mirror of
https://github.com/piskelapp/piskel.git
synced 2023-08-10 21:12:52 +03:00
291 lines
9.4 KiB
JavaScript
291 lines
9.4 KiB
JavaScript
(function () {
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var ns = $.namespace("pskl.controller");
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ns.DrawingController = function (framesheet, container) {
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/**
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* @public
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*/
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this.framesheet = framesheet;
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/**
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* @public
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*/
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this.overlayFrame = pskl.model.Frame.createEmptyFromFrame(framesheet.getCurrentFrame());
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/**
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* @private
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*/
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this.container = container;
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// TODO(vincz): Store user prefs in a localstorage string ?
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var renderingOptions = {
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"dpi": this.calculateDPI_(),
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"hasGrid" : true
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};
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this.renderer = new pskl.rendering.FrameRenderer(this.container, renderingOptions, "drawing-canvas");
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this.overlayRenderer = new pskl.rendering.FrameRenderer(this.container, renderingOptions, "canvas-overlay");
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this.renderer.init(framesheet.getCurrentFrame());
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this.overlayRenderer.init(this.overlayFrame);
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// State of drawing controller:
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this.isClicked = false;
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this.isRightClicked = false;
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this.previousMousemoveTime = 0;
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this.currentToolBehavior = null;
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this.primaryColor = Constants.DEFAULT_PEN_COLOR;
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this.secondaryColor = Constants.TRANSPARENT_COLOR;
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this.initMouseBehavior();
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$.subscribe(Events.TOOL_SELECTED, $.proxy(function(evt, toolBehavior) {
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console.log("Tool selected: ", toolBehavior);
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this.currentToolBehavior = toolBehavior;
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}, this));
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/**
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* TODO(grosbouddha): Primary/secondary color state are kept in this general controller.
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* Find a better place to store that. Perhaps PaletteController?
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*/
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$.subscribe(Events.PRIMARY_COLOR_SELECTED, $.proxy(function(evt, color) {
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console.log("Primary color selected: ", color);
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this.primaryColor = color;
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$.publish(Events.PRIMARY_COLOR_UPDATED, [color]);
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}, this));
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$.subscribe(Events.SECONDARY_COLOR_SELECTED, $.proxy(function(evt, color) {
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console.log("Secondary color selected: ", color);
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this.secondaryColor = color;
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$.publish(Events.SECONDARY_COLOR_UPDATED, [color]);
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}, this));
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$(window).resize($.proxy(this.startDPIUpdateTimer_, this));
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$.subscribe(Events.FRAME_SIZE_CHANGED, $.proxy(this.updateDPI_, this));
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$.subscribe(Events.GRID_DISPLAY_STATE_CHANGED, $.proxy(this.forceRendering_, this));
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};
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ns.DrawingController.prototype.initMouseBehavior = function() {
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var body = $('body');
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this.container.mousedown($.proxy(this.onMousedown_, this));
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this.container.mousemove($.proxy(this.onMousemove_, this));
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body.mouseup($.proxy(this.onMouseup_, this));
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// Deactivate right click:
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body.contextmenu(this.onCanvasContextMenu_);
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};
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ns.DrawingController.prototype.startDPIUpdateTimer_ = function () {
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if (this.dpiUpdateTimer) window.clearInterval(this.dpiUpdateTimer);
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this.dpiUpdateTimer = window.setTimeout($.proxy(this.updateDPI_, this), 200);
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},
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/**
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* @private
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*/
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ns.DrawingController.prototype.onMousedown_ = function (event) {
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this.isClicked = true;
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if(event.button == 2) { // right click
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this.isRightClicked = true;
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$.publish(Events.CANVAS_RIGHT_CLICKED);
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}
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var coords = this.getSpriteCoordinates(event);
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this.currentToolBehavior.applyToolAt(
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coords.col, coords.row,
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this.getCurrentColor_(),
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this.framesheet.getCurrentFrame(),
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this.overlayFrame,
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this.wrapEvtInfo_(event)
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);
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$.publish(Events.LOCALSTORAGE_REQUEST);
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};
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/**
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* @private
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*/
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ns.DrawingController.prototype.onMousemove_ = function (event) {
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var currentTime = new Date().getTime();
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// Throttling of the mousemove event:
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if ((currentTime - this.previousMousemoveTime) > 40 ) {
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var coords = this.getSpriteCoordinates(event);
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if (this.isClicked) {
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this.currentToolBehavior.moveToolAt(
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coords.col, coords.row,
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this.getCurrentColor_(),
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this.framesheet.getCurrentFrame(),
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this.overlayFrame,
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this.wrapEvtInfo_(event)
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);
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// TODO(vincz): Find a way to move that to the model instead of being at the interaction level.
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// Eg when drawing, it may make sense to have it here. However for a non drawing tool,
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// you don't need to draw anything when mousemoving and you request useless localStorage.
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$.publish(Events.LOCALSTORAGE_REQUEST);
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} else {
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this.currentToolBehavior.moveUnactiveToolAt(
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coords.col, coords.row,
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this.getCurrentColor_(),
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this.framesheet.getCurrentFrame(),
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this.overlayFrame,
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this.wrapEvtInfo_(event)
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);
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}
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this.previousMousemoveTime = currentTime;
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}
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};
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/**
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* @private
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*/
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ns.DrawingController.prototype.onMouseup_ = function (event) {
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if(this.isClicked || this.isRightClicked) {
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// A mouse button was clicked on the drawing canvas before this mouseup event,
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// the user was probably drawing on the canvas.
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// Note: The mousemove movement (and the mouseup) may end up outside
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// of the drawing canvas.
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this.isClicked = false;
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this.isRightClicked = false;
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var coords = this.getSpriteCoordinates(event);
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//console.log("mousemove: col: " + spriteCoordinate.col + " - row: " + spriteCoordinate.row);
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this.currentToolBehavior.releaseToolAt(
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coords.col, coords.row,
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this.getCurrentColor_(),
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this.framesheet.getCurrentFrame(),
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this.overlayFrame,
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this.wrapEvtInfo_(event)
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);
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$.publish(Events.TOOL_RELEASED);
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}
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},
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/**
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* @private
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*/
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ns.DrawingController.prototype.wrapEvtInfo_ = function (event) {
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var evtInfo = {};
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if (event.button == 0) {
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evtInfo.button = Constants.LEFT_BUTTON;
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} else if (event.button == 2) {
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evtInfo.button = Constants.RIGHT_BUTTON;
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}
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return evtInfo;
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},
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/**
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* @private
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*/
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ns.DrawingController.prototype.getRelativeCoordinates = function (clientX, clientY) {
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var canvasPageOffset = this.container.offset();
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return {
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x : clientX - canvasPageOffset.left,
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y : clientY - canvasPageOffset.top
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};
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};
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/**
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* @private
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*/
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ns.DrawingController.prototype.getSpriteCoordinates = function(event) {
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var coords = this.getRelativeCoordinates(event.clientX, event.clientY);
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return this.renderer.convertPixelCoordinatesIntoSpriteCoordinate(coords);
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};
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/**
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* @private
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*/
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ns.DrawingController.prototype.getCurrentColor_ = function () {
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if(this.isRightClicked) {
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return this.secondaryColor;
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} else {
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return this.primaryColor;
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}
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};
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/**
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* @private
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*/
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ns.DrawingController.prototype.onCanvasContextMenu_ = function (event) {
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event.preventDefault();
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event.stopPropagation();
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event.cancelBubble = true;
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return false;
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};
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ns.DrawingController.prototype.render = function () {
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this.renderFrame();
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this.renderOverlay();
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};
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ns.DrawingController.prototype.renderFrame = function () {
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var frame = this.framesheet.getCurrentFrame();
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var serializedFrame = frame.serialize();
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if (this.serializedFrame != serializedFrame) {
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if (!frame.isSameSize(this.overlayFrame)) {
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this.overlayFrame = pskl.model.Frame.createEmptyFromFrame(frame);
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}
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this.serializedFrame = serializedFrame;
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this.renderer.render(frame);
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}
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};
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ns.DrawingController.prototype.renderOverlay = function () {
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var serializedOverlay = this.overlayFrame.serialize();
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if (this.serializedOverlay != serializedOverlay) {
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this.serializedOverlay = serializedOverlay;
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this.overlayRenderer.render(this.overlayFrame);
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}
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};
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ns.DrawingController.prototype.forceRendering_ = function () {
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this.serializedFrame = this.serializedOverlay = null;
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};
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/**
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* @private
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*/
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ns.DrawingController.prototype.calculateDPI_ = function() {
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var userMessageGap = 80; // Reserve some height to show the user message at the bottom
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var availableViewportHeight = $('.main-panel').height() - userMessageGap,
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availableViewportWidth = $('.main-panel').width(),
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previewHeight = $(".preview-container").height(),
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previewWidth = $(".preview-container").width(),
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framePixelHeight = this.framesheet.getCurrentFrame().getHeight(),
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framePixelWidth = this.framesheet.getCurrentFrame().getWidth();
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var dpi = pskl.PixelUtils.calculateDPI(availableViewportHeight, availableViewportWidth, framePixelHeight, framePixelWidth);
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var drawingCanvasHeight = dpi * framePixelHeight;
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var drawingCanvasWidth = dpi * framePixelWidth;
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// Check if preview and drawing canvas overlap
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var heightGap = drawingCanvasHeight + previewHeight - availableViewportHeight,
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widthGap = drawingCanvasWidth + previewWidth - availableViewportWidth;
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if (heightGap > 0 && widthGap > 0) {
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// Calculate the DPI change needed to bridge height and width gap
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var gapDPI = pskl.PixelUtils.calculateDPI(heightGap, widthGap, framePixelHeight, framePixelWidth);
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// substract gap dpi to initial dpi
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dpi -= (gapDPI + 1);
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}
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return dpi;
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};
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/**
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* @private
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*/
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ns.DrawingController.prototype.updateDPI_ = function() {
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var dpi = this.calculateDPI_();
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this.renderer.updateDPI(dpi);
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this.overlayRenderer.updateDPI(dpi);
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this.forceRendering_();
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};
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})(); |