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119 lines
3.7 KiB
TypeScript
119 lines
3.7 KiB
TypeScript
import { currentWebContext } from './app'
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const NATIVE_CONTEXT = 'NATIVE_APP'
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/**
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* Two-finger pinch over the tldraw canvas.
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*
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* Why this is the way it is: on both iOS (XCUITest) and Android (UiAutomator2),
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* multi-touch W3C actions only operate in the NATIVE context, and only on native
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* screen coordinates. So we:
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*
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* 1. (web context) measure the canvas rect + viewport in CSS pixels,
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* 2. (native context) translate those to device coordinates and run two
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* simultaneous touch pointers from the centre outwards (or inwards),
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* 3. (web context) hand back so the caller can assert on `editor` state.
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*
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* The touches enter through the OS, so Safari/Chrome's own gesture recogniser
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* sees them — that is the whole point, and what synthetic DOM touch can't do.
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*
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* @param scale >1 spreads the fingers apart (zoom in), <1 brings them together
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* (zoom out).
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*/
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export async function pinchCanvas({ scale, steps = 12 }: { scale: number; steps?: number }) {
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const web = await currentWebContext()
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// 1. Measure in the web context (CSS pixels relative to the layout viewport).
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await browser.switchContext(web)
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const rect = await browser.execute(() => {
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const el = document.querySelector('.tl-canvas')!
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const r = el.getBoundingClientRect()
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return {
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cx: r.left + r.width / 2,
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cy: r.top + r.height / 2,
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dpr: window.devicePixelRatio,
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// Offset of the web viewport inside the native window (browser chrome).
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// visualViewport.offsetTop is the cleanest signal we have for this.
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offsetTop: window.visualViewport?.offsetTop ?? 0,
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}
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})
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// 2. Translate CSS px -> native device coordinates.
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//
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// iOS reports native coordinates in POINTS (already CSS-px-equivalent), so the
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// scale factor is 1 and we only add the top inset for the Safari toolbar.
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// Android UiAutomator2 reports PIXELS, so we multiply by devicePixelRatio.
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//
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// `TOP_INSET` is the one bit that may need a per-device tweak — the height of
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// the browser chrome above the web viewport. Calibrate once per device class.
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const isAndroid = browser.isAndroid
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const pxScale = isAndroid ? rect.dpr : 1
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const TOP_INSET = Number(process.env.DEVICE_TOP_INSET ?? (isAndroid ? 0 : 0))
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const cx = rect.cx * pxScale
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const cy = (rect.cy + rect.offsetTop) * pxScale + TOP_INSET
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// Fingers start 60px either side of centre, end at 60*scale either side.
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const startGap = 60 * pxScale
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const endGap = startGap * scale
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const finger = (id: string, dir: -1 | 1) =>
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buildPinchPointer({
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id,
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cx,
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cy,
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startGap: dir * startGap,
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endGap: dir * endGap,
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steps,
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})
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// 3. Perform the gesture natively, then return to the web context.
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await browser.switchContext(NATIVE_CONTEXT)
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await browser.performActions([finger('finger1', -1), finger('finger2', 1)])
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await browser.releaseActions()
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await browser.switchContext(web)
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}
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/**
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* One touch pointer that presses at `cx + startGap`, then moves in `steps` hops
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* to `cx + endGap` along the x axis (so two mirrored pointers spread/contract).
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*/
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function buildPinchPointer({
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id,
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cx,
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cy,
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startGap,
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endGap,
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steps,
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}: {
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id: string
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cx: number
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cy: number
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startGap: number
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endGap: number
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steps: number
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}) {
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const actions: Array<Record<string, unknown>> = [
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{ type: 'pointerMove', duration: 0, x: Math.round(cx + startGap), y: Math.round(cy) },
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{ type: 'pointerDown', button: 0 },
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{ type: 'pause', duration: 50 },
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]
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for (let i = 1; i <= steps; i++) {
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const gap = startGap + ((endGap - startGap) * i) / steps
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actions.push({
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type: 'pointerMove',
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duration: 25,
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x: Math.round(cx + gap),
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y: Math.round(cy),
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})
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}
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actions.push({ type: 'pointerUp', button: 0 })
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return {
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type: 'pointer',
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id,
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parameters: { pointerType: 'touch' },
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actions,
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}
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}
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