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Create initial keyboard handler, and start processing pan-zoom events

This commit is contained in:
Starbeamrainbowlabs 2017-04-14 21:08:36 +01:00
parent 89b576260f
commit a85d1fa0ed
2 changed files with 39 additions and 2 deletions

View File

@ -41,6 +41,16 @@ class BoardWindow extends EventEmitter
// Our colour
this.Colour = "rgba(255, 255, 255, 0.3)";
// The current state of the viewport.
this.viewport = {
// The x coordinate of the viewport.
x: 0,
// The y coordinate of the viewport.
y: 0,
// The zoom level of the viewport. 1 = normal.
zoomLevel: 1
};
// --~~~--
// Setup the canvas
@ -214,8 +224,10 @@ class BoardWindow extends EventEmitter
handleCanvasMovement(event) {
// Store the viewport information for later
this.viewportState = event;
// Re-emit the movement information for interested parties
this.emit("movement", event);
this.viewport.x += event.dx;
this.viewport.y += event.dy;
this.viewport.zoomLevel += event.dz;
}
handleHandshakeResponse(message) {

View File

@ -0,0 +1,25 @@
"use strict";
/**
* Makes handling keyboard input just that little bit easier.
*/
class Keyboard
{
constructor()
{
this.DownKeys = [];
document.addEventListener("keydown", this.handleKeyDown.bind(this));
document.addEventListener("keyup", this.handleKeyUp.bind(this));
}
handleKeyDown(event) {
if(!this.DownKeys.contains(event.keyCode))
this.DownKeys.push(event.keyCode);
}
handleKeyUp(event) {
if(this.DownKeys.indexOf(event.keyCode) !== -1)
this.DownKeys.splice(this.DownKeys.indexOf(event.keyCode), 1);
}
}