* fix(ui): fix up mobile recordings display * fix(ui): some messages * fix(ui): some messages * fix(player): fix msg generation for ios messages * feat(player): add generic mmanager interface for ios player impl * feat(player): mobile player and message manager; touch manager; videoplayer * feat(player): add iphone shells, add log panel, * feat(player): detect ios sessions and inject correct player * feat(player): move screen mapper to utils * feat(player): events panel for mobile, map shell sizes to device type data, * feat(player): added network tab to mobile player; unify network message (ios and web) * feat(player): resize canvas up to phone screen size, fix capitalize util * feat(player): some general changes to support mobile events and network entries * feat(player): remove swipes from timeline * feat(player): more stuff for list walker * fix(ui): performance tab, mobile project typings and form * fix(ui):some ui touches for ios replayer shell * fix(ui): more fixes for ui, new onboarding screen for mobile projects * feat(ui): mobile overview panel (xray) * feat(ui): fixes for phone shell and tap events * fix(tracker): change phone shells and sizes * fix(tracker): fix border on replay screen * feat(ui): use crashes from db to show in session * feat(ui): use event name for xray * feat(ui): some overall ui fixes * feat(ui): IOS -> iOS * feat(ui): change tags to ant d * fix(ui): fast fix * fix(ui): fix for capitalizer * fix(ui): fix for browser display * fix(ui): fix for note popup * fix(ui): change exceptions display * fix(ui): add click rage to ios xray * fix(ui): some icons and resizing * fix(ui): fix ios context menu overlay, fix console logs creation for ios * feat(ui): added icons * feat(ui): performance warnings * feat(ui): performance warnings * feat(ui): different styles * feat(ui): rm debug true * feat(ui): fix warnings display * feat(ui): some styles for animation * feat(ui): add some animations to warnings * feat(ui): move perf warnings to performance graph * feat(ui): hide/show warns dynamically * feat(ui): new mobile touch animation * fix(tracker): update msg for ios * fix(ui): taprage fixes * fix(ui): regenerate icons and messages * fix(ui): fix msgs * fix(backend): fix events gen * fix(backend): fix userid msg
178 lines
No EOL
4.3 KiB
TypeScript
178 lines
No EOL
4.3 KiB
TypeScript
/**
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* Inspired by Bryan C (@bryjch at codepen)
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* */
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const LINE_DURATION = 3.5;
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const LINE_WIDTH_START = 5;
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export type SwipeEvent = { x: number; y: number; direction: 'up' | 'down' | 'left' | 'right' }
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export default class MouseTrail {
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public isActive = true;
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public context: CanvasRenderingContext2D;
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private dimensions = { width: 0, height: 0 };
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/**
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* 1 - every frame,
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* 2 - every 2nd frame
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* and so on, doesn't always work properly
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* but 1 doesnt affect performance so we're fine
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* */
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private drawOnFrame = 1;
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private currentFrame = 0;
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private lineDuration = LINE_DURATION;
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private points: Point[] = [];
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private swipePoints: Point[] = []
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constructor(private readonly canvas: HTMLCanvasElement, isNativeMobile: boolean = false) {
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// @ts-ignore patching window
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window.requestAnimFrame =
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window.requestAnimationFrame ||
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// @ts-ignore
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window.webkitRequestAnimationFrame ||
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// @ts-ignore
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window.mozRequestAnimationFrame ||
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// @ts-ignore
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window.oRequestAnimationFrame ||
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// @ts-ignore
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window.msRequestAnimationFrame ||
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function (callback: any) {
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window.setTimeout(callback, 1000 / 60);
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};
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if (isNativeMobile) {
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this.lineDuration = 5
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}
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}
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resizeCanvas = (w: number, h: number) => {
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if (this.context !== undefined) {
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this.context.canvas.width = w;
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this.context.canvas.height = h;
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this.canvas.width = w;
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this.canvas.height = h;
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this.dimensions.width = w;
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this.dimensions.height = h;
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}
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};
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createContext = () => {
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if (this.canvas) {
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this.context = this.canvas.getContext('2d')!;
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this.init();
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} else {
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console.error('Canvas element not found');
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}
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};
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leaveTrail = (x: number, y: number) => {
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if (this.currentFrame === this.drawOnFrame) {
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this.addPoint(x + 7, y + 7);
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this.currentFrame = 0;
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}
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this.currentFrame++;
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};
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init = () => {
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if (this.isActive) {
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this.animatePoints();
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// @ts-ignore patched
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window.requestAnimFrame(this.init);
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}
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};
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createSwipeTrail = ({ x, y, direction }: SwipeEvent) => {
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const startCoords = this.calculateTrail({ x, y, direction });
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this.addPoint(startCoords.x, startCoords.y);
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this.addPoint(x, y);
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}
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calculateTrail = ({ x, y, direction }: SwipeEvent) => {
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switch (direction) {
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case 'up':
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return { x, y: y - 20 };
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case 'down':
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return { x, y: y + 20 };
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case 'left':
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return { x: x - 20, y };
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case 'right':
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return { x: x + 20, y };
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default:
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return { x, y };
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}
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}
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animatePoints = () => {
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this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
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const duration = (this.lineDuration * 1000) / 60;
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let point, lastPoint;
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for (let i = 0; i < this.points.length; i++) {
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point = this.points[i];
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if (this.points[i - 1] !== undefined) {
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lastPoint = this.points[i - 1];
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} else {
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lastPoint = this.points[i];
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}
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point.lifetime! += 1;
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if (point.lifetime! > duration) {
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this.points.splice(i, 1);
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continue;
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}
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const inc = point.lifetime! / duration; // 0 to 1 over lineDuration
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const dec = 1 - inc;
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const spreadRate = LINE_WIDTH_START * (1 - inc);
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this.context.lineJoin = 'round';
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this.context.lineWidth = spreadRate;
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this.context.strokeStyle = `rgba(60, 170, 170, ${dec})`
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this.context.beginPath();
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this.context.moveTo(lastPoint.x, lastPoint.y);
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this.context.lineTo(point.x, point.y);
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this.context.stroke();
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this.context.closePath();
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}
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};
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addPoint = (x: number, y: number) => {
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const point = new Point(x, y, 0);
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this.points.push(point);
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};
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}
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type Coords = { x: number; y: number };
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class Point {
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constructor(public x: number, public y: number, public lifetime?: number) {}
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static distance(a: Coords, b: Coords) {
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const dx = a.x - b.x;
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const dy = a.y - b.y;
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return Math.sqrt(dx * dx + dy * dy);
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}
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static midPoint(a: Coords, b: Coords) {
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const mx = a.x + (b.x - a.x) * 0.5;
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const my = a.y + (b.y - a.y) * 0.5;
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return new Point(mx, my);
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}
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static angle(a: Coords, b: Coords) {
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const dx = a.x - b.x;
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const dy = a.y - b.y;
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return Math.atan2(dy, dx);
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}
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get pos() {
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return this.x + ',' + this.y;
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}
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} |