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import type { Types } from '@cornerstonejs/core'; import Events from '../../enums/Events'; import mouseMoveListener from './mouseMoveListener'; import { EventTypes, IPoints } from '../../types'; import getMouseEventPoints from './getMouseEventPoints'; const { MOUSE_DOWN, MOUSE_DOWN_ACTIVATE, MOUSE_CLICK, MOUSE_UP, MOUSE_DRAG } = Events; interface IMouseDownListenerState { mouseButton: number; element: HTMLDivElement; renderingEngineId: string; viewportId: string; isClickEvent: boolean; clickDelay: number; preventClickTimeout: ReturnType<typeof setTimeout>; startPoints: IPoints; lastPoints: IPoints; } // STATE const defaultState: IMouseDownListenerState = { mouseButton: undefined, // element: null, renderingEngineId: undefined, viewportId: undefined, // isClickEvent: true, clickDelay: 200, preventClickTimeout: null, startPoints: { page: [0, 0], client: [0, 0], canvas: [0, 0], world: [0, 0, 0], }, lastPoints: { page: [0, 0], client: [0, 0], canvas: [0, 0], world: [0, 0, 0], }, }; let state: IMouseDownListenerState = { mouseButton: undefined, // renderingEngineId: undefined, viewportId: undefined, // isClickEvent: true, clickDelay: 200, element: null, preventClickTimeout: null, startPoints: { page: [0, 0], client: [0, 0], canvas: [0, 0], world: [0, 0, 0], }, lastPoints: { page: [0, 0], client: [0, 0], canvas: [0, 0], world: [0, 0, 0], }, }; /** * Listens to mouse down events from the DOM and depending on interaction and further * interaction can emit the following mouse events: * * - MOUSE_DOWN * - MOUSE_DOWN_ACTIVATE * - MOUSE_DRAG (move while down) * - MOUSE_UP * - MOUSE_CLICK * * @param evt - The Mouse event. * @private */ function mouseDownListener(evt: MouseEvent) { state.element = <HTMLDivElement>evt.currentTarget; state.mouseButton = evt.button; const enabledElement = getEnabledElement(state.element); const { renderingEngineId, viewportId } = enabledElement; state.renderingEngineId = renderingEngineId; state.viewportId = viewportId; state.preventClickTimeout = setTimeout( _preventClickHandler, state.clickDelay ); // Prevent CornerstoneToolsMouseMove while mouse is down state.element.removeEventListener('mousemove', mouseMoveListener); const startPoints = getMouseEventPoints(evt, state.element); const deltaPoints = _getDeltaPoints(startPoints, startPoints); const eventDetail: EventTypes.MouseDownEventDetail = { event: evt, eventName: MOUSE_DOWN, element: state.element, mouseButton: state.mouseButton, renderingEngineId: state.renderingEngineId, viewportId: state.viewportId, camera: {}, startPoints, lastPoints: startPoints, currentPoints: startPoints, deltaPoints, }; state.startPoints = _copyPoints(eventDetail.startPoints); state.lastPoints = _copyPoints(eventDetail.lastPoints); // by triggering MOUSE_DOWN it checks if this is toolSelection, handle modification etc. // of already existing tools const eventDidPropagate = triggerEvent( eventDetail.element, MOUSE_DOWN, eventDetail ); // if no tools responded to this event and prevented its default propagation behavior, // create a new tool if (eventDidPropagate) { triggerEvent(eventDetail.element, MOUSE_DOWN_ACTIVATE, eventDetail); } document.addEventListener('mousemove', _onMouseDrag); document.addEventListener('mouseup', _onMouseUp); } /** *_onMouseDrag - Handle emission of drag events whilst the mouse is depressed. * * @private * @param evt - The mouse event. */ function _onMouseDrag(evt: MouseEvent) { const currentPoints = getMouseEventPoints(evt, state.element); const lastPoints = _updateMouseEventsLastPoints( state.element, state.lastPoints ); const deltaPoints = _getDeltaPoints(currentPoints, lastPoints); const eventDetail: EventTypes.MouseDragEventDetail = { event: evt, eventName: MOUSE_DRAG, mouseButton: state.mouseButton, renderingEngineId: state.renderingEngineId, viewportId: state.viewportId, camera: {}, element: state.element, startPoints: _copyPoints(state.startPoints), lastPoints: _copyPoints(lastPoints), currentPoints, deltaPoints, }; triggerEvent(state.element, MOUSE_DRAG, eventDetail); // Update the last points state.lastPoints = _copyPoints(currentPoints); } /** *_onMouseDrag - Handle emission of mouse up events, and re-enabling mouse move events. * * @private * @param evt - The mouse event. */ function _onMouseUp(evt: MouseEvent): void { // Cancel the timeout preventing the click event from triggering clearTimeout(state.preventClickTimeout); const eventName = state.isClickEvent ? MOUSE_CLICK : MOUSE_UP; const currentPoints = getMouseEventPoints(evt, state.element); const deltaPoints = _getDeltaPoints(currentPoints, state.lastPoints); const eventDetail: | EventTypes.MouseUpEventDetail | EventTypes.MouseClickEventType = { event: evt, eventName, mouseButton: state.mouseButton, element: state.element, renderingEngineId: state.renderingEngineId, viewportId: state.viewportId, camera: {}, startPoints: _copyPoints(state.startPoints), lastPoints: _copyPoints(state.lastPoints), currentPoints, deltaPoints, }; triggerEvent(eventDetail.element, eventName, eventDetail); // Remove our temporary handlers document.removeEventListener('mousemove', _onMouseDrag); document.removeEventListener('mouseup', _onMouseUp); // Restore our global mousemove listener state.element.addEventListener('mousemove', mouseMoveListener); // Restore `state` to `defaultState` state = JSON.parse(JSON.stringify(defaultState)); } function _preventClickHandler() { state.isClickEvent = false; } /** * Copies a set of points. * @param points - The `IPoints` instance to copy. * * @returns A copy of the points. */ function _copyPoints(points: IPoints): IPoints { return JSON.parse(JSON.stringify(points)); } /** * Recalculates the last world coordinate, as the linear transform from client * to world could be different if the camera was updated. * @param element - The HTML element * @param lastPoints - The last points */ function _updateMouseEventsLastPoints( element: HTMLDivElement, lastPoints: IPoints ): IPoints { const { viewport } = getEnabledElement(element); // Need to update the world point to be calculated from the current reference frame, // Which might have changed since the last interaction. const world = viewport.canvasToWorld(lastPoints.canvas); return { page: lastPoints.page, client: lastPoints.client, canvas: lastPoints.canvas, world, }; } /** * Returns the difference between two `IPoints` instances. * @param currentPoints - The current points. * @param lastPoints -- The last points, to be subtracted from the `currentPoints`. * * @returns The difference in IPoints format */ function _getDeltaPoints(currentPoints: IPoints, lastPoints: IPoints): IPoints { return { page: _subtractPoints2D(currentPoints.page, lastPoints.page), client: _subtractPoints2D(currentPoints.client, lastPoints.client), canvas: _subtractPoints2D(currentPoints.canvas, lastPoints.canvas), world: _subtractPoints3D(currentPoints.world, lastPoints.world), }; } /** * _subtractPoints - Subtracts `point1` from `point0`. * @param point0 - The first point. * @param point1 - The second point to subtract from the first. * * @returns The difference. */ function _subtractPoints2D( point0: Types.Point2, point1: Types.Point2 ): Types.Point2 { return [point0[0] - point1[0], point0[1] - point1[1]]; } function _subtractPoints3D( point0: Types.Point3, point1: Types.Point3 ): Types.Point3 { return [point0[0] - point1[0], point0[1] - point1[1], point0[2] - point1[2]]; } export function getMouseButton(): number { return state.mouseButton; } export default mouseDownListener; |