piskel/js/drawingtools/Rectangle.js
Vince 2a20cc90ea Integration (with myself) fixes
- Adding default value in empty frames to avoid artifact when paint
bucketing (you may have issues with previously stored model before this
commit, no migration plan for papybrossette :D)
 - Fix issue: Model does not show up when loading a remote GAE model
 - Removing FRAMESHEET_UPDATED events (remains of history manager
implementation)
2012-09-03 20:45:25 +02:00

126 lines
3.5 KiB
JavaScript

/*
* @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;
};
})();