Added drawing loop, unplugged traditional renderers

This commit is contained in:
juliandescottes
2012-09-08 23:59:44 +02:00
parent e4373ad133
commit 6e7545a1d2
7 changed files with 21 additions and 50 deletions

View File

@ -25,7 +25,6 @@
// Drawing the first point of the rectangle in the fake overlay canvas:
drawer.overlayFrame.setPixel(col, row, color);
drawer.renderOverlay();
};
ns.Rectangle.prototype.moveToolAt = function(col, row, color, drawer) {
@ -44,13 +43,13 @@
}
drawer.overlayFrame.setPixel(strokePoints[i].col, strokePoints[i].row, color);
}
drawer.renderOverlay();
};
/**
* @override
*/
ns.Rectangle.prototype.releaseToolAt = function(col, row, color, drawer) {
drawer.clearOverlay();
// 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);
@ -59,12 +58,8 @@
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)
// Draw in canvas:
// TODO: Remove that when we have the centralized redraw loop
drawer.renderFrame();
// the model and draw them in the drawing canvas (not the fake overlay anymore)
}
drawer.clearOverlay();
};
/**