piskel/js/drawingtools/Rectangle.js

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/*
* @provide pskl.drawingtools.Rectangle
*
* @require pskl.utils
*/
(function() {
var ns = $.namespace("pskl.drawingtools");
ns.Rectangle = function() {
this.toolId = "tool-rectangle"
// Rectangle's first point coordinates (set in applyToolAt)
this.startCol = null;
this.startRow = null;
};
pskl.utils.inherit(ns.Rectangle, ns.BaseTool);
/**
* @override
*/
ns.Rectangle.prototype.applyToolAt = function(col, row, color, drawer) {
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this.startCol = col;
this.startRow = row;
// Drawing the first point of the rectangle in the fake overlay canvas:
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drawer.overlayFrame.setPixel(col, row, color);
drawer.renderOverlay();
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};
ns.Rectangle.prototype.moveToolAt = function(col, row, color, drawer) {
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// Clean overlay canvas:
drawer.clearOverlay();
// When the user moussemove (before releasing), we dynamically compute the
// pixel to draw the line and draw this line in the overlay :
var strokePoints = this.getRectanglePixels_(this.startCol, col, this.startRow, row);
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// Drawing current stroke:
for(var i = 0; i< strokePoints.length; i++) {
if(color == Constants.TRANSPARENT_COLOR) {
color = Constants.SELECTION_TRANSPARENT_COLOR;
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}
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drawer.overlayFrame.setPixel(strokePoints[i].col, strokePoints[i].row, color);
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}
drawer.renderOverlay();
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};
/**
* @override
*/
ns.Rectangle.prototype.releaseToolAt = function(col, row, color, drawer) {
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// If the stroke tool is released outside of the canvas, we cancel the stroke:
if(drawer.frame.containsPixel(col, row)) {
var strokePoints = this.getRectanglePixels_(this.startCol, col, this.startRow, row);
for(var i = 0; i< strokePoints.length; i++) {
// Change model:
drawer.frame.setPixel(strokePoints[i].col, strokePoints[i].row, color);
}
// 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)
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// Draw in canvas:
// TODO: Remove that when we have the centralized redraw loop
drawer.renderFrame();
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}
drawer.clearOverlay();
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};
/**
* Get an array of pixels representing the rectangle.
*
* @private
*/
ns.Rectangle.prototype.getRectanglePixels_ = function(x0, x1, y0, y1) {
var pixels = [];
var swap;
if(x0 > x1) {
swap = x0;
x0 = x1;
x1 = swap;
}
if(y0 > y1) {
swap = y0;
y0 = y1;
y1 = swap;
}
// Creating horizontal sides of the rectangle:
for(var x = x0; x <= x1; x++) {
pixels.push({"col": x, "row": y0});
pixels.push({"col": x, "row": y1});
}
// Creating vertical sides of the rectangle:
for(var y = y0; y <= y1; y++) {
pixels.push({"col": x0, "row": y});
pixels.push({"col": x1, "row": y});
}
return pixels;
};
})();