/*
* Contains the Rotate class.
*/
'use strict';
const { angularDifference, Gesture, Smoothable } = require('../core');
/**
* Data returned when a Rotate is recognized.
*
* @typedef {Object} RotateData
* @mixes ReturnTypes.BaseData
*
* @property {number} rotation - In radians, the change in angle since last
* emit.
*
* @memberof ReturnTypes
*/
/**
* A Rotate is defined as two inputs moving with a changing angle between them.
*
* @extends westures-core.Gesture
* @see {ReturnTypes.RotateData}
* @memberof westures
*
* @param {Element} element - The element to which to associate the gesture.
* @param {Function} handler - The function handler to execute when a gesture
* is recognized on the associated element.
* @param {object} [options] - Gesture customization options.
* @param {westures-core.STATE_KEYS[]} [options.enableKeys=[]] - List of keys
* which will enable the gesture. The gesture will not be recognized unless one
* of these keys is pressed while the interaction occurs. If not specified or an
* empty list, the gesture is treated as though the enable key is always down.
* @param {westures-core.STATE_KEYS[]} [options.disableKeys=[]] - List of keys
* which will disable the gesture. The gesture will not be recognized if one of
* these keys is pressed while the interaction occurs. If not specified or an
* empty list, the gesture is treated as though the disable key is never down.
* @param {number} [options.minInputs=2] - The minimum number of pointers that
* must be active for the gesture to be recognized. Uses >=.
* @param {number} [options.maxInputs=Number.MAX_VALUE] - The maximum number of
* pointers that may be active for the gesture to be recognized. Uses <=.
* @param {boolean} [options.applySmoothing=true] - Whether to apply inertial
* smoothing for systems with coarse pointers.
*/
class Rotate extends Gesture {
constructor(element, handler, options = {}) {
options = { ...Rotate.DEFAULTS, ...options };
super('rotate', element, handler, options);
/**
* Track the previous angles for each input.
*
* @type {number[]}
*/
this.previousAngles = [];
/*
* The outgoing data, with optional inertial smoothing.
*
* @override
* @type {westures-core.Smoothable<number>}
*/
this.outgoing = new Smoothable(options);
}
/**
* Restart the gesture for a new number of inputs.
*
* @param {State} state - current input state.
*/
restart(state) {
this.previousAngles = state.centroid.anglesTo(state.activePoints);
this.outgoing.restart();
}
start(state) {
this.restart(state);
}
move(state) {
const stagedAngles = state.centroid.anglesTo(state.activePoints);
const angle = stagedAngles.reduce((total, current, index) => {
return total + angularDifference(current, this.previousAngles[index]);
}, 0);
this.previousAngles = stagedAngles;
const rotation = angle / state.activePoints.length;
return { rotation: this.outgoing.next(rotation) };
}
end(state) {
this.restart(state);
}
cancel() {
this.outgoing.restart();
}
}
Rotate.DEFAULTS = Object.freeze({
minInputs: 2,
});
module.exports = Rotate;