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Revert "Add a magnifying glass example (#2419)" #2483
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This reverts commit 391fb9a.
@rayronvictor my apologies for the revert. I found some issues with the example. Some I could fix, some that would take a bit more time to fix. One easy one is that it should use gesture handler instead of
The other one that would take more time to address (but if you would like to, I would love to merge it), is that this example should probably not use Let me know your thoughts on this and my apologies for the mix up. |
🎉 This PR is included in version 1.3.5 🎉 The release is available on: Your semantic-release bot 📦🚀 |
Hi @wcandillon, No worries at all, and thank you for pointing out the issues! I switched to the gesture handler as you suggested and changed to Shader/ImageShader. Should I open another Pull Request? |
Gravacao.de.Tela.2024-06-14.as.17.06.43.mp4const gesture = Gesture.Pan()
.minDistance(0)
.onBegin((e) => {
touchPosX.value = e.x;
touchPosY.value = e.y;
drawing.value = 1;
})
.onChange((e) => {
touchPosX.value = e.x;
touchPosY.value = e.y;
})
.onFinalize(() => {
drawing.value = 0;
});
const uniforms = useDerivedValue(() => {
return {
screen: vec(canvasWidth.value, canvasHeight.value),
touchPos: vec(touchPosX.value, touchPosY.value),
drawing: drawing.value,
zoomLevel: zoomLevel.value,
magnifierDiameter: magnifierDiameter.value,
isFixed: isFixedSharedValue.value,
};
});
<GestureDetector gesture={gesture}>
<Canvas
style={StyleSheet.absoluteFill}
mode="continuous"
onLayout={handleCanvasLayoutChange}
>
<Fill>
<Shader source={source} uniforms={uniforms}>
<ImageShader
image={image}
fit="cover"
x={0}
y={0}
width={canvasWidth}
height={canvasHeight}
/>
</Shader>
</Fill>
</Canvas>
</GestureDetector> |
PR created #2485 |
This reverts commit 391fb9a.