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Adding rectangle tool
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125
js/drawingtools/Rectangle.js
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125
js/drawingtools/Rectangle.js
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/*
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* @provide pskl.drawingtools.Rectangle
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*
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* @require pskl.utils
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*/
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(function() {
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var ns = $.namespace("pskl.drawingtools");
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ns.Rectangle = function() {
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this.toolId = "tool-rectangle"
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// Rectangle's first point coordinates (set in applyToolAt)
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this.startCol = null;
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this.startRow = null;
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// Rectangle's second point coordinates (changing dynamically in moveToolAt)
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this.endCol = null;
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this.endRow = null;
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this.canvasOverlay = null;
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};
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pskl.utils.inherit(ns.Rectangle, ns.BaseTool);
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/**
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* @override
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*/
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ns.Rectangle.prototype.applyToolAt = function(col, row, frame, color, canvas, dpi) {
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this.startCol = col;
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this.startRow = row;
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// The fake canvas where we will draw the preview of the rectangle:
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this.canvasOverlay = this.createCanvasOverlay(canvas);
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// Drawing the first point of the rectangle in the fake overlay canvas:
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this.drawPixelInCanvas(col, row, this.canvasOverlay, color, dpi);
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};
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ns.Rectangle.prototype.moveToolAt = function(col, row, frame, color, canvas, dpi) {
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this.endCol = col;
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this.endRow = row;
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// When the user moussemove (before releasing), we dynamically compute the
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// pixel to draw the line and draw this line in the overlay canvas:
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var strokePoints = this.getRectanglePixels_(this.startCol, this.endCol, this.startRow, this.endRow);
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// Clean overlay canvas:
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this.canvasOverlay.getContext("2d").clearRect(
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0, 0, this.canvasOverlay.width, this.canvasOverlay.height);
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// Drawing current stroke:
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for(var i = 0; i< strokePoints.length; i++) {
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if(color == Constants.TRANSPARENT_COLOR) {
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color = "rgba(255, 255, 255, 0.6)";
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}
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this.drawPixelInCanvas(strokePoints[i].col, strokePoints[i].row, this.canvasOverlay, color, dpi);
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}
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};
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/**
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* @override
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*/
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ns.Rectangle.prototype.releaseToolAt = function(col, row, frame, color, canvas, dpi) {
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this.endCol = col;
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this.endRow = row;
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// If the stroke tool is released outside of the canvas, we cancel the stroke:
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// TODO: Mutualize this check in common method
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if(col < 0 || row < 0 || col > frame.length || row > frame[0].length) {
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this.removeCanvasOverlays();
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return;
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}
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// The user released the tool to draw a line. We will compute the pixel coordinate, impact
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// the model and draw them in the drawing canvas (not the fake overlay anymore)
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var strokePoints = this.getRectanglePixels_(this.startCol, this.endCol, this.startRow, this.endRow);
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for(var i = 0; i< strokePoints.length; i++) {
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// Change model:
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frame[strokePoints[i].col][strokePoints[i].row] = color;
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// Draw in canvas:
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// TODO: Remove that when we have the centralized redraw loop
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this.drawPixelInCanvas(strokePoints[i].col, strokePoints[i].row, canvas, color, dpi);
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}
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// For now, we are done with the stroke tool and don't need an overlay anymore:
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this.removeCanvasOverlays();
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};
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/**
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* Get an array of pixels representing the rectangle.
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*
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* @private
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*/
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ns.Rectangle.prototype.getRectanglePixels_ = function(x0, x1, y0, y1) {
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var pixels = [];
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var swap;
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if(x0 > x1) {
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swap = x0;
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x0 = x1;
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x1 = swap;
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}
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if(y0 > y1) {
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swap = y0;
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y0 = y1;
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y1 = swap;
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}
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// Creating horizontal sides of the rectangle:
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for(var x = x0; x <= x1; x++) {
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pixels.push({"col": x, "row": y0});
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pixels.push({"col": x, "row": y1});
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}
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// Creating vertical sides of the rectangle:
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for(var y = y0; y <= y1; y++) {
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pixels.push({"col": x0, "row": y});
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pixels.push({"col": x1, "row": y});
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}
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return pixels;
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};
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})();
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