onPointerMove method
dynamic
onPointerMove(
- dynamic event
Implementation
onPointerMove(event) {
if (event.pointerType == 'touch' && this._input != INPUT.CURSOR) {
switch (this._input) {
case INPUT.ONE_FINGER:
//singleMove
this.updateTouchEvent(event);
this.onSinglePanMove(event, STATE2.ROTATE);
break;
case INPUT.ONE_FINGER_SWITCHED:
var movement =
this.calculatePointersDistance(this._touchCurrent[0], event) *
this._devPxRatio;
if (movement >= this._switchSensibility) {
//singleMove
this._input = INPUT.ONE_FINGER;
this.updateTouchEvent(event);
this.onSinglePanStart(event, 'ROTATE');
break;
}
break;
case INPUT.TWO_FINGER:
//rotate/pan/pinchMove
this.updateTouchEvent(event);
this.onRotateMove();
this.onPinchMove();
this.onDoublePanMove();
break;
case INPUT.MULT_FINGER:
//multMove
this.updateTouchEvent(event);
this.onTriplePanMove(event);
break;
}
} else if (event.pointerType != 'touch' && this._input == INPUT.CURSOR) {
var modifier = null;
if (event.ctrlKey || event.metaKey) {
modifier = 'CTRL';
} else if (event.shiftKey) {
modifier = 'SHIFT';
}
var mouseOpState = this.getOpStateFromAction(this._button, modifier);
if (mouseOpState != null) {
this.onSinglePanMove(event, mouseOpState);
}
}
//checkDistance
if (this._downValid) {
var movement = this.calculatePointersDistance(
this._downEvents[this._downEvents.length - 1], event) *
this._devPxRatio;
if (movement > this._movementThreshold) {
this._downValid = false;
}
}
}