Подтвердить что ты не робот

Зажмите для увеличения с помощью Hammer.js

Я пытаюсь реализовать щепотку для увеличения с помощью hammer.js

Здесь мой 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>

Здесь мой 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;
    });

Он отлично работает, но я не могу прокрутить изображение. На uncommenting transform3d он работает, но изображение теряет свое положение при перетаскивании. Я не могу использовать jQuery.

4b9b3361

Ответ 1

Для 2.0+ У меня есть взял ответ @DGS и изменил его в соответствии с тем, что я делал с и , чтобы это чистый JS и 2.0 для .

Моя реализация позволяет одновременно масштабировать и перетаскивать, не независимо друг от друга, как указано выше, и обеспечивает более естественное восприятие. Он также реализует двойное нажатие для увеличения (и для уменьшения назад). Я установил масштабирование между .999 и 4, но вы можете делать так, как вам нравится, просто изменяя эти значения. Так что, если вы просто скопируете и вставьте это, вероятно, сделаете то, что вы ожидаете (на ).

Спасибо Eight Media и @DGS за то, что начали меня! Не стесняйтесь улучшать его.

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;
        }
    });
}

Чтобы реализовать, просто назовите его с помощью hammerIt (document.getElementById( "imagid" )); после загрузки элемента. Вы можете называть это на столько элементов, сколько хотите.

Ура!

Ответ 2

Добавьте переменные last_posX и last_posY, чтобы учесть изменение позиции, когда вы перевели. обновите их на dragend, чтобы в следующий раз, когда событие перетаскивания было захвачено, он учитывает, где закончилось последнее сопротивление

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;
});

Ответ 3

Просмотрите Pinch Zoom и Pan с демонстрацией HammerJS. Этот пример был протестирован на Android, iOS и Windows Phone.

Вы можете найти исходный код Pinch Zoom и Pan with HammerJS.

Для вашего удобства здесь приведен исходный код:

<!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>