Press n or j to go to the next uncovered block, b, p or k for the previous block.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 | 1x 1x 1x 1x 1x 1x 88x 1x 87x 87x 87x 87x 87x 87x 87x 87x 87x 87x 87x 87x 87x 87x 87x 87x 87x 87x 87x 87x 58x 67x 67x 67x 67x 67x 67x 67x 67x 67x 67x 78x 78x 78x 78x 78x 78x 78x 78x 78x 78x 78x 78x 67x 29x 87x 87x 87x 87x 87x 87x 87x 87x 87x 87x 618x 67x 67x 67x 232x 696x 232x 18x 79x 79x | import { getEnabledElement, triggerEvent } from '@cornerstonejs/core'; 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; // The amount of time in milliseconds within which a browser 'dblclick' event has to occur. // Any mouse down, up, down and up sequence taking longer than this time is considered to // NOT be a double click and any browser 'dblclick' event that subsequently occurs as a result // of such a sequence will be ignored. It is best to set this to a value that is less // than the system value for detecting a double click. Setting something too large // might detect a double click that does not constitute a browser 'dblclick' and thus // no mouse events for the sequence will get fired at all. // // TODO This module should detect and fire 'dblclick' events at its discretion and // ignore all those generated by the browser. // const DOUBLE_CLICK_TOLERANCE_MS = 400; // A drag (projected distance) during the double click timeout that is greater than this // value will cancel the timeout and suppress any double click that might occur. // This tolerance is particularly important on touch devices where some movement // might occur between the two clicks. // // TODO revisit this value for touch devices // const DOUBLE_CLICK_DRAG_TOLERANCE = 3; interface IMouseDownListenerState { mouseButton: number; element: HTMLDivElement; renderingEngineId: string; viewportId: string; isClickEvent: boolean; clickDelay: number; preventClickTimeout: ReturnType<typeof setTimeout>; startPoints: IPoints; lastPoints: IPoints; } interface IDoubleClickState { doubleClickTimeout: ReturnType<typeof setTimeout>; mouseDownEvent: MouseEvent; mouseUpEvent: MouseEvent; ignoreDoubleClick: boolean; } // 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], }, }; const doubleClickState: IDoubleClickState = { doubleClickTimeout: null, mouseDownEvent: null, mouseUpEvent: null, ignoreDoubleClick: false, }; /** * 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 * * The mouse down is NOT handled immediately. Instead, a timeout is started to * determine if this mouse down is the first in a sequence that constitutes a * double click. * * @param evt - The Mouse event. * @private */ function mouseDownListener(evt: MouseEvent) { // Ignore any mouse down during the double click timeout because only // the first mouse down has the potential of being handled. if (doubleClickState.doubleClickTimeout) { return; } doubleClickState.doubleClickTimeout = setTimeout( _doStateMouseDownAndUp, DOUBLE_CLICK_TOLERANCE_MS ); // First mouse down of a potential double click. So save it and start // a timeout to determine a double click. doubleClickState.mouseDownEvent = evt; 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); state.startPoints = _copyPoints(startPoints); state.lastPoints = _copyPoints(startPoints); document.addEventListener('mouseup', _onMouseUp); document.addEventListener('mousemove', _onMouseDrag); } /** * Does the actual mouse down logic if the double click timer has expired or * a mouse drag has started. * @param evt the mouse down event * @private */ function _doMouseDown(evt: MouseEvent) { const deltaPoints = _getDeltaPoints(state.startPoints, state.startPoints); const eventDetail: EventTypes.MouseDownEventDetail = { event: evt, eventName: MOUSE_DOWN, element: state.element, mouseButton: state.mouseButton, renderingEngineId: state.renderingEngineId, viewportId: state.viewportId, camera: {}, startPoints: state.startPoints, lastPoints: state.startPoints, currentPoints: state.startPoints, deltaPoints, }; state.lastPoints = _copyPoints(eventDetail.lastPoints); // by triggering MOUSE_DOWN it checks if this is toolSelection, handle modification etc. // of already existing tools const notConsumed = triggerEvent( eventDetail.element, MOUSE_DOWN, eventDetail ); // if no tools responded to this event and prevented its default behavior, // create a new tool if (notConsumed) { triggerEvent(eventDetail.element, MOUSE_DOWN_ACTIVATE, eventDetail); } } /** *_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); Eif (doubleClickState.doubleClickTimeout) { Eif (_isDragPastDoubleClickTolerance(deltaPoints.canvas)) { _doStateMouseDownAndUp(); // Dragging past the tolerance means no double click should occur. doubleClickState.ignoreDoubleClick = true; } else { return; } } 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); } /** *_onMouseUp - Handle emission of mouse up events, and re-enabling mouse move events. * * If the mouse up event occurs during a double click timeout, it is either the first or * second mouse up of a potential double click sequence. If the first, then it * is saved in case the double click timeout expires and a simple mouse down and * up have to get executed. If the second, then the latest mouse down, up, down and * up constitute a double click and the mouseDoubleClickListener needs to execute. * * If the mouse up event comes after the double click timeout, then it is simply * handled as the up of a mouse down and up sequence. * * @private * @param evt - The mouse event. */ function _onMouseUp(evt: MouseEvent): void { // Cancel the timeout preventing the click event from triggering clearTimeout(state.preventClickTimeout); Iif (doubleClickState.doubleClickTimeout) { // received a mouse up while waiting for a double click (via a timeout) if (!doubleClickState.mouseUpEvent) { // this is the first mouse up during the double click timeout; we'll need it later if the timeout expires doubleClickState.mouseUpEvent = evt; state.element.addEventListener('mousemove', _onMouseMove); } else { // this is the second mouse up of a double click! document.removeEventListener('mouseup', _onMouseUp); state.element.removeEventListener('mousemove', _onMouseMove); // Restore our global mousemove listener state.element.addEventListener('mousemove', mouseMoveListener); // ignore any mouse down and up events captured and let the double click happen _clearDoubleClickTimeoutAndEvents(); doubleClickState.ignoreDoubleClick = false; state = JSON.parse(JSON.stringify(defaultState)); } } else { // Handle the actual mouse up. Note that it may have occurred during the double click timeout or // after it expired. In either case this block is being executed after the time out has expired // or after a drag started. 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); document.removeEventListener('mouseup', _onMouseUp); state.element.removeEventListener('mousemove', _onMouseMove); // Restore our global mousemove listener state.element.addEventListener('mousemove', mouseMoveListener); // Restore `state` to `defaultState` state = JSON.parse(JSON.stringify(defaultState)); } // Remove the drag as soon as we get the mouse up because either we have executed // the mouse up logic, or we have not even handled the mouse down logic yet // - either way no drag should/can occur. document.removeEventListener('mousemove', _onMouseDrag); } /** * Handles a mouse move on the state element after a mouse down AND up AND * while the double click timeout is still running. * @private * @param evt - The mouse event. */ function _onMouseMove(evt: MouseEvent) { const currentPoints = getMouseEventPoints(evt, state.element); const lastPoints = _updateMouseEventsLastPoints( state.element, state.lastPoints ); const deltaPoints = _getDeltaPoints(currentPoints, lastPoints); if (!_isDragPastDoubleClickTolerance(deltaPoints.canvas)) { return; } _doStateMouseDownAndUp(); // Moving past the tolerance means no double click should occur. doubleClickState.ignoreDoubleClick = true; // Do the move again because during the timeout the global mouse move listener was removed. // Now it is back. mouseMoveListener(evt); } /** * Determines if the given delta is past the double click, (projected) drag distance * tolerance. * @param delta the delta * @returns true iff the delta is past the tolerance */ function _isDragPastDoubleClickTolerance(delta: Types.Point2): boolean { return Math.abs(delta[0]) + Math.abs(delta[1]) > DOUBLE_CLICK_DRAG_TOLERANCE; } function _preventClickHandler() { state.isClickEvent = false; } /** * Do a mouse down and potential mouse up using each of the events in the double click state. * The events were stored in the state during the timeout to determine a double click. * * This function should be invoked whenever it is determined that the latest * sequence of mouse down(s) and up(s) is NOT a double click. Examples of this include * - the expiration of the double click timeout * - a mouse drag/move beyond the DOUBLE_CLICK_DRAG_TOLERANCE * * This function sets the doubleClickState.ignoreDoubleClick flag in case our timeout value * or mouse move/drag tolerance is inaccurate and we do indeed get a double click event from * the browser later. The flag will be cleared in the mouseDoubleClickIgnoreListener should a * double click event get fired. If there is no eventual double click for the latest sequence, * the flag spills into the next sequence where it will either get set again (here) or cleared in * _onMouseUp if an actual double click is detected. It is perfectly safe for the flag to be * left true when no double click actually occurs because any future double click must start with * a mouse down that is handled in this module. * * @private */ function _doStateMouseDownAndUp() { doubleClickState.ignoreDoubleClick = true; const mouseDownEvent = doubleClickState.mouseDownEvent; const mouseUpEvent = doubleClickState.mouseUpEvent; _clearDoubleClickTimeoutAndEvents(); _doMouseDown(mouseDownEvent); Iif (mouseUpEvent) { _onMouseUp(mouseUpEvent); } } /** * Clears the mouse events and double click timeout id in the double click state object. * The timeout itself is also cleared so that no callback is invoked. */ function _clearDoubleClickTimeoutAndEvents() { clearTimeout(doubleClickState.doubleClickTimeout); doubleClickState.doubleClickTimeout = null; doubleClickState.mouseDownEvent = null; doubleClickState.mouseUpEvent = null; } /** * 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; } /** * Adds a capture phase double click listener to the document that ignores double * click events as determined by this module. */ export function addIgnoreDoubleClickCaptureListener() { document.addEventListener('dblclick', _mouseDoubleClickIgnoreListener, { capture: true, }); } /** * Removes a capture phase double click listener from the document that ignores double * click events as determined by this module. */ export function removeIgnoreDoubleClickCaptureListener() { document.removeEventListener('dblclick', _mouseDoubleClickIgnoreListener, { capture: true, }); } /** * Handles a dblclick event to determine if it should be ignored based on the * double click state's ignoreDoubleClick flag. stopImmediatePropagation and * preventDefault are used to ingore the event. * @param evt browser dblclick event */ function _mouseDoubleClickIgnoreListener(evt: MouseEvent) { if (doubleClickState.ignoreDoubleClick) { doubleClickState.ignoreDoubleClick = false; // Use stopImmediatePropagation to lessen the possibility that a third party 'dblclick' // listener receives this event. However, there still is no guarantee // that any third party listener has not already handled the event. evt.stopImmediatePropagation(); evt.preventDefault(); } } export default mouseDownListener; |