本文整理汇总了TypeScript中@interactjs/utils.pointer.copyCoords方法的典型用法代码示例。如果您正苦于以下问题:TypeScript pointer.copyCoords方法的具体用法?TypeScript pointer.copyCoords怎么用?TypeScript pointer.copyCoords使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类@interactjs/utils.pointer
的用法示例。
在下文中一共展示了pointer.copyCoords方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: resume
function resume (
{ interaction, event, pointer, eventTarget }: Interact.SignalArg,
scope: Interact.Scope
) {
const state = interaction.inertia
// Check if the down event hits the current inertia target
if (state.active) {
let element = eventTarget
// climb up the DOM tree from the event target
while (utils.is.element(element)) {
// if interaction element is the current inertia target element
if (element === interaction.element) {
// stop inertia
raf.cancel(state.timeout)
state.active = false
interaction.simulation = null
// update pointers to the down event's coordinates
interaction.updatePointer(pointer, event, eventTarget, true)
utils.pointer.setCoords(
interaction.coords.cur,
interaction.pointers.map((p) => p.pointer),
interaction._now()
)
// fire appropriate signals
const signalArg = {
interaction,
}
scope.interactions.signals.fire('action-resume', signalArg)
// fire a reume event
const resumeEvent = new scope.InteractEvent(
interaction, event, interaction.prepared.name, EventPhase.Resume, interaction.element)
interaction._fireEvent(resumeEvent)
utils.pointer.copyCoords(interaction.coords.prev, interaction.coords.cur)
break
}
element = utils.dom.parentNode(element)
}
}
}
示例2: inertiaTick
function inertiaTick (interaction: Interact.Interaction) {
updateInertiaCoords(interaction)
utils.pointer.setCoordDeltas(interaction.coords.delta, interaction.coords.prev, interaction.coords.cur)
utils.pointer.setCoordVelocity(interaction.coords.velocity, interaction.coords.delta)
const state = interaction.inertia
const options = getOptions(interaction)
const lambda = options.resistance
const t = interaction._now() / 1000 - state.t0
if (t < state.te) {
const progress = 1 - (Math.exp(-lambda * t) - state.lambda_v0) / state.one_ve_v0
if (state.modifiedXe === state.xe && state.modifiedYe === state.ye) {
state.sx = state.xe * progress
state.sy = state.ye * progress
}
else {
const quadPoint = utils.getQuadraticCurvePoint(
0, 0,
state.xe, state.ye,
state.modifiedXe, state.modifiedYe,
progress)
state.sx = quadPoint.x
state.sy = quadPoint.y
}
interaction.move()
state.timeout = raf.request(() => inertiaTick(interaction))
}
else {
state.sx = state.modifiedXe
state.sy = state.modifiedYe
interaction.move()
interaction.end(state.startEvent)
state.active = false
interaction.simulation = null
}
utils.pointer.copyCoords(interaction.coords.prev, interaction.coords.cur)
}
示例3: getOptions
function release<T extends Interact.ActionName> (
{ interaction, event, noPreEnd }: Interact.SignalArg,
scope: Interact.Scope
) {
const state = interaction.inertia
if (!interaction.interacting() ||
(interaction.simulation && interaction.simulation.active) ||
noPreEnd) {
return null
}
const options = getOptions(interaction)
const now = interaction._now()
const { client: velocityClient } = interaction.coords.velocity
const pointerSpeed = utils.hypot(velocityClient.x, velocityClient.y)
let smoothEnd = false
let modifierResult: ReturnType<typeof modifiers.setAll>
// check if inertia should be started
const inertiaPossible = (options && options.enabled &&
interaction.prepared.name !== 'gesture' &&
event !== state.startEvent)
const inertia = (inertiaPossible &&
(now - interaction.coords.cur.timeStamp) < 50 &&
pointerSpeed > options.minSpeed &&
pointerSpeed > options.endSpeed)
const modifierArg = {
interaction,
pageCoords: utils.extend({}, interaction.coords.cur.page),
states: inertiaPossible && interaction.modifiers.states.map(
(modifierStatus) => utils.extend({}, modifierStatus)
),
preEnd: true,
prevCoords: undefined,
requireEndOnly: null,
}
// smoothEnd
if (inertiaPossible && !inertia) {
modifierArg.prevCoords = interaction.prevEvent.page
modifierArg.requireEndOnly = false
modifierResult = modifiers.setAll(modifierArg)
if (modifierResult.changed) {
smoothEnd = true
}
}
if (!(inertia || smoothEnd)) { return null }
utils.pointer.copyCoords(state.upCoords, interaction.coords.cur)
interaction.pointers[0].pointer = state.startEvent = new scope.InteractEvent(
interaction,
event,
// FIXME add proper typing Action.name
interaction.prepared.name as T,
EventPhase.InertiaStart,
interaction.element,
)
state.t0 = now
state.active = true
state.allowResume = options.allowResume
interaction.simulation = state
interaction.interactable.fire(state.startEvent)
if (inertia) {
state.vx0 = interaction.coords.velocity.client.x
state.vy0 = interaction.coords.velocity.client.y
state.v0 = pointerSpeed
calcInertia(interaction, state)
utils.extend(modifierArg.pageCoords, interaction.coords.cur.page)
modifierArg.pageCoords.x += state.xe
modifierArg.pageCoords.y += state.ye
modifierArg.prevCoords = undefined
modifierArg.requireEndOnly = true
modifierResult = modifiers.setAll(modifierArg)
state.modifiedXe += modifierResult.delta.x
state.modifiedYe += modifierResult.delta.y
state.timeout = raf.request(() => inertiaTick(interaction))
}
else {
state.smoothEnd = true
state.xe = modifierResult.delta.x
state.ye = modifierResult.delta.y
//.........这里部分代码省略.........