/* * @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: 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)"; } 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; }; })();