canvasfabricjs

FabricJS Touch Pan/Zoom Entire Canvas


I need to enable touch zoom/panning on a FabricJS canvas. There are libraries that will allow this behavior on an image (see pinch-zoom-canvas) or via mouse-click events (see this Fiddle) but I can't seem to get the 'touch:gesture' events hooked up properly.

I've built the library with gestures enabled (so this FabricJS demo works locally for me), but I don't know where to start with combining the gestures with the working fiddle.

I tried variations of code like this:

canvas.on({
    'touch:gesture': function() {
        var text = document.createTextNode(' Gesture ');
        info.insertBefore(text, info.firstChild);
        // Handle zoom only if 2 fingers are touching the screen
        if (event.e.touches && event.e.touches.length == 2) {
            // Get event point
            var point = new fabric.Point(event.self.x, event.self.y);
            // Remember canvas scale at gesture start
            if (event.self.state == "start") {
                zoomStartScale = self.canvas.getZoom();
            }
            // Calculate delta from start scale
            var delta = zoomStartScale * event.self.scale;
            // Zoom to pinch point
            self.canvas.zoomToPoint(point, delta);
        }

    },
    'touch:drag': function(e) {
        panning = true;
        var text = document.createTextNode(' Dragging ');
        info.insertBefore(text, info.firstChild);
        if (panning && e && e.e) {
            debugger;
            var units = 10;
            var delta = new fabric.Point(e.e.movementX, e.e.movementY);
            canvas.relativePan(delta);
        }
        panning = false;
    },
    'touch:longpress': function() {
        var text = document.createTextNode(' Longpress ');
        info.insertBefore(text, info.firstChild);
    }
});

But nothing happens when I test on iPhone/iPad.


Solution

  • The pinch to zoom was a stupid mistake, I hadn't included the event in the function parameter. The code below is working for pinch/zoom and tap/drag.

    canvas.on({
        'touch:gesture': function(e) {
            if (e.e.touches && e.e.touches.length == 2) {
                pausePanning = true;
                var point = new fabric.Point(e.self.x, e.self.y);
                if (e.self.state == "start") {
                    zoomStartScale = self.canvas.getZoom();
                }
                var delta = zoomStartScale * e.self.scale;
                self.canvas.zoomToPoint(point, delta);
                pausePanning = false;
            }
        },
        'object:selected': function() {
            pausePanning = true;
        },
        'selection:cleared': function() {
            pausePanning = false;
        },
        'touch:drag': function(e) {
            if (pausePanning == false && undefined != e.e.layerX && undefined != e.e.layerY) {
                currentX = e.e.layerX;
                currentY = e.e.layerY;
                xChange = currentX - lastX;
                yChange = currentY - lastY;
    
                if ((Math.abs(currentX - lastX) <= 50) && (Math.abs(currentY - lastY) <= 50)) {
                    var delta = new fabric.Point(xChange, yChange);
                    canvas.relativePan(delta);
                }
    
                lastX = e.e.layerX;
                lastY = e.e.layerY;
            }
        }
    });
    

    The absolute ~50px if/then statement is to avoid drags far away from the last point causing the canvas to jump. Also paused the panning to be able to move object independently. Pinch/zoom code was found in a github issues thread.