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draw: constrain object move with Shift #7958

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1 change: 1 addition & 0 deletions browser/Makefile.am
Original file line number Diff line number Diff line change
Expand Up @@ -283,6 +283,7 @@ COOL_JS_LST =\
src/layer/vector/Path.Transform.SVG.VML.js \
src/layer/vector/Canvas.js \
src/layer/vector/Path.Transform.Canvas.js \
src/layer/vector/Path.Constraint.ts \
src/layer/FormFieldButtonLayer.js \
src/dom/DomEvent.js \
src/dom/Draggable.js \
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18 changes: 18 additions & 0 deletions browser/src/geometry/Point.ts
Original file line number Diff line number Diff line change
Expand Up @@ -120,6 +120,24 @@ export class Point {
return Math.sqrt(x * x + y * y);
}

/**
* Return the angle of the vector / point in rad.
*/
public angleOf(): number {
var angle;
if (this.x != 0) {
angle = Math.atan(this.y / Math.abs(this.x));
} else if (this.y > 0) {
angle = Math.PI / 2;
} else {
angle = - Math.PI / 2;
}
if (this.x < 0) {
angle = Math.PI - angle;
}
return angle;
}

public equals(point: Point): boolean {
point = Point.toPoint(point);

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3 changes: 3 additions & 0 deletions browser/src/layer/tile/CanvasTileLayer.js
Original file line number Diff line number Diff line change
Expand Up @@ -4233,6 +4233,9 @@ L.CanvasTileLayer = L.Layer.extend({
}
}
else {
if (e.target.dragging.shiftConstraint) {
deltaPos = L.Constraint.shiftConstraint(deltaPos);
}
var newPos = new L.Point(
// Choose the logical left of the shape.
this._graphicSelectionTwips.min.x + deltaPos.x,
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44 changes: 44 additions & 0 deletions browser/src/layer/vector/Path.Constraint.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,44 @@
declare var L: any;

namespace cool {

export class Constraint {
/**
* Near means within +/- PI / 8 since we do diagonals
*/
public static angleNear (angle: number, near: number): boolean {
return Math.abs(near - angle) < (Math.PI / 8);
}

/**
* Will recalculate delta based on a shift constraint
*/
public static shiftConstraint (delta: Point): Point {
var angle = delta.angleOf();

if (Constraint.angleNear(angle, 0) || Constraint.angleNear(angle, Math.PI)) {
// Snap back the y to 0
return new Point(delta.x, 0);
} else if (Constraint.angleNear(angle, Math.PI / 2) ||
Constraint.angleNear(angle, -Math.PI / 2)) {

// Snap back the x to 0
return new Point(0, delta.y);
} else {
var deltaD = (Math.abs(delta.x) + Math.abs(delta.y)) / 2;
if (Constraint.angleNear(angle, Math.PI / 4)) {
return new Point(deltaD, deltaD);
} else if (Constraint.angleNear(angle, -Math.PI / 4)) {
return new Point(deltaD, -deltaD);
} else if (Constraint.angleNear(angle, Math.PI * 0.75)) {
return new Point(-deltaD, deltaD);
} else {
return new Point(-deltaD, -deltaD);
}
}
}
}

}

L.Constraint = cool.Constraint;
32 changes: 32 additions & 0 deletions browser/src/layer/vector/Path.Drag.js
Original file line number Diff line number Diff line change
Expand Up @@ -55,6 +55,12 @@ L.Handler.PathDrag = L.Handler.extend(/** @lends L.Path.Drag.prototype */ {
*/
this._dragStartPoint = null;

/**
* Whether the drag is constrained (Shift key pressed)
* @type {Boolean}
*/
this.shiftConstraint = false;

/**
* @type {Boolean}
*/
Expand Down Expand Up @@ -177,6 +183,8 @@ L.Handler.PathDrag = L.Handler.extend(/** @lends L.Path.Drag.prototype */ {
if (isNaN(dx) || isNaN(dy))
return;

this.shiftConstraint = evt.shiftKey;

if (this.constraint) {
if (this.constraint.dragMethod === 'PieSegmentDragging') {
var initialOffset = this.constraint.initialOffset;
Expand All @@ -198,6 +206,30 @@ L.Handler.PathDrag = L.Handler.extend(/** @lends L.Path.Drag.prototype */ {
x = this._startPoint.x + dx;
y = this._startPoint.y + dy;
}
} else if (this.shiftConstraint) {
var ds = containerPoint.subtract(this._dragStartPoint);

var delta = L.Constraint.shiftConstraint(ds);

var angle = ds.angleOf();
if (L.Constraint.angleNear(angle, 0) || L.Constraint.angleNear(angle, Math.PI)) {
// Snap back the y to 0
delta.x = dx;
delta.y = -this._matrix[5];
y = this._startPoint.y;
} else if (L.Constraint.angleNear(angle, Math.PI / 2) || L.Constraint.angleNear(angle, -Math.PI / 2)) {
// Snap back the x to 0
delta.x = -this._matrix[4];
delta.y = dy;
x = this._startPoint.x;
} else {
delta.x -= this._matrix[4];
delta.y -= this._matrix[5];
x = this._startPoint.x + delta.x;
y = this._startPoint.y + delta.y;
}
dx = delta.x;
dy = delta.y;
}

// Send events only if point was moved
Expand Down
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