piskel/src/js/tools/drawing/Stroke.js

178 lines
5.8 KiB
JavaScript

/**
* @provide pskl.tools.drawing.Stroke
*
* @require pskl.utils
*/
(function() {
var ns = $.namespace('pskl.tools.drawing');
ns.Stroke = function() {
this.toolId = 'tool-stroke';
this.helpText = 'Stroke tool';
this.shortcut = pskl.service.keyboard.Shortcuts.TOOL.STROKE;
this.tooltipDescriptors = [
{key : 'shift', description : 'Hold shift to draw straight lines'}
];
// Stroke's first point coordinates (set in applyToolAt)
this.startCol = null;
this.startRow = null;
};
pskl.utils.inherit(ns.Stroke, ns.BaseTool);
ns.Stroke.prototype.supportsDynamicPenSize = function() {
return true;
};
/**
* @override
*/
ns.Stroke.prototype.applyToolAt = function(col, row, frame, overlay, event) {
this.startCol = col;
this.startRow = row;
// When drawing a stroke we don't change the model instantly, since the
// user can move his cursor to change the stroke direction and length
// dynamically. Instead we draw the (preview) stroke in a fake canvas that
// overlay the drawing canvas.
// We wait for the releaseToolAt callback to impact both the
// frame model and canvas rendering.
// The fake canvas where we will draw the preview of the stroke:
// Drawing the first point of the stroke in the fake overlay canvas:
overlay.setPixel(col, row, this.getToolColor());
};
ns.Stroke.prototype.moveToolAt = function(col, row, frame, overlay, event) {
overlay.clear();
if (event.shiftKey) {
var coords = this.getStraightLineCoordinates_(col, row);
col = coords.col;
row = coords.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.getLinePixels_(this.startCol, col, this.startRow, row);
// Drawing current stroke:
var color = this.getToolColor();
var setPixel = function (p) {
overlay.setPixel(p[0], p[1], color);
}.bind(this);
for (var i = 0; i < strokePoints.length; i++) {
if (color == Constants.TRANSPARENT_COLOR) {
// When mousemoving the stroke tool, we draw in the canvas overlay above the drawing canvas.
// If the stroke color is transparent, we won't be
// able to see it during the movement.
// We set it to a semi-opaque white during the tool mousemove allowing to see colors below the stroke.
// When the stroke tool will be released, It will draw a transparent stroke,
// eg deleting the equivalent of a stroke.
color = Constants.SELECTION_TRANSPARENT_COLOR;
}
var pixels = pskl.app.penSizeService.getPixelsForPenSize(strokePoints[i].col, strokePoints[i].row);
pixels.forEach(setPixel);
}
};
/**
* @override
*/
ns.Stroke.prototype.releaseToolAt = function(col, row, frame, overlay, event) {
var color = this.getToolColor();
if (event.shiftKey) {
var coords = this.getStraightLineCoordinates_(col, row);
col = coords.col;
row = coords.row;
}
var setPixel = function (p) {
frame.setPixel(p[0], p[1], color);
}.bind(this);
// 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.getLinePixels_(this.startCol, col, this.startRow, row);
for (var i = 0; i < strokePoints.length; i++) {
// Change model:
var pixels = pskl.app.penSizeService.getPixelsForPenSize(strokePoints[i].col, strokePoints[i].row);
pixels.forEach(setPixel);
}
// For now, we are done with the stroke tool and don't need an overlay anymore:
overlay.clear();
this.raiseSaveStateEvent({
pixels : strokePoints,
color : color,
penSize : pskl.app.penSizeService.getPenSize()
});
};
ns.Stroke.prototype.replay = function(frame, replayData) {
var color = replayData.color;
var setPixel = function (p) {
frame.setPixel(p[0], p[1], color);
}.bind(this);
replayData.pixels.forEach(function (pixel) {
var pixels = pskl.app.penSizeService.getPixelsForPenSize(pixel.col, pixel.row, replayData.penSize);
pixels.forEach(setPixel);
});
};
/**
* Convert col, row to be on the nearest straight line or 45 degrees diagonal.
*/
ns.Stroke.prototype.getStraightLineCoordinates_ = function(col, row) {
// coordinates translated using startCol, startRow as origin
var tCol = col - this.startCol;
var tRow = this.startRow - row;
var dist = Math.sqrt(Math.pow(tCol, 2) + Math.pow(tRow, 2));
var axisDistance = Math.round(dist);
var diagDistance = Math.round(Math.sqrt(Math.pow(dist, 2) / 2));
var PI8 = Math.PI / 8;
var angle = Math.atan2(tRow, tCol);
if (angle < PI8 && angle >= -PI8) {
row = this.startRow;
col = this.startCol + axisDistance;
} else if (angle >= PI8 && angle < 3 * PI8) {
row = this.startRow - diagDistance;
col = this.startCol + diagDistance;
} else if (angle >= 3 * PI8 && angle < 5 * PI8) {
row = this.startRow - axisDistance;
col = this.startCol;
} else if (angle >= 5 * PI8 && angle < 7 * PI8) {
row = this.startRow - diagDistance;
col = this.startCol - diagDistance;
} else if (angle >= 7 * PI8 || angle < -7 * PI8) {
row = this.startRow;
col = this.startCol - axisDistance;
} else if (angle >= -7 * PI8 && angle < -5 * PI8) {
row = this.startRow + diagDistance;
col = this.startCol - diagDistance;
} else if (angle >= -5 * PI8 && angle < -3 * PI8) {
row = this.startRow + axisDistance;
col = this.startCol;
} else if (angle >= -3 * PI8 && angle < -PI8) {
row = this.startRow + diagDistance;
col = this.startCol + diagDistance;
}
return {
col : col,
row : row
};
};
})();