]); __setModuleDefault(result, mod); return result; }; })(); var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; 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;