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1 change: 1 addition & 0 deletions index.d.ts
Original file line number Diff line number Diff line change
Expand Up @@ -56,6 +56,7 @@ declare module "panzoom" {
scale: number;
};
showRectangle: (rect: ClientRect) => void;
zoomToFit: (ui: any) => void;
pause: () => void;
resume: () => void;
isPaused: () => boolean;
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66 changes: 43 additions & 23 deletions index.js
Original file line number Diff line number Diff line change
Expand Up @@ -122,6 +122,7 @@ function createPanZoom(domElement, options) {
smoothZoom: smoothZoom,
smoothZoomAbs: smoothZoomAbs,
showRectangle: showRectangle,
zoomToFit: zoomToFit,

pause: pause,
resume: resume,
Expand Down Expand Up @@ -418,43 +419,62 @@ function createPanZoom(domElement, options) {
zoomByRatio(clientX, clientY, ratio);
}

function centerOn(ui) {
var parent = ui.ownerSVGElement;
if (!parent)
throw new Error('ui element is required to be within the scene');

function centerOn(smooth) {
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The original idea of this method was for SVG elements, that would allow clients to center on a specific element of the scene.

As the library grew this become a bit obsolete in the context of WebGL/DOM scenes (which are also supported by the library).

May I propose to keep the API, but delegate the center inference to the controller? For example, svgController API could have a method that takes the UI element and returns cx/cy, while domController does the same for the DOM nodes?

I interpret this change as a desire to zoom into the center of the actual container, right?

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yes, right.

// TODO: should i use controller's screen CTM?
var clientRect = ui.getBoundingClientRect();
var clientRect = owner.getBoundingClientRect();
var cx = clientRect.left + clientRect.width / 2;
var cy = clientRect.top + clientRect.height / 2;

var parent = owner.parentElement.parentElement;
var container = parent.getBoundingClientRect();
var dx = container.width / 2 - cx;
var dy = container.height / 2 - cy;

internalMoveBy(dx, dy, true);
internalMoveBy(dx, dy, smooth);
}

function internalMoveBy(dx, dy, smooth) {
if (!smooth) {
return moveBy(dx, dy);
}
function zoomToFit(smooth) {
// TODO: should i use controller's screen CTM?
var clientRect = owner.getBoundingClientRect();
var cx = clientRect.left + clientRect.width/2;
var cy = clientRect.top + clientRect.height/2;

if (moveByAnimation) moveByAnimation.cancel();
var parent = owner.parentElement.parentElement;
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I'm not following this. Why are we fetching parentElement.parentElement? Any way to avoid it?

Same applies to the use in the centerOn() method

var container = parent.getBoundingClientRect();
var dx = container.width/2 - cx;
var dy = container.height/2 - cy;

var from = { x: 0, y: 0 };
var to = { x: dx, y: dy };
var lastX = 0;
var lastY = 0;
var wx = window.innerWidth / 2;
var wy = window.innerHeight / 2;
Comment on lines +447 to +448
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This doesn't seem right for the cases when container is smaller than the window


moveByAnimation = animate(from, to, {
step: function (v) {
moveBy(v.x - lastX, v.y - lastY);
var fitRatio = Math.min(wx / (clientRect.width / 2), wy / (clientRect.height / 2));

lastX = v.x;
lastY = v.y;
}
});
internalMoveBy(dx, dy, smooth, () => {smoothZoom(wx , wy, fitRatio);});
}

function internalMoveBy(dx, dy, smooth, done) {
if (!smooth) {
moveBy(dx, dy);
if (done !== undefined)
done();
} else {
if (moveByAnimation) moveByAnimation.cancel();

var from = { x: 0, y: 0 };
var to = { x: dx, y : dy };
var lastX = 0;
var lastY = 0;

moveByAnimation = animate(from, to, {
step: function(v) {
moveBy(v.x - lastX, v.y - lastY);

lastX = v.x;
lastY = v.y;
},
done: done
});
}
}

function scroll(x, y) {
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