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Zoom In Out Pinch

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Nov 20th, 2011
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Lua 3.27 KB | None | 0 0
  1. --gestures
  2. --this could be improved by considering angles between tocuhes
  3. --angles could be used to zoom in on something other than the center
  4. --angles could also be used for rotate behavior
  5. function setup()
  6.     --create a table of 10 random shapes[drawn as ellipses in draw()]
  7.     s = {}
  8.     for i = 1,10 do
  9.         x = math.random() * WIDTH
  10.         y = math.random() * HEIGHT
  11.         w = math.random() * WIDTH
  12.         h = math.random() * HEIGHT
  13.         s[i] = {x=x,y=y,w=w,h=h} 
  14.     end
  15.     --set up two touch tables
  16.     t1 = {id=nil}
  17.     t2 = {id=nil}
  18.     --set current scale, 1 is 100%
  19.     cs = 1
  20. end
  21.  
  22. function touched(touch)
  23.     if touch.state == BEGAN then
  24.         --store two touches
  25.         if t1.id == nil then
  26.             t1 = touch
  27.         elseif t2.id == nil then
  28.             t2 = touch
  29.         end
  30.     elseif touch.state == MOVING then
  31.         if (t1.id ~= nil) and (t2.id ~= nil) then
  32.             --if we have both touches active
  33.             if touch.id == t1.id then
  34.                 --determine the current (cd) and previous (pd) 
  35.                 --distances between the two touches
  36.                 --using the movement of the first touch
  37.                 t1 = touch  
  38.                 --the systems keeps prevX and PrevY updated
  39.                 --(you won't find them set anywhere in this code)         
  40.                 pv = vec2(t1.prevX,t1.prevY)  
  41.                 t1v = vec2(t1.x,t1.y)
  42.                 t2v = vec2(t2.x,t2.y)
  43.                 cd = t1v:dist(t2v)
  44.                 pd = pv:dist(t2v)           
  45.             end 
  46.             if touch.id == t2.id then
  47.                 --using the movement of the first touch
  48.                 t2 = touch
  49.                 pv = vec2(t2.prevX,t2.prevY) 
  50.                 t1v = vec2(t1.x,t1.y)
  51.                 t2v = vec2(t2.x,t2.y)
  52.                 cd = t1v:dist(t2v)
  53.                 pd = pv:dist(t1v)                         
  54.             end
  55.             --recaculate current scale
  56.             --based on the change in current and previous distance
  57.             cs = cs * (cd/pd)
  58.         end    
  59.     else --if touch.state == ENDED then
  60.         if t1.id ~= nil then
  61.             if touch.id == t1.id then
  62.                 --forget touch 1
  63.                 t1 = {id=nil}
  64.             end
  65.         end
  66.         if t2.id ~= nil then
  67.             if touch.id == t2.id then
  68.                 --forget touch 2
  69.                 t2 = {id=nil}
  70.             end 
  71.         end       
  72.     end
  73. end
  74.  
  75. function draw()
  76.     background(0,0,0,255)
  77.     --scale the drawing area to the current scale
  78.     scale(cs)
  79.     --keep the shapes in the center
  80.     --without this zoom out would push everthing to the lower right
  81.     translate((WIDTH/2/cs)-WIDTH/2,(HEIGHT/2/cs)-HEIGHT/2)
  82.     strokeWidth(30)
  83.     stroke(0, 255, 57, 255) 
  84.     fill(6, 10, 239, 255)
  85.     for i = 1,10 do
  86.         ellipse(s[i].x,s[i].y,s[i].w,s[i].h)
  87.     end    
  88. end
  89.  
  90.  
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