mirror of
https://github.com/piskelapp/piskel.git
synced 2023-08-10 21:12:52 +03:00
64 lines
2.3 KiB
JavaScript
64 lines
2.3 KiB
JavaScript
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(function () {
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var ns = $.namespace("pskl.rendering");
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ns.DrawingController = function (frame, container, dpi) {
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this.dpi = dpi;
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// Public
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this.frame = frame;
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this.overlay = ns.Frame.createEmptyFromFrame(frame);
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// Private
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this.container = container;
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this.mainCanvas = this.createMainCanvas();
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this.overlayCanvas = this.createOverlayCanvas();
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this.renderer = new ns.FrameRenderer();
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};
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ns.DrawingController.prototype.renderFrame = function () {
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this.renderer.render(this.frame, this.mainCanvas, this.dpi);
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};
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ns.DrawingController.prototype.renderFramePixel = function (col, row) {
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this.renderer.drawPixel(col, row, this.frame, this.mainCanvas, this.dpi);
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};
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ns.DrawingController.prototype.renderOverlay = function () {
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this.renderer.render(this.overlay, this.overlayCanvas, this.dpi);
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};
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ns.DrawingController.prototype.clearOverlay = function () {
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this.overlay = ns.Frame.createEmptyFromFrame(this.frame);
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this.overlayCanvas.getContext("2d").clearRect(0, 0, this.overlayCanvas.width, this.overlayCanvas.height);
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};
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ns.DrawingController.prototype.createMainCanvas = function () {
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var mainCanvas = this.createCanvas();
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mainCanvas.className = "canvas-main";
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this.container.appendChild(mainCanvas);
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return mainCanvas;
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};
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// For some tools, we need a fake canvas that overlay the drawing canvas. These tools are
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// generally 'drap and release' based tools (stroke, selection, etc) and the fake canvas
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// will help to visualize the tool interaction (without modifying the canvas).
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ns.DrawingController.prototype.createOverlayCanvas = function () {
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var overlayCanvas = this.createCanvas();
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overlayCanvas.className = "canvas-overlay";
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this.container.appendChild(overlayCanvas);
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return overlayCanvas;
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};
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// For some tools, we need a fake canvas that overlay the drawing canvas. These tools are
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// generally 'drap and release' based tools (stroke, selection, etc) and the fake canvas
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// will help to visualize the tool interaction (without modifying the canvas).
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ns.DrawingController.prototype.createCanvas = function () {
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var width = this.frame.getWidth(),
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height = this.frame.getHeight();
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var canvas = document.createElement("canvas");
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canvas.setAttribute("width", width * this.dpi);
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canvas.setAttribute("height", height * this.dpi);
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return canvas;
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};
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})();
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