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问题:
I am trying to implement pinch to zoom using hammer.js
Here's my HTML-
<script src="//cdnjs.cloudflare.com/ajax/libs/hammer.js/1.0.5/hammer.min.js"></script>
<div id="pinchzoom">
<div>
<img id="rect" src="http://blog.gettyimages.com/wp-content/uploads/2013/01/Siberian-Tiger-Running-Through-Snow-Tom-Brakefield-Getty-Images-200353826-001.jpg" width="2835" height="4289" ondragstart="return false" alt="" />
</div>
</div>
Here's my SCRIPT
var hammertime = Hammer(document.getElementById('pinchzoom'), {
transform_always_block: true,
transform_min_scale: 1,
drag_block_horizontal: false,
drag_block_vertical: false,
drag_min_distance: 0
});
var rect = document.getElementById('rect');
var posX=0, posY=0,
scale=1, last_scale,
rotation= 1, last_rotation;
hammertime.on('touch drag transform', function(ev) {
switch(ev.type) {
case 'touch':
last_scale = scale;
last_rotation = rotation;
break;
case 'drag':
posX = ev.gesture.deltaX;
posY = ev.gesture.deltaY;
break;
case 'transform':
rotation = last_rotation + ev.gesture.rotation;
scale = Math.max(1, Math.min(last_scale * ev.gesture.scale, 10));
break;
}
// transform!
var transform =
//"translate3d("+posX+"px,"+posY+"px, 0) " +
"scale3d("+scale+","+scale+", 0) ";
rect.style.transform = transform;
rect.style.oTransform = transform;
rect.style.msTransform = transform;
rect.style.mozTransform = transform;
rect.style.webkitTransform = transform;
});
It works fine but I am not able to scroll the image. On uncommenting transform3d it works but image looses its position on drag. I can't use jQuery.
回答1:
For hammer.js 2.0+ I have taken @DGS answer and changed it to suit what I was doing with cordova and intel-xdk so it's pure JS and hammer.js 2.0 for webkit.
My implementation allows you to zoom and drag at the same time, not independent of each other as above, and provides for a more native feel. It also implements the double tap to zoom in (and to zoom back out). I have it set to zoom between .999
and 4
, but you can do as you like just changing those values. So if you just copy and paste this it will probably do what you expect it to (on webkit).
Thanks to Eight Media and @DGS for getting me started! Feel free to improve it SO.
function hammerIt(elm) {
hammertime = new Hammer(elm, {});
hammertime.get('pinch').set({
enable: true
});
var posX = 0,
posY = 0,
scale = 1,
last_scale = 1,
last_posX = 0,
last_posY = 0,
max_pos_x = 0,
max_pos_y = 0,
transform = "",
el = elm;
hammertime.on('doubletap pan pinch panend pinchend', function(ev) {
if (ev.type == "doubletap") {
transform =
"translate3d(0, 0, 0) " +
"scale3d(2, 2, 1) ";
scale = 2;
last_scale = 2;
try {
if (window.getComputedStyle(el, null).getPropertyValue('-webkit-transform').toString() != "matrix(1, 0, 0, 1, 0, 0)") {
transform =
"translate3d(0, 0, 0) " +
"scale3d(1, 1, 1) ";
scale = 1;
last_scale = 1;
}
} catch (err) {}
el.style.webkitTransform = transform;
transform = "";
}
//pan
if (scale != 1) {
posX = last_posX + ev.deltaX;
posY = last_posY + ev.deltaY;
max_pos_x = Math.ceil((scale - 1) * el.clientWidth / 2);
max_pos_y = Math.ceil((scale - 1) * el.clientHeight / 2);
if (posX > max_pos_x) {
posX = max_pos_x;
}
if (posX < -max_pos_x) {
posX = -max_pos_x;
}
if (posY > max_pos_y) {
posY = max_pos_y;
}
if (posY < -max_pos_y) {
posY = -max_pos_y;
}
}
//pinch
if (ev.type == "pinch") {
scale = Math.max(.999, Math.min(last_scale * (ev.scale), 4));
}
if(ev.type == "pinchend"){last_scale = scale;}
//panend
if(ev.type == "panend"){
last_posX = posX < max_pos_x ? posX : max_pos_x;
last_posY = posY < max_pos_y ? posY : max_pos_y;
}
if (scale != 1) {
transform =
"translate3d(" + posX + "px," + posY + "px, 0) " +
"scale3d(" + scale + ", " + scale + ", 1)";
}
if (transform) {
el.style.webkitTransform = transform;
}
});
}
To implement just call it with hammerIt(document.getElementById("imagid")); after the element has loaded. You can call this on as many elements as you like.
Cheers!
回答2:
Add variables last_posX
and last_posY
to account for the change in position when you have translated. update them on dragend so that next time a drag event is captured it takes into account where the last drag ended
var posX=0, posY=0,
scale=1, last_scale,
last_posX=0, last_posY=0,
max_pos_x=0, max_pos_y=0;
hammertime.on('touch drag transform dragend', function(ev) {
switch(ev.type) {
case 'touch':
last_scale = scale;
break;
case 'drag':
if(scale != 1){
posX = last_posX + ev.gesture.deltaX;
posY = last_posY + ev.gesture.deltaY;
if(posX > max_pos_x){
posX = max_pos_x;
}
if(posX < -max_pos_x){
posX = -max_pos_x;
}
if(posY > max_pos_y){
posY = max_pos_y;
}
if(posY < -max_pos_y){
posY = -max_pos_y;
}
}else{
posX = 0;
posY = 0;
saved_posX = 0;
saved_posY = 0;
}
break;
case 'transform':
scale = Math.max(1, Math.min(last_scale * ev.gesture.scale, 10));
max_pos_x = Math.ceil((scale - 1) * rect.clientWidth / 2);
max_pos_y = Math.ceil((scale - 1) * rect.clientHeight / 2);
if(posX > max_pos_x){
posX = max_pos_x;
}
if(posX < -max_pos_x){
posX = -max_pos_x;
}
if(posY > max_pos_y){
posY = max_pos_y;
}
if(posY < -max_pos_y){
posY = -max_pos_y;
}
break;
case 'dragend':
last_posX = posX < max_pos_x ? posX: max_pos_x;
last_posY = posY < max_pos_y ? posY: max_pos_y;
break;
}
// transform!
var transform =
"translate3d(0, 0, 0) " +
"scale3d(1, 1, 0) ";
if(scale != 1){
transform =
"translate3d("+posX+"px,"+posY+"px, 0) " +
"scale3d("+scale+","+scale+", 0) ";
}
rect.style.transform = transform;
rect.style.oTransform = transform;
rect.style.msTransform = transform;
rect.style.mozTransform = transform;
rect.style.webkitTransform = transform;
});
回答3:
I wasn't really satisfied with the solutions so I created one too.
You can play with it at https://bl.ocks.org/stephanbogner/06c3e0d3a1c8fcca61b5345e1af80798
The code is more complex, but it behaves like on iOS (tested on iPad and iPhone):
- You double-tap onto the image and it zooms into that exact location
- While pinching the zoom center is between your fingers and you can drag while pinching
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>HammerJS Pinch Zoom and Drag</title>
<style type="text/css">
body{
margin: 0;
padding: 0;
}
#dragWrapper{
margin: 40px;
background: whitesmoke;
width: calc(100vw - 80px);
height: calc(100vh - 80px);
position: relative;
}
#drag {
touch-action: auto;
height: 300px;
width: 200px;
position: absolute;
left: 0;
top: 0;
background-image: url('https://upload.wikimedia.org/wikipedia/commons/thumb/4/4a/Bergelut_dengan_asap_nan_beracun.jpg/318px-Bergelut_dengan_asap_nan_beracun.jpg');
background-size: cover;
}
</style>
</head>
<body>
<div id="dragWrapper">
<div id="drag"></div>
</div>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/hammer.js/2.0.8/hammer.min.js"></script>
<script type="text/javascript">
var element = document.getElementById('drag')
var hammertime = new Hammer(element, {});
hammertime.get('pinch').set({ enable: true });
hammertime.get('pan').set({ threshold: 0 });
var fixHammerjsDeltaIssue = undefined;
var pinchStart = { x: undefined, y: undefined }
var lastEvent = undefined;
var originalSize = {
width: 200,
height: 300
}
var current = {
x: 0,
y: 0,
z: 1,
zooming: false,
width: originalSize.width * 1,
height: originalSize.height * 1,
}
var last = {
x: current.x,
y: current.y,
z: current.z
}
function getRelativePosition(element, point, originalSize, scale) {
var domCoords = getCoords(element);
var elementX = point.x - domCoords.x;
var elementY = point.y - domCoords.y;
var relativeX = elementX / (originalSize.width * scale / 2) - 1;
var relativeY = elementY / (originalSize.height * scale / 2) - 1;
return { x: relativeX, y: relativeY }
}
function getCoords(elem) { // crossbrowser version
var box = elem.getBoundingClientRect();
var body = document.body;
var docEl = document.documentElement;
var scrollTop = window.pageYOffset || docEl.scrollTop || body.scrollTop;
var scrollLeft = window.pageXOffset || docEl.scrollLeft || body.scrollLeft;
var clientTop = docEl.clientTop || body.clientTop || 0;
var clientLeft = docEl.clientLeft || body.clientLeft || 0;
var top = box.top + scrollTop - clientTop;
var left = box.left + scrollLeft - clientLeft;
return { x: Math.round(left), y: Math.round(top) };
}
function scaleFrom(zoomOrigin, currentScale, newScale) {
var currentShift = getCoordinateShiftDueToScale(originalSize, currentScale);
var newShift = getCoordinateShiftDueToScale(originalSize, newScale)
var zoomDistance = newScale - currentScale
var shift = {
x: currentShift.x - newShift.x,
y: currentShift.y - newShift.y,
}
var output = {
x: zoomOrigin.x * shift.x,
y: zoomOrigin.y * shift.y,
z: zoomDistance
}
return output
}
function getCoordinateShiftDueToScale(size, scale){
var newWidth = scale * size.width;
var newHeight = scale * size.height;
var dx = (newWidth - size.width) / 2
var dy = (newHeight - size.height) / 2
return {
x: dx,
y: dy
}
}
hammertime.on('doubletap', function(e) {
var scaleFactor = 1;
if (current.zooming === false) {
current.zooming = true;
} else {
current.zooming = false;
scaleFactor = -scaleFactor;
}
element.style.transition = "0.3s";
setTimeout(function() {
element.style.transition = "none";
}, 300)
var zoomOrigin = getRelativePosition(element, { x: e.center.x, y: e.center.y }, originalSize, current.z);
var d = scaleFrom(zoomOrigin, current.z, current.z + scaleFactor)
current.x += d.x;
current.y += d.y;
current.z += d.z;
last.x = current.x;
last.y = current.y;
last.z = current.z;
update();
})
hammertime.on('pan', function(e) {
if (lastEvent !== 'pan') {
fixHammerjsDeltaIssue = {
x: e.deltaX,
y: e.deltaY
}
}
current.x = last.x + e.deltaX - fixHammerjsDeltaIssue.x;
current.y = last.y + e.deltaY - fixHammerjsDeltaIssue.y;
lastEvent = 'pan';
update();
})
hammertime.on('pinch', function(e) {
var d = scaleFrom(pinchZoomOrigin, last.z, last.z * e.scale)
current.x = d.x + last.x + e.deltaX;
current.y = d.y + last.y + e.deltaY;
current.z = d.z + last.z;
lastEvent = 'pinch';
update();
})
var pinchZoomOrigin = undefined;
hammertime.on('pinchstart', function(e) {
pinchStart.x = e.center.x;
pinchStart.y = e.center.y;
pinchZoomOrigin = getRelativePosition(element, { x: pinchStart.x, y: pinchStart.y }, originalSize, current.z);
lastEvent = 'pinchstart';
})
hammertime.on('panend', function(e) {
last.x = current.x;
last.y = current.y;
lastEvent = 'panend';
})
hammertime.on('pinchend', function(e) {
last.x = current.x;
last.y = current.y;
last.z = current.z;
lastEvent = 'pinchend';
})
function update() {
current.height = originalSize.height * current.z;
current.width = originalSize.width * current.z;
element.style.transform = "translate3d(" + current.x + "px, " + current.y + "px, 0) scale(" + current.z + ")";
}
</script>
</body>
</html>
回答4:
Check out the Pinch Zoom and Pan with HammerJS demo. This example has been tested on Android, iOS and Windows Phone.
You can find the source code at Pinch Zoom and Pan with HammerJS.
For your convenience, here is the source code:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport"
content="user-scalable=no, width=device-width, initial-scale=1, maximum-scale=1">
<title>Pinch Zoom</title>
</head>
<body>
<div>
<div style="height:150px;background-color:#eeeeee">
Ignore this area. Space is needed to test on the iPhone simulator as pinch simulation on the
iPhone simulator requires the target to be near the middle of the screen and we only respect
touch events in the image area. This space is not needed in production.
</div>
<style>
.pinch-zoom-container {
overflow: hidden;
height: 300px;
}
.pinch-zoom-image {
width: 100%;
}
</style>
<script src="https://hammerjs.github.io/dist/hammer.js"></script>
<script>
var MIN_SCALE = 1; // 1=scaling when first loaded
var MAX_SCALE = 64;
// HammerJS fires "pinch" and "pan" events that are cumulative in nature and not
// deltas. Therefore, we need to store the "last" values of scale, x and y so that we can
// adjust the UI accordingly. It isn't until the "pinchend" and "panend" events are received
// that we can set the "last" values.
// Our "raw" coordinates are not scaled. This allows us to only have to modify our stored
// coordinates when the UI is updated. It also simplifies our calculations as these
// coordinates are without respect to the current scale.
var imgWidth = null;
var imgHeight = null;
var viewportWidth = null;
var viewportHeight = null;
var scale = null;
var lastScale = null;
var container = null;
var img = null;
var x = 0;
var lastX = 0;
var y = 0;
var lastY = 0;
var pinchCenter = null;
// We need to disable the following event handlers so that the browser doesn't try to
// automatically handle our image drag gestures.
var disableImgEventHandlers = function () {
var events = ['onclick', 'onmousedown', 'onmousemove', 'onmouseout', 'onmouseover',
'onmouseup', 'ondblclick', 'onfocus', 'onblur'];
events.forEach(function (event) {
img[event] = function () {
return false;
};
});
};
// Traverse the DOM to calculate the absolute position of an element
var absolutePosition = function (el) {
var x = 0,
y = 0;
while (el !== null) {
x += el.offsetLeft;
y += el.offsetTop;
el = el.offsetParent;
}
return { x: x, y: y };
};
var restrictScale = function (scale) {
if (scale < MIN_SCALE) {
scale = MIN_SCALE;
} else if (scale > MAX_SCALE) {
scale = MAX_SCALE;
}
return scale;
};
var restrictRawPos = function (pos, viewportDim, imgDim) {
if (pos < viewportDim/scale - imgDim) { // too far left/up?
pos = viewportDim/scale - imgDim;
} else if (pos > 0) { // too far right/down?
pos = 0;
}
return pos;
};
var updateLastPos = function (deltaX, deltaY) {
lastX = x;
lastY = y;
};
var translate = function (deltaX, deltaY) {
// We restrict to the min of the viewport width/height or current width/height as the
// current width/height may be smaller than the viewport width/height
var newX = restrictRawPos(lastX + deltaX/scale,
Math.min(viewportWidth, curWidth), imgWidth);
x = newX;
img.style.marginLeft = Math.ceil(newX*scale) + 'px';
var newY = restrictRawPos(lastY + deltaY/scale,
Math.min(viewportHeight, curHeight), imgHeight);
y = newY;
img.style.marginTop = Math.ceil(newY*scale) + 'px';
};
var zoom = function (scaleBy) {
scale = restrictScale(lastScale*scaleBy);
curWidth = imgWidth*scale;
curHeight = imgHeight*scale;
img.style.width = Math.ceil(curWidth) + 'px';
img.style.height = Math.ceil(curHeight) + 'px';
// Adjust margins to make sure that we aren't out of bounds
translate(0, 0);
};
var rawCenter = function (e) {
var pos = absolutePosition(container);
// We need to account for the scroll position
var scrollLeft = window.pageXOffset ? window.pageXOffset : document.body.scrollLeft;
var scrollTop = window.pageYOffset ? window.pageYOffset : document.body.scrollTop;
var zoomX = -x + (e.center.x - pos.x + scrollLeft)/scale;
var zoomY = -y + (e.center.y - pos.y + scrollTop)/scale;
return { x: zoomX, y: zoomY };
};
var updateLastScale = function () {
lastScale = scale;
};
var zoomAround = function (scaleBy, rawZoomX, rawZoomY, doNotUpdateLast) {
// Zoom
zoom(scaleBy);
// New raw center of viewport
var rawCenterX = -x + Math.min(viewportWidth, curWidth)/2/scale;
var rawCenterY = -y + Math.min(viewportHeight, curHeight)/2/scale;
// Delta
var deltaX = (rawCenterX - rawZoomX)*scale;
var deltaY = (rawCenterY - rawZoomY)*scale;
// Translate back to zoom center
translate(deltaX, deltaY);
if (!doNotUpdateLast) {
updateLastScale();
updateLastPos();
}
};
var zoomCenter = function (scaleBy) {
// Center of viewport
var zoomX = -x + Math.min(viewportWidth, curWidth)/2/scale;
var zoomY = -y + Math.min(viewportHeight, curHeight)/2/scale;
zoomAround(scaleBy, zoomX, zoomY);
};
var zoomIn = function () {
zoomCenter(2);
};
var zoomOut = function () {
zoomCenter(1/2);
};
var onLoad = function () {
img = document.getElementById('pinch-zoom-image-id');
container = img.parentElement;
disableImgEventHandlers();
imgWidth = img.width;
imgHeight = img.height;
viewportWidth = img.offsetWidth;
scale = viewportWidth/imgWidth;
lastScale = scale;
viewportHeight = img.parentElement.offsetHeight;
curWidth = imgWidth*scale;
curHeight = imgHeight*scale;
var hammer = new Hammer(container, {
domEvents: true
});
hammer.get('pinch').set({
enable: true
});
hammer.on('pan', function (e) {
translate(e.deltaX, e.deltaY);
});
hammer.on('panend', function (e) {
updateLastPos();
});
hammer.on('pinch', function (e) {
// We only calculate the pinch center on the first pinch event as we want the center to
// stay consistent during the entire pinch
if (pinchCenter === null) {
pinchCenter = rawCenter(e);
var offsetX = pinchCenter.x*scale - (-x*scale + Math.min(viewportWidth, curWidth)/2);
var offsetY = pinchCenter.y*scale - (-y*scale + Math.min(viewportHeight, curHeight)/2);
pinchCenterOffset = { x: offsetX, y: offsetY };
}
// When the user pinch zooms, she/he expects the pinch center to remain in the same
// relative location of the screen. To achieve this, the raw zoom center is calculated by
// first storing the pinch center and the scaled offset to the current center of the
// image. The new scale is then used to calculate the zoom center. This has the effect of
// actually translating the zoom center on each pinch zoom event.
var newScale = restrictScale(scale*e.scale);
var zoomX = pinchCenter.x*newScale - pinchCenterOffset.x;
var zoomY = pinchCenter.y*newScale - pinchCenterOffset.y;
var zoomCenter = { x: zoomX/newScale, y: zoomY/newScale };
zoomAround(e.scale, zoomCenter.x, zoomCenter.y, true);
});
hammer.on('pinchend', function (e) {
updateLastScale();
updateLastPos();
pinchCenter = null;
});
hammer.on('doubletap', function (e) {
var c = rawCenter(e);
zoomAround(2, c.x, c.y);
});
};
</script>
<button onclick="zoomIn()">Zoom In</button>
<button onclick="zoomOut()">Zoom Out</button>
<div class="pinch-zoom-container">
<img id="pinch-zoom-image-id" class="pinch-zoom-image" onload="onLoad()"
src="https://hammerjs.github.io/assets/img/pano-1.jpg">
</div>
</div>
</body>
</html>
(BTW, There is a lot of good info above, but I couldn't get any of the examples to actually work and there are some subtle details that I wanted to implement such as consideration of the zoom center).