Inline useDoubleTapToZoom

This commit is contained in:
Dan Abramov
2023-10-05 22:49:48 +01:00
parent 1e8d7c6517
commit 5d05e6dfe3
2 changed files with 128 additions and 158 deletions
@@ -16,22 +16,24 @@ import {
View,
NativeScrollEvent,
NativeSyntheticEvent,
NativeTouchEvent,
TouchableWithoutFeedback,
} from 'react-native'
import {Image} from 'expo-image'
import useDoubleTapToZoom from '../../hooks/useDoubleTapToZoom'
import useImageDimensions from '../../hooks/useImageDimensions'
import {getImageStyles, getImageTransform} from '../../utils'
import {ImageSource} from '../../@types'
import {ImageLoading} from './ImageLoading'
const DOUBLE_TAP_DELAY = 300
const SWIPE_CLOSE_OFFSET = 75
const SWIPE_CLOSE_VELOCITY = 1
const SCREEN = Dimensions.get('screen')
const SCREEN_WIDTH = SCREEN.width
const SCREEN_HEIGHT = SCREEN.height
const MIN_ZOOM = 2
const MAX_SCALE = 2
type Props = {
@@ -42,18 +44,13 @@ type Props = {
const AnimatedImage = Animated.createAnimatedComponent(Image)
let lastTapTS: number | null = null
const ImageItem = ({imageSrc, onZoom, onRequestClose}: Props) => {
const scrollViewRef = useRef<ScrollView>(null)
const [loaded, setLoaded] = useState(false)
const [scaled, setScaled] = useState(false)
const imageDimensions = useImageDimensions(imageSrc)
const handleDoubleTap = useDoubleTapToZoom(
scrollViewRef,
scaled,
SCREEN,
imageDimensions,
)
const [translate, scale] = getImageTransform(imageDimensions, SCREEN)
// TODO: It's not valid to reinitialize Animated values during render.
@@ -99,6 +96,41 @@ const ImageItem = ({imageSrc, onZoom, onRequestClose}: Props) => {
scrollValueY.setValue(offsetY)
}
const handleDoubleTap = useCallback(
(event: NativeSyntheticEvent<NativeTouchEvent>) => {
const nowTS = new Date().getTime()
const scrollResponderRef = scrollViewRef?.current?.getScrollResponder()
if (lastTapTS && nowTS - lastTapTS < DOUBLE_TAP_DELAY) {
let nextZoomRect = {
x: 0,
y: 0,
width: SCREEN.width,
height: SCREEN.height,
}
const willZoom = !scaled
if (willZoom) {
const {pageX, pageY} = event.nativeEvent
nextZoomRect = getZoomRectAfterDoubleTap(
imageDimensions,
pageX,
pageY,
)
}
// @ts-ignore
scrollResponderRef?.scrollResponderZoomTo({
...nextZoomRect, // This rect is in screen coordinates
animated: true,
})
} else {
lastTapTS = nowTS
}
},
[imageDimensions, scaled],
)
return (
<View>
<ScrollView
@@ -140,4 +172,92 @@ const styles = StyleSheet.create({
},
})
const getZoomRectAfterDoubleTap = (
imageDimensions: {width: number; height: number} | null,
touchX: number,
touchY: number,
): {
x: number
y: number
width: number
height: number
} => {
if (!imageDimensions) {
return {
x: 0,
y: 0,
width: SCREEN.width,
height: SCREEN.height,
}
}
// First, let's figure out how much we want to zoom in.
// We want to try to zoom in at least close enough to get rid of black bars.
const imageAspect = imageDimensions.width / imageDimensions.height
const screenAspect = SCREEN.width / SCREEN.height
const zoom = Math.max(
imageAspect / screenAspect,
screenAspect / imageAspect,
MIN_ZOOM,
)
// Unlike in the Android version, we don't constrain the *max* zoom level here.
// Instead, this is done in the ScrollView props so that it constraints pinch too.
// Next, we'll be calculating the rectangle to "zoom into" in screen coordinates.
// We already know the zoom level, so this gives us the rectangle size.
let rectWidth = SCREEN.width / zoom
let rectHeight = SCREEN.height / zoom
// Before we settle on the zoomed rect, figure out the safe area it has to be inside.
// We don't want to introduce new black bars or make existing black bars unbalanced.
let minX = 0
let minY = 0
let maxX = SCREEN.width - rectWidth
let maxY = SCREEN.height - rectHeight
if (imageAspect >= screenAspect) {
// The image has horizontal black bars. Exclude them from the safe area.
const renderedHeight = SCREEN.width / imageAspect
const horizontalBarHeight = (SCREEN.height - renderedHeight) / 2
minY += horizontalBarHeight
maxY -= horizontalBarHeight
} else {
// The image has vertical black bars. Exclude them from the safe area.
const renderedWidth = SCREEN.height * imageAspect
const verticalBarWidth = (SCREEN.width - renderedWidth) / 2
minX += verticalBarWidth
maxX -= verticalBarWidth
}
// Finally, we can position the rect according to its size and the safe area.
let rectX
if (maxX >= minX) {
// Content fills the screen horizontally so we have horizontal wiggle room.
// Try to keep the tapped point under the finger after zoom.
rectX = touchX - touchX / zoom
rectX = Math.min(rectX, maxX)
rectX = Math.max(rectX, minX)
} else {
// Keep the rect centered on the screen so that black bars are balanced.
rectX = SCREEN.width / 2 - rectWidth / 2
}
let rectY
if (maxY >= minY) {
// Content fills the screen vertically so we have vertical wiggle room.
// Try to keep the tapped point under the finger after zoom.
rectY = touchY - touchY / zoom
rectY = Math.min(rectY, maxY)
rectY = Math.max(rectY, minY)
} else {
// Keep the rect centered on the screen so that black bars are balanced.
rectY = SCREEN.height / 2 - rectHeight / 2
}
return {
x: rectX,
y: rectY,
height: rectHeight,
width: rectWidth,
}
}
export default React.memo(ImageItem)
@@ -1,150 +0,0 @@
/**
* Copyright (c) JOB TODAY S.A. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
*/
import React, {useCallback} from 'react'
import {ScrollView, NativeTouchEvent, NativeSyntheticEvent} from 'react-native'
import {Dimensions} from '../@types'
const DOUBLE_TAP_DELAY = 300
const MIN_ZOOM = 2
let lastTapTS: number | null = null
/**
* This is iOS only.
* Same functionality for Android implemented inside usePanResponder hook.
*/
function useDoubleTapToZoom(
scrollViewRef: React.RefObject<ScrollView>,
scaled: boolean,
screen: Dimensions,
imageDimensions: Dimensions | null,
) {
const handleDoubleTap = useCallback(
(event: NativeSyntheticEvent<NativeTouchEvent>) => {
const nowTS = new Date().getTime()
const scrollResponderRef = scrollViewRef?.current?.getScrollResponder()
const getZoomRectAfterDoubleTap = (
touchX: number,
touchY: number,
): {
x: number
y: number
width: number
height: number
} => {
if (!imageDimensions) {
return {
x: 0,
y: 0,
width: screen.width,
height: screen.height,
}
}
// First, let's figure out how much we want to zoom in.
// We want to try to zoom in at least close enough to get rid of black bars.
const imageAspect = imageDimensions.width / imageDimensions.height
const screenAspect = screen.width / screen.height
const zoom = Math.max(
imageAspect / screenAspect,
screenAspect / imageAspect,
MIN_ZOOM,
)
// Unlike in the Android version, we don't constrain the *max* zoom level here.
// Instead, this is done in the ScrollView props so that it constraints pinch too.
// Next, we'll be calculating the rectangle to "zoom into" in screen coordinates.
// We already know the zoom level, so this gives us the rectangle size.
let rectWidth = screen.width / zoom
let rectHeight = screen.height / zoom
// Before we settle on the zoomed rect, figure out the safe area it has to be inside.
// We don't want to introduce new black bars or make existing black bars unbalanced.
let minX = 0
let minY = 0
let maxX = screen.width - rectWidth
let maxY = screen.height - rectHeight
if (imageAspect >= screenAspect) {
// The image has horizontal black bars. Exclude them from the safe area.
const renderedHeight = screen.width / imageAspect
const horizontalBarHeight = (screen.height - renderedHeight) / 2
minY += horizontalBarHeight
maxY -= horizontalBarHeight
} else {
// The image has vertical black bars. Exclude them from the safe area.
const renderedWidth = screen.height * imageAspect
const verticalBarWidth = (screen.width - renderedWidth) / 2
minX += verticalBarWidth
maxX -= verticalBarWidth
}
// Finally, we can position the rect according to its size and the safe area.
let rectX
if (maxX >= minX) {
// Content fills the screen horizontally so we have horizontal wiggle room.
// Try to keep the tapped point under the finger after zoom.
rectX = touchX - touchX / zoom
rectX = Math.min(rectX, maxX)
rectX = Math.max(rectX, minX)
} else {
// Keep the rect centered on the screen so that black bars are balanced.
rectX = screen.width / 2 - rectWidth / 2
}
let rectY
if (maxY >= minY) {
// Content fills the screen vertically so we have vertical wiggle room.
// Try to keep the tapped point under the finger after zoom.
rectY = touchY - touchY / zoom
rectY = Math.min(rectY, maxY)
rectY = Math.max(rectY, minY)
} else {
// Keep the rect centered on the screen so that black bars are balanced.
rectY = screen.height / 2 - rectHeight / 2
}
return {
x: rectX,
y: rectY,
height: rectHeight,
width: rectWidth,
}
}
if (lastTapTS && nowTS - lastTapTS < DOUBLE_TAP_DELAY) {
let nextZoomRect = {
x: 0,
y: 0,
width: screen.width,
height: screen.height,
}
const willZoom = !scaled
if (willZoom) {
const {pageX, pageY} = event.nativeEvent
nextZoomRect = getZoomRectAfterDoubleTap(pageX, pageY)
}
// @ts-ignore
scrollResponderRef?.scrollResponderZoomTo({
...nextZoomRect, // This rect is in screen coordinates
animated: true,
})
} else {
lastTapTS = nowTS
}
},
[imageDimensions, scaled, screen.height, screen.width, scrollViewRef],
)
return handleDoubleTap
}
export default useDoubleTapToZoom