我正在尝试使用hammer.js实现缩放缩放
这是我的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>
这是我的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;
});
它工作正常,但我无法滚动图像。取消注释transform3d它可以工作,但图像在拖动时失去了它的位置。我不能使用jQuery。
答案 0 :(得分:44)
对于hammer.js 2.0+我已经接受了@DGS的回答,并将其更改为适合我使用cordova和intel-xdk所做的事情,所以它是纯JS和hammer.js 2.0 for webkit
我的实现允许您同时缩放和拖动,而不是如上所述彼此独立,并提供更原生的感觉。它还实现了双击以放大(和缩小)。我将其设置为在.999
和4
之间进行缩放,但您可以根据需要更改这些值。因此,如果您只是复制并粘贴它,它可能会按预期执行( on webkit )。
感谢Eight Media和@DGS让我入门!随意改进它。
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;
}
});
}
实现只用hammerIt调用它(document.getElementById(“imagid”));元素加载后。你可以在任意数量的元素上调用它。
干杯!
答案 1 :(得分:15)
添加变量last_posX
和last_posY
以说明翻译后的位置变化。在dragend上更新它们,以便下次捕获拖动事件时,它会考虑最后一次拖动的结束位置
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;
});
答案 2 :(得分:6)
我对解决方案不是很满意,所以我也创建了一个解决方案。
您可以在https://bl.ocks.org/stephanbogner/06c3e0d3a1c8fcca61b5345e1af80798上玩它
代码更复杂,但其行为类似于在iOS上(在iPad和iPhone上测试):
<!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>
答案 3 :(得分:3)
查看Pinch Zoom and Pan with HammerJS demo。此示例已在Android,iOS和Windows Phone上进行了测试。
您可以在Pinch Zoom and Pan with HammerJS找到源代码。
为方便起见,以下是源代码:
<!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>
&#13;
(顺便说一句,上面有很多好的信息,但我无法获得任何实际工作的例子,并且我想要实现一些微妙的细节,例如考虑缩放中心)。