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fix(camera): hold the globe recovery while a pointer is down
Holding a drag still for half a second on a view that already showed no surface looked like a camera at rest, so the recovery turned the view down under the user's hand. The recovery now defers while a pointer pressed on the canvas is held, and runs once it is released, as for a flight or a playing scene.
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@@ -778,6 +778,39 @@ test('a check a scene or flight defers runs once it ends', () => {
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}
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});
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// Holding a drag still for half a second on a view that already showed no
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// surface looked like a settled camera, and the view was turned down under
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// the user's hand.
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test('the recovery waits while a pointer is held on the globe', () => {
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const timers = fakeTimers();
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const { camera, scene, viewer } = realCamera({ width: 1225, height: 923 });
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const document = new EventTarget();
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scene.canvas = Object.assign(new EventTarget(), {
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clientWidth: 1225,
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clientHeight: 923,
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ownerDocument: document,
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});
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const dispose = installGlobeInViewRecovery(viewer, timers);
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aim(camera, reportedStuckView);
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scene.canvas.dispatchEvent(new Event('pointerdown'));
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camera.moveStart.raiseEvent();
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for (let i = 0; i < 8; i += 1) timers.tick();
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camera.moveEnd.raiseEvent();
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for (let i = 0; i < 8; i += 1) timers.tick();
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assert.equal(globeOutOfFrame(camera), true, 'left alone while held');
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document.dispatchEvent(new Event('pointerup'));
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for (let i = 0; i < 3; i += 1) timers.tick();
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assert.ok(
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Cesium.Math.equalsEpsilon(camera.pitch, -Math.PI / 2, 1e-6),
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'recovered once the pointer is released',
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);
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dispose();
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aim(camera, reportedStuckView);
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scene.canvas.dispatchEvent(new Event('pointerdown'));
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document.dispatchEvent(new Event('pointerup'));
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assert.equal(timers.pending(), 0, 'disposed recovery holds no listeners');
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});
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function fakeTimers() {
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let next = 1;
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const pending = new Map();
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