Moved drawing logic outside of tools. Previews and animations are broken. Performance is somehow degraded

This commit is contained in:
juliandescottes
2012-09-04 14:10:16 +02:00
parent 561c35c882
commit 4c4faa88e6
13 changed files with 249 additions and 263 deletions

View File

@ -12,9 +12,6 @@
// 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;
};
@ -24,7 +21,7 @@
/**
* @override
*/
ns.Stroke.prototype.applyToolAt = function(col, row, frame, color, canvas, dpi) {
ns.Stroke.prototype.applyToolAt = function(col, row, color, drawer) {
this.startCol = col;
this.startRow = row;
@ -36,17 +33,15 @@
// 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);
drawer.updateOverlay(col, row, color);
drawer.renderOverlay();
};
ns.Stroke.prototype.moveToolAt = function(col, row, frame, color, canvas, dpi) {
this.endCol = col;
this.endRow = row;
ns.Stroke.prototype.moveToolAt = function(col, row, color, drawer) {
// 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);
var strokePoints = this.getLinePixels_(this.startCol, col, this.startRow, row);
// Clean overlay canvas:
this.canvasOverlay.getContext("2d").clearRect(
@ -64,39 +59,29 @@
// eg deleting the equivalent of a stroke.
color = Constants.SELECTION_TRANSPARENT_COLOR;
}
this.drawPixelInCanvas(strokePoints[i].col, strokePoints[i].row, this.canvasOverlay, color, dpi);
drawer.updateOverlay(strokePoints[i].col, strokePoints[i].row, color);
}
};
/**
* @override
*/
ns.Stroke.prototype.releaseToolAt = function(col, row, frame, color, canvas, dpi) {
this.endCol = col;
this.endRow = row;
ns.Stroke.prototype.releaseToolAt = function(col, row, color, drawer) {
// If the stroke tool is released outside of the canvas, we cancel the stroke:
// TODO: Mutualize this check in common method
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;
if(drawer.frame.isInFrame(col, row)) {
// 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, col, this.startRow, row);
for(var i = 0; i< strokePoints.length; i++) {
// Change model:
drawer.updateFrame(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);
}
drawer.renderFrame();
}
// For now, we are done with the stroke tool and don't need an overlay anymore:
this.removeCanvasOverlays();
drawer.clearOverlay();
};
})();