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使用捏合缩放对 Canvas 进行多点触控缩放

如何为 Canvas 舞台启用平移和捏合缩放?

touchmove 回调中,可以通过 e.evt.touches 访问触摸事件的所有原生属性。因此,在 touchmove 中使用两个指针时,只需手动计算舞台的位置和缩放属性。

注意:此实验使用多个触摸事件,因此仅适用于支持多点触控手势的设备。

操作说明: 在支持多点触控手势的移动设备上,使用双指放大或缩小舞台。

import Konva from 'konva';

// by default Konva prevent some events when node is dragging
// it improve the performance and work well for 95% of cases
// we need to enable all events on Konva, even when we are dragging a node
// so it triggers touchmove correctly
Konva.hitOnDragEnabled = true;

const width = window.innerWidth;
const height = window.innerHeight;

const stage = new Konva.Stage({
container: 'container',
width: width,
height: height,
draggable: true,
});

const layer = new Konva.Layer();

const triangle = new Konva.RegularPolygon({
x: 190,
y: stage.height() / 2,
sides: 3,
radius: 80,
fill: 'green',
stroke: 'black',
strokeWidth: 4,
});

const circle = new Konva.Circle({
x: 380,
y: stage.height() / 2,
radius: 70,
fill: 'red',
stroke: 'black',
strokeWidth: 4,
});

function getDistance(p1, p2) {
return Math.sqrt(Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2));
}

function getCenter(p1, p2) {
return {
x: (p1.x + p2.x) / 2,
y: (p1.y + p2.y) / 2,
};
}

let lastCenter = null;
let lastDist = 0;
let dragStopped = false;

stage.on('touchmove', function (e) {
e.evt.preventDefault();
const touch1 = e.evt.touches[0];
const touch2 = e.evt.touches[1];

// we need to restore dragging, if it was cancelled by multi-touch
if (touch1 && !touch2 && !stage.isDragging() && dragStopped) {
stage.startDrag();
dragStopped = false;
}

if (touch1 && touch2) {
// if the stage was under Konva's drag&drop
// we need to stop it, and implement our own pan logic with two pointers
if (stage.isDragging()) {
dragStopped = true;
stage.stopDrag();
}

const rect = stage.container().getBoundingClientRect();

const p1 = {
x: touch1.clientX - rect.left,
y: touch1.clientY - rect.top,
};
const p2 = {
x: touch2.clientX - rect.left,
y: touch2.clientY - rect.top,
};

if (!lastCenter) {
lastCenter = getCenter(p1, p2);
return;
}
const newCenter = getCenter(p1, p2);

const dist = getDistance(p1, p2);

if (!lastDist) {
lastDist = dist;
}

// local coordinates of center point
const pointTo = {
x: (newCenter.x - stage.x()) / stage.scaleX(),
y: (newCenter.y - stage.y()) / stage.scaleX(),
};

const scale = stage.scaleX() * (dist / lastDist);

stage.scaleX(scale);
stage.scaleY(scale);

// calculate new position of the stage
const dx = newCenter.x - lastCenter.x;
const dy = newCenter.y - lastCenter.y;

const newPos = {
x: newCenter.x - pointTo.x * scale + dx,
y: newCenter.y - pointTo.y * scale + dy,
};

stage.position(newPos);

lastDist = dist;
lastCenter = newCenter;
}
});

stage.on('touchend', function () {
lastDist = 0;
lastCenter = null;
});

layer.add(triangle);
layer.add(circle);
stage.add(layer);