'how do add touch pinch zoom in/out with jquery
I am trying to add pinch zoom in and out to an uploaded image that is placed onto a canvas. I may have gone around it wrong to get it there but it works. I have everything with the mouse working including wheel zoom and touch to move it around but without zooming with pinch and I can not work out how to accomplish this. I need a little advice on where to begin.
I upload an image and save the data to an input field like so :
The html :
var canvas = document.getElementsByTagName('canvas')[0];
canvas.width = 250;
canvas.height = 170;
The JS to upload it is:
function readURL(input) {
if (input.files && input.files[0]) {
var reader = new FileReader();
reader.onload = function(e) {
$('#new_img').val(e.target.result);
load_img(e.target.result);
}
reader.readAsDataURL(input.files[0]);
}
}
I then use this code to display it onto the canvas like :
var gkhead = new Image;
function load_img(){
var img_new = document.getElementById('new_img').value
gkhead.src = img_new;
var ctx = canvas.getContext('2d');
trackTransforms(ctx);
function redraw(){
// Clear the entire canvas
var p1 = ctx.transformedPoint(0,0);
var p2 = ctx.transformedPoint(canvas.width,canvas.height);
ctx.clearRect(p1.x,p1.y,p2.x-p1.x,p2.y-p1.y);
ctx.save();
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.restore();
ctx.drawImage(gkhead,0,0);
}
redraw();
I have the mouse controls with :
var lastX=canvas.width/2, lastY=canvas.height/2;
var dragStart,dragged;
canvas.addEventListener('mousedown',function(evt){
document.body.style.mozUserSelect = document.body.style.webkitUserSelect = document.body.style.userSelect = 'none';
lastX = evt.offsetX || (evt.pageX - canvas.offsetLeft);
lastY = evt.offsetY || (evt.pageY - canvas.offsetTop);
dragStart = ctx.transformedPoint(lastX,lastY);
dragged = false;
},false);
canvas.addEventListener('mousemove',function(evt){
lastX = evt.offsetX || (evt.pageX - canvas.offsetLeft);
lastY = evt.offsetY || (evt.pageY - canvas.offsetTop);
dragged = true;
if (dragStart){
var pt = ctx.transformedPoint(lastX,lastY);
ctx.translate(pt.x-dragStart.x,pt.y-dragStart.y);
redraw();
}
},false);
canvas.addEventListener('mouseup',function(evt){
dragStart = null;
if (!dragged) zoom(evt.shiftKey ? -1 : 1 );
},false);
var scaleFactor = 1.1;
var zoom = function(clicks){
var pt = ctx.transformedPoint(lastX,lastY);
ctx.translate(pt.x,pt.y);
var factor = Math.pow(scaleFactor,clicks);
ctx.scale(factor,factor);
ctx.translate(-pt.x,-pt.y);
redraw();
}
var handleScroll = function(evt){
var delta = evt.wheelDelta ? evt.wheelDelta/40 : evt.detail ? -evt.detail : 0;
if (delta) zoom(delta);
return evt.preventDefault() && false;
};
canvas.addEventListener('DOMMouseScroll',handleScroll,false);
canvas.addEventListener('mousewheel',handleScroll,false);
};
function trackTransforms(ctx){
var svg = document.createElementNS("http://www.w3.org/2000/svg",'svg');
var xform = svg.createSVGMatrix();
ctx.getTransform = function(){ return xform; };
var savedTransforms = [];
var save = ctx.save;
ctx.save = function(){
savedTransforms.push(xform.translate(0,0));
return save.call(ctx);
};
var restore = ctx.restore;
ctx.restore = function(){
xform = savedTransforms.pop();
return restore.call(ctx);
};
var scale = ctx.scale;
ctx.scale = function(sx,sy){
xform = xform.scaleNonUniform(sx,sy);
return scale.call(ctx,sx,sy);
};
var rotate = ctx.rotate;
ctx.rotate = function(radians){
xform = xform.rotate(radians*180/Math.PI);
return rotate.call(ctx,radians);
};
var translate = ctx.translate;
ctx.translate = function(dx,dy){
xform = xform.translate(dx,dy);
return translate.call(ctx,dx,dy);
};
var transform = ctx.transform;
ctx.transform = function(a,b,c,d,e,f){
var m2 = svg.createSVGMatrix();
m2.a=a; m2.b=b; m2.c=c; m2.d=d; m2.e=e; m2.f=f;
xform = xform.multiply(m2);
return transform.call(ctx,a,b,c,d,e,f);
};
var setTransform = ctx.setTransform;
ctx.setTransform = function(a,b,c,d,e,f){
xform.a = a;
xform.b = b;
xform.c = c;
xform.d = d;
xform.e = e;
xform.f = f;
return setTransform.call(ctx,a,b,c,d,e,f);
};
var pt = svg.createSVGPoint();
ctx.transformedPoint = function(x,y){
pt.x=x; pt.y=y;
return pt.matrixTransform(xform.inverse());
}
}
The touch code basically mimics the mouse movements I think like so :
// Set up touch events for mobile, etc
canvas.addEventListener("touchstart", function (e) {
mousePos = getTouchPos(canvas, e);
var touch = e.touches[0];
var mouseEvent = new MouseEvent("mousedown", {
clientX: touch.clientX,
clientY: touch.clientY
});
canvas.dispatchEvent(mouseEvent);
}, false);
canvas.addEventListener("touchend", function (e) {
var mouseEvent = new MouseEvent("mouseup", {});
canvas.dispatchEvent(mouseEvent);
}, false);
canvas.addEventListener("touchmove", function (e) {
var touch = e.touches[0];
var mouseEvent = new MouseEvent("mousemove", {
clientX: touch.clientX,
clientY: touch.clientY
});
canvas.dispatchEvent(mouseEvent);
}, false);
// Get the position of a touch relative to the canvas
function getTouchPos(canvasDom, touchEvent) {
var rect = canvasDom.getBoundingClientRect();
return {
x: touchEvent.touches[0].clientX - rect.left,
y: touchEvent.touches[0].clientY - rect.top
};
}
This all works as I explained and I have tried everything using different examples but getting nowhere. I have tried to adapt this example but it does not work and I can not debug on a mobile device?
https://codepen.io/AbramPlus/pen/mdymKom
Sorry if I have not explained or entered this correctly.
Sources
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Source: Stack Overflow
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