using System; using SkiaSharp; namespace TheGameExtreme.view { public class TouchManipulationManager { public TouchManipulationMode Mode { set; get; } float Magnitude(SKPoint point) { return (float)Math.Sqrt(Math.Pow(point.X, 2) + Math.Pow(point.Y, 2)); } public SKMatrix OneFingerManipulate(SKPoint prevPoint, SKPoint newPoint, SKPoint pivotPoint) { if (Mode == TouchManipulationMode.None) { return SKMatrix.MakeIdentity(); } SKMatrix touchMatrix = SKMatrix.MakeIdentity(); SKPoint delta = newPoint - prevPoint; if (Mode == TouchManipulationMode.ScaleDualRotate) // One-finger rotation { SKPoint oldVector = prevPoint - pivotPoint; SKPoint newVector = newPoint - pivotPoint; // Avoid rotation if fingers are too close to center if (Magnitude(newVector) > 25 && Magnitude(oldVector) > 25) { float prevAngle = (float)Math.Atan2(oldVector.Y, oldVector.X); float newAngle = (float)Math.Atan2(newVector.Y, newVector.X); // Calculate rotation matrix float angle = newAngle - prevAngle; touchMatrix = SKMatrix.MakeRotation(angle, pivotPoint.X, pivotPoint.Y); // Effectively rotate the old vector float magnitudeRatio = Magnitude(oldVector) / Magnitude(newVector); oldVector.X = magnitudeRatio * newVector.X; oldVector.Y = magnitudeRatio * newVector.Y; // Recalculate delta delta = newVector - oldVector; } } // Multiply the rotation matrix by a translation matrix SKMatrix.PostConcat(ref touchMatrix, SKMatrix.MakeTranslation(delta.X, delta.Y)); return touchMatrix; } public SKMatrix TwoFingerManipulate(SKPoint prevPoint, SKPoint newPoint, SKPoint pivotPoint) { SKMatrix touchMatrix = SKMatrix.MakeIdentity(); SKPoint oldVector = prevPoint - pivotPoint; SKPoint newVector = newPoint - pivotPoint; if (Mode == TouchManipulationMode.ScaleRotate || Mode == TouchManipulationMode.ScaleDualRotate) { // Find angles from pivot point to touch points float oldAngle = (float)Math.Atan2(oldVector.Y, oldVector.X); float newAngle = (float)Math.Atan2(newVector.Y, newVector.X); // Calculate rotation matrix float angle = newAngle - oldAngle; touchMatrix = SKMatrix.MakeRotation(angle, pivotPoint.X, pivotPoint.Y); // Effectively rotate the old vector float magnitudeRatio = Magnitude(oldVector) / Magnitude(newVector); oldVector.X = magnitudeRatio * newVector.X; oldVector.Y = magnitudeRatio * newVector.Y; } float scaleX = 1; float scaleY = 1; if (Mode == TouchManipulationMode.AnisotropicScale) { scaleX = newVector.X / oldVector.X; scaleY = newVector.Y / oldVector.Y; } else if (Mode == TouchManipulationMode.IsotropicScale || Mode == TouchManipulationMode.ScaleRotate || Mode == TouchManipulationMode.ScaleDualRotate) { scaleX = scaleY = Magnitude(newVector) / Magnitude(oldVector); } if (!float.IsNaN(scaleX) && !float.IsInfinity(scaleX) && !float.IsNaN(scaleY) && !float.IsInfinity(scaleY)) { SKMatrix.PostConcat(ref touchMatrix, SKMatrix.MakeScale(scaleX, scaleY, pivotPoint.X, pivotPoint.Y)); } return touchMatrix; } } }