2012-09-01 22:44:55 +00:00
|
|
|
/*
|
|
|
|
* @provide pskl.drawingtools.SimplePen
|
|
|
|
*
|
|
|
|
* @require pskl.utils
|
|
|
|
*/
|
|
|
|
(function() {
|
|
|
|
var ns = $.namespace("pskl.drawingtools");
|
|
|
|
|
|
|
|
ns.Stroke = function() {
|
|
|
|
this.toolId = "tool-stroke"
|
|
|
|
|
|
|
|
// Stroke's first point coordinates (set in applyToolAt)
|
|
|
|
this.startCol = null;
|
|
|
|
this.startRow = null;
|
|
|
|
// Stroke's second point coordinates (changing dynamically in moveToolAt)
|
|
|
|
this.endCol = null;
|
|
|
|
this.endRow = null;
|
|
|
|
|
|
|
|
this.canvasOverlay = null;
|
|
|
|
};
|
|
|
|
|
|
|
|
pskl.utils.inherit(ns.Stroke, ns.BaseTool);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @override
|
|
|
|
*/
|
|
|
|
ns.Stroke.prototype.applyToolAt = function(col, row, frame, color, canvas, dpi) {
|
|
|
|
this.startCol = col;
|
|
|
|
this.startRow = row;
|
|
|
|
|
|
|
|
// When drawing a stroke we don't change the model instantly, since the
|
|
|
|
// user can move his cursor to change the stroke direction and length
|
|
|
|
// dynamically. Instead we draw the (preview) stroke in a fake canvas that
|
|
|
|
// overlay the drawing canvas.
|
|
|
|
// We wait for the releaseToolAt callback to impact both the
|
|
|
|
// frame model and canvas rendering.
|
|
|
|
|
|
|
|
// The fake canvas where we will draw the preview of the stroke:
|
|
|
|
this.canvasOverlay = this.createCanvasOverlay(canvas);
|
|
|
|
// Drawing the first point of the stroke in the fake overlay canvas:
|
|
|
|
this.drawPixelInCanvas(col, row, this.canvasOverlay, color, dpi);
|
|
|
|
};
|
|
|
|
|
|
|
|
ns.Stroke.prototype.moveToolAt = function(col, row, frame, color, canvas, dpi) {
|
|
|
|
this.endCol = col;
|
|
|
|
this.endRow = row;
|
|
|
|
// When the user moussemove (before releasing), we dynamically compute the
|
|
|
|
// pixel to draw the line and draw this line in the overlay canvas:
|
|
|
|
var strokePoints = this.getLinePixels_(this.startCol, this.endCol, this.startRow, this.endRow);
|
|
|
|
|
|
|
|
// Clean overlay canvas:
|
|
|
|
this.canvasOverlay.getContext("2d").clearRect(
|
|
|
|
0, 0, this.canvasOverlay.width, this.canvasOverlay.height);
|
|
|
|
|
|
|
|
// Drawing current stroke:
|
2012-09-01 23:41:49 +00:00
|
|
|
for(var i = 0; i< strokePoints.length; i++) {
|
|
|
|
|
|
|
|
if(color == Constants.TRANSPARENT_COLOR) {
|
|
|
|
// When mousemoving the stroke tool, we draw in the canvas overlay above the drawing canvas.
|
|
|
|
// If the stroke color is transparent, we won't be
|
|
|
|
// able to see it during the movement.
|
|
|
|
// We set it to a semi-opaque white during the tool mousemove allowing to see colors below the stroke.
|
|
|
|
// When the stroke tool will be released, It will draw a transparent stroke,
|
|
|
|
// eg deleting the equivalent of a stroke.
|
|
|
|
color = "rgba(255, 255, 255, 0.6)";
|
|
|
|
}
|
2012-09-01 22:44:55 +00:00
|
|
|
this.drawPixelInCanvas(strokePoints[i].col, strokePoints[i].row, this.canvasOverlay, color, dpi);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @override
|
|
|
|
*/
|
|
|
|
ns.Stroke.prototype.releaseToolAt = function(col, row, frame, color, canvas, dpi) {
|
|
|
|
this.endCol = col;
|
|
|
|
this.endRow = row;
|
|
|
|
|
|
|
|
// If the stroke tool is released outside of the canvas, we cancel the stroke:
|
|
|
|
if(col < 0 || row < 0 || col > frame.length || row > frame[0].length) {
|
|
|
|
this.removeCanvasOverlays();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// The user released the tool to draw a line. We will compute the pixel coordinate, impact
|
|
|
|
// the model and draw them in the drawing canvas (not the fake overlay anymore)
|
|
|
|
var strokePoints = this.getLinePixels_(this.startCol, this.endCol, this.startRow, this.endRow);
|
|
|
|
|
|
|
|
for(var i = 0; i< strokePoints.length; i++) {
|
|
|
|
// Change model:
|
|
|
|
frame[strokePoints[i].col][strokePoints[i].row] = color;
|
|
|
|
|
|
|
|
// Draw in canvas:
|
|
|
|
// TODO: Remove that when we have the centralized redraw loop
|
|
|
|
this.drawPixelInCanvas(strokePoints[i].col, strokePoints[i].row, canvas, color, dpi);
|
|
|
|
}
|
|
|
|
|
|
|
|
// For now, we are done with the stroke tool and don't need an overlay anymore:
|
|
|
|
this.removeCanvasOverlays();
|
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Bresenham line algorihtm: Get an array of pixels from
|
|
|
|
* start and end coordinates.
|
|
|
|
*
|
|
|
|
* http://en.wikipedia.org/wiki/Bresenham's_line_algorithm
|
|
|
|
* http://stackoverflow.com/questions/4672279/bresenham-algorithm-in-javascript
|
|
|
|
*
|
|
|
|
* @private
|
|
|
|
*/
|
|
|
|
ns.Stroke.prototype.getLinePixels_ = function(x0, x1, y0, y1) {
|
|
|
|
|
|
|
|
var pixels = [];
|
|
|
|
var dx = Math.abs(x1-x0);
|
|
|
|
var dy = Math.abs(y1-y0);
|
|
|
|
var sx = (x0 < x1) ? 1 : -1;
|
|
|
|
var sy = (y0 < y1) ? 1 : -1;
|
|
|
|
var err = dx-dy;
|
|
|
|
|
|
|
|
while(true){
|
|
|
|
|
|
|
|
// Do what you need to for this
|
|
|
|
pixels.push({"col": x0, "row": y0});
|
|
|
|
|
|
|
|
if ((x0==x1) && (y0==y1)) break;
|
|
|
|
var e2 = 2*err;
|
|
|
|
if (e2>-dy){
|
|
|
|
err -= dy;
|
|
|
|
x0 += sx;
|
|
|
|
}
|
|
|
|
if (e2 < dx) {
|
|
|
|
err += dx;
|
|
|
|
y0 += sy;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return pixels;
|
|
|
|
};
|
|
|
|
|
|
|
|
})();
|