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fix: improve mobile contact selection and context drawers (#1338)
Improve coarse-pointer contact selection, reveal tracked aircraft through Contacts, support downward drawer dismissal, and enlarge the mobile logo.
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@@ -11,6 +11,8 @@
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* that belong to someone else and leave them alone.
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*/
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import { isSurfacePick } from './scenePick.js';
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/** @type {Map<string, (pickedId: string) => boolean>} layerId -> ownership predicate */
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const _owners = new Map();
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@@ -100,3 +102,36 @@ export function isOwnedByOtherLayer(layerId, pickedId) {
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}
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return false;
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}
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/**
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* Resolve a moving-contact click without letting map tiles hide a nearby touch
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* target. Exact picks always win; only a coarse primary pointer may expand a
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* surface miss. Every consumer uses the same ordered, bounded scene hits, so sibling layers
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* do not each choose their own contact under one tap.
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* Unowned non-surface objects remain barriers, not permission to pick through.
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*
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* @param {object} scene Cesium scene with pick and optional drillPick.
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* @param {{x: number, y: number}} position Screen position in CSS pixels.
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* @returns {object|null|undefined} Original pick or the first registered touch hit.
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*/
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export function pickContact(scene, position) {
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const picked = scene.pick(position);
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if (
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!globalThis.matchMedia?.('(pointer: coarse)').matches ||
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findPickOwner(resolvePickId(picked)) ||
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!isSurfacePick(picked) ||
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typeof scene.drillPick !== 'function'
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)
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return picked;
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let hits;
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try {
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hits = scene.drillPick(position, 8, 14, 14) || [];
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} catch {
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return picked;
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}
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for (const hit of hits.slice(0, 8)) {
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if (findPickOwner(resolvePickId(hit))) return hit;
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if (!isSurfacePick(hit)) break;
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}
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return picked;
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}
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