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//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;
// }
// }
//}