How to drag an Openseadrago canvas with mouse middle wheel button












1















I am using Openseadragon library with fabricjs overlay. I have a case where I want to drag the canvas but instead of mouse primary button, I want to drag it with middle mouse button press. Could anyone please help me get the desired behavior?










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    1















    I am using Openseadragon library with fabricjs overlay. I have a case where I want to drag the canvas but instead of mouse primary button, I want to drag it with middle mouse button press. Could anyone please help me get the desired behavior?










    share|improve this question



























      1












      1








      1








      I am using Openseadragon library with fabricjs overlay. I have a case where I want to drag the canvas but instead of mouse primary button, I want to drag it with middle mouse button press. Could anyone please help me get the desired behavior?










      share|improve this question
















      I am using Openseadragon library with fabricjs overlay. I have a case where I want to drag the canvas but instead of mouse primary button, I want to drag it with middle mouse button press. Could anyone please help me get the desired behavior?







      javascript javascript-events mouse fabricjs openseadragon






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      share|improve this question




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      edited Nov 26 '18 at 11:46









      Vadim Kotov

      4,63663447




      4,63663447










      asked Nov 20 '18 at 6:19









      FatehFateh

      103




      103
























          1 Answer
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          1














          OpenSeadragon doesn't have a flag for that, but you can easily build it using the MouseTracker. Here's an example (coded from memory and not tested, but it should give you the idea).



          var drag;

          var mouseTracker = new OpenSeadragon.MouseTracker({
          element: viewer.container,
          nonPrimaryPressHandler: function(event) {
          if (event.button === 1) { // Middle
          drag = {
          lastPos: event.position.clone()
          };
          }
          },
          moveHandler: function(event) {
          if (drag) {
          var deltaPixels = drag.lastPos.minus(event.position);
          var deltaPoints = viewer.viewport.deltaPointsFromPixels(deltaPixels);
          viewer.viewport.panBy(deltaPoints);
          drag.lastPos = event.position.clone();
          }
          },
          nonPrimaryReleaseHandler: function(event) {
          if (event.button === 1) {
          drag = null;
          }
          }
          });


          EDIT: I had a bug in the example code above; fixed.






          share|improve this answer


























          • I am able to drag the canvas with mouse middle wheel button but canvas movement is very fast.

            – Fateh
            Dec 6 '18 at 12:58











          • Here is the plunker: plnkr.co/edit/t5kUse2ztmdyoDKTyAjZ?p=preview

            – Fateh
            Dec 6 '18 at 15:03











          • I see! I made the mistake in my first example of converting the position to viewport coordinates too soon; the fact that the viewport was moving around caused the points to be inaccurate. I'm now saving the position in web coordinates and converting to viewport at the last minute, which creates the right result. I also had the minus backward so it was going in the wrong direction. Let me know if this works now!

            – iangilman
            Dec 11 '18 at 0:57











          • yes, now it's perfect.

            – Fateh
            Dec 13 '18 at 12:02











          • Excellent; glad to hear it! :)

            – iangilman
            Dec 13 '18 at 17:35











          Your Answer






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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          1














          OpenSeadragon doesn't have a flag for that, but you can easily build it using the MouseTracker. Here's an example (coded from memory and not tested, but it should give you the idea).



          var drag;

          var mouseTracker = new OpenSeadragon.MouseTracker({
          element: viewer.container,
          nonPrimaryPressHandler: function(event) {
          if (event.button === 1) { // Middle
          drag = {
          lastPos: event.position.clone()
          };
          }
          },
          moveHandler: function(event) {
          if (drag) {
          var deltaPixels = drag.lastPos.minus(event.position);
          var deltaPoints = viewer.viewport.deltaPointsFromPixels(deltaPixels);
          viewer.viewport.panBy(deltaPoints);
          drag.lastPos = event.position.clone();
          }
          },
          nonPrimaryReleaseHandler: function(event) {
          if (event.button === 1) {
          drag = null;
          }
          }
          });


          EDIT: I had a bug in the example code above; fixed.






          share|improve this answer


























          • I am able to drag the canvas with mouse middle wheel button but canvas movement is very fast.

            – Fateh
            Dec 6 '18 at 12:58











          • Here is the plunker: plnkr.co/edit/t5kUse2ztmdyoDKTyAjZ?p=preview

            – Fateh
            Dec 6 '18 at 15:03











          • I see! I made the mistake in my first example of converting the position to viewport coordinates too soon; the fact that the viewport was moving around caused the points to be inaccurate. I'm now saving the position in web coordinates and converting to viewport at the last minute, which creates the right result. I also had the minus backward so it was going in the wrong direction. Let me know if this works now!

            – iangilman
            Dec 11 '18 at 0:57











          • yes, now it's perfect.

            – Fateh
            Dec 13 '18 at 12:02











          • Excellent; glad to hear it! :)

            – iangilman
            Dec 13 '18 at 17:35
















          1














          OpenSeadragon doesn't have a flag for that, but you can easily build it using the MouseTracker. Here's an example (coded from memory and not tested, but it should give you the idea).



          var drag;

          var mouseTracker = new OpenSeadragon.MouseTracker({
          element: viewer.container,
          nonPrimaryPressHandler: function(event) {
          if (event.button === 1) { // Middle
          drag = {
          lastPos: event.position.clone()
          };
          }
          },
          moveHandler: function(event) {
          if (drag) {
          var deltaPixels = drag.lastPos.minus(event.position);
          var deltaPoints = viewer.viewport.deltaPointsFromPixels(deltaPixels);
          viewer.viewport.panBy(deltaPoints);
          drag.lastPos = event.position.clone();
          }
          },
          nonPrimaryReleaseHandler: function(event) {
          if (event.button === 1) {
          drag = null;
          }
          }
          });


          EDIT: I had a bug in the example code above; fixed.






          share|improve this answer


























          • I am able to drag the canvas with mouse middle wheel button but canvas movement is very fast.

            – Fateh
            Dec 6 '18 at 12:58











          • Here is the plunker: plnkr.co/edit/t5kUse2ztmdyoDKTyAjZ?p=preview

            – Fateh
            Dec 6 '18 at 15:03











          • I see! I made the mistake in my first example of converting the position to viewport coordinates too soon; the fact that the viewport was moving around caused the points to be inaccurate. I'm now saving the position in web coordinates and converting to viewport at the last minute, which creates the right result. I also had the minus backward so it was going in the wrong direction. Let me know if this works now!

            – iangilman
            Dec 11 '18 at 0:57











          • yes, now it's perfect.

            – Fateh
            Dec 13 '18 at 12:02











          • Excellent; glad to hear it! :)

            – iangilman
            Dec 13 '18 at 17:35














          1












          1








          1







          OpenSeadragon doesn't have a flag for that, but you can easily build it using the MouseTracker. Here's an example (coded from memory and not tested, but it should give you the idea).



          var drag;

          var mouseTracker = new OpenSeadragon.MouseTracker({
          element: viewer.container,
          nonPrimaryPressHandler: function(event) {
          if (event.button === 1) { // Middle
          drag = {
          lastPos: event.position.clone()
          };
          }
          },
          moveHandler: function(event) {
          if (drag) {
          var deltaPixels = drag.lastPos.minus(event.position);
          var deltaPoints = viewer.viewport.deltaPointsFromPixels(deltaPixels);
          viewer.viewport.panBy(deltaPoints);
          drag.lastPos = event.position.clone();
          }
          },
          nonPrimaryReleaseHandler: function(event) {
          if (event.button === 1) {
          drag = null;
          }
          }
          });


          EDIT: I had a bug in the example code above; fixed.






          share|improve this answer















          OpenSeadragon doesn't have a flag for that, but you can easily build it using the MouseTracker. Here's an example (coded from memory and not tested, but it should give you the idea).



          var drag;

          var mouseTracker = new OpenSeadragon.MouseTracker({
          element: viewer.container,
          nonPrimaryPressHandler: function(event) {
          if (event.button === 1) { // Middle
          drag = {
          lastPos: event.position.clone()
          };
          }
          },
          moveHandler: function(event) {
          if (drag) {
          var deltaPixels = drag.lastPos.minus(event.position);
          var deltaPoints = viewer.viewport.deltaPointsFromPixels(deltaPixels);
          viewer.viewport.panBy(deltaPoints);
          drag.lastPos = event.position.clone();
          }
          },
          nonPrimaryReleaseHandler: function(event) {
          if (event.button === 1) {
          drag = null;
          }
          }
          });


          EDIT: I had a bug in the example code above; fixed.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Dec 11 '18 at 0:54

























          answered Nov 28 '18 at 18:23









          iangilmaniangilman

          1,3091810




          1,3091810













          • I am able to drag the canvas with mouse middle wheel button but canvas movement is very fast.

            – Fateh
            Dec 6 '18 at 12:58











          • Here is the plunker: plnkr.co/edit/t5kUse2ztmdyoDKTyAjZ?p=preview

            – Fateh
            Dec 6 '18 at 15:03











          • I see! I made the mistake in my first example of converting the position to viewport coordinates too soon; the fact that the viewport was moving around caused the points to be inaccurate. I'm now saving the position in web coordinates and converting to viewport at the last minute, which creates the right result. I also had the minus backward so it was going in the wrong direction. Let me know if this works now!

            – iangilman
            Dec 11 '18 at 0:57











          • yes, now it's perfect.

            – Fateh
            Dec 13 '18 at 12:02











          • Excellent; glad to hear it! :)

            – iangilman
            Dec 13 '18 at 17:35



















          • I am able to drag the canvas with mouse middle wheel button but canvas movement is very fast.

            – Fateh
            Dec 6 '18 at 12:58











          • Here is the plunker: plnkr.co/edit/t5kUse2ztmdyoDKTyAjZ?p=preview

            – Fateh
            Dec 6 '18 at 15:03











          • I see! I made the mistake in my first example of converting the position to viewport coordinates too soon; the fact that the viewport was moving around caused the points to be inaccurate. I'm now saving the position in web coordinates and converting to viewport at the last minute, which creates the right result. I also had the minus backward so it was going in the wrong direction. Let me know if this works now!

            – iangilman
            Dec 11 '18 at 0:57











          • yes, now it's perfect.

            – Fateh
            Dec 13 '18 at 12:02











          • Excellent; glad to hear it! :)

            – iangilman
            Dec 13 '18 at 17:35

















          I am able to drag the canvas with mouse middle wheel button but canvas movement is very fast.

          – Fateh
          Dec 6 '18 at 12:58





          I am able to drag the canvas with mouse middle wheel button but canvas movement is very fast.

          – Fateh
          Dec 6 '18 at 12:58













          Here is the plunker: plnkr.co/edit/t5kUse2ztmdyoDKTyAjZ?p=preview

          – Fateh
          Dec 6 '18 at 15:03





          Here is the plunker: plnkr.co/edit/t5kUse2ztmdyoDKTyAjZ?p=preview

          – Fateh
          Dec 6 '18 at 15:03













          I see! I made the mistake in my first example of converting the position to viewport coordinates too soon; the fact that the viewport was moving around caused the points to be inaccurate. I'm now saving the position in web coordinates and converting to viewport at the last minute, which creates the right result. I also had the minus backward so it was going in the wrong direction. Let me know if this works now!

          – iangilman
          Dec 11 '18 at 0:57





          I see! I made the mistake in my first example of converting the position to viewport coordinates too soon; the fact that the viewport was moving around caused the points to be inaccurate. I'm now saving the position in web coordinates and converting to viewport at the last minute, which creates the right result. I also had the minus backward so it was going in the wrong direction. Let me know if this works now!

          – iangilman
          Dec 11 '18 at 0:57













          yes, now it's perfect.

          – Fateh
          Dec 13 '18 at 12:02





          yes, now it's perfect.

          – Fateh
          Dec 13 '18 at 12:02













          Excellent; glad to hear it! :)

          – iangilman
          Dec 13 '18 at 17:35





          Excellent; glad to hear it! :)

          – iangilman
          Dec 13 '18 at 17:35




















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