/* * @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; // Rectangle's second point coordinates (changing dynamically in moveToolAt) this.endCol = null; this.endRow = null; this.canvasOverlay = null; }; pskl.utils.inherit(ns.Rectangle, ns.BaseTool); /** * @override */ ns.Rectangle.prototype.applyToolAt = function(col, row, frame, color, canvas, dpi) { this.startCol = col; this.startRow = row; // The fake canvas where we will draw the preview of the rectangle: this.canvasOverlay = this.createCanvasOverlay(canvas); // Drawing the first point of the rectangle in the fake overlay canvas: this.drawPixelInCanvas(col, row, this.canvasOverlay, color, dpi); }; ns.Rectangle.prototype.moveToolAt = function(col, row, frame, color, canvas, dpi) { this.endCol = col; this.endRow = row; // 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.getRectanglePixels_(this.startCol, this.endCol, this.startRow, this.endRow); // Clean overlay canvas: this.canvasOverlay.getContext("2d").clearRect( 0, 0, this.canvasOverlay.width, this.canvasOverlay.height); // Drawing current stroke: for(var i = 0; i< strokePoints.length; i++) { if(color == Constants.TRANSPARENT_COLOR) { color = Constants.SELECTION_TRANSPARENT_COLOR; } this.drawPixelInCanvas(strokePoints[i].col, strokePoints[i].row, this.canvasOverlay, color, dpi); } }; /** * @override */ ns.Rectangle.prototype.releaseToolAt = function(col, row, frame, color, canvas, dpi) { this.endCol = col; this.endRow = row; // 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.getRectanglePixels_(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; // Draw in canvas: // TODO: Remove that when we have the centralized redraw loop this.drawPixelInCanvas(strokePoints[i].col, strokePoints[i].row, canvas, color, dpi); } // For now, we are done with the stroke tool and don't need an overlay anymore: this.removeCanvasOverlays(); }; /** * 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; }; })();