mirror of
https://github.com/lospec/pixel-editor.git
synced 2023-08-10 21:12:51 +03:00
Fixed a few minor bugs
Undoing while selecting caused mess. Selecting outside the canvas caused empty lines to appear on the canvas.
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parent
4b78e8fee1
commit
f92a7f4a46
@ -13,8 +13,10 @@ function KeyPress(e) {
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//
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if (e.key === "Escape") {
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endSelection();
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changeTool('pencil');
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if (!selectionCanceled) {
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endSelection();
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changeTool('pencil');
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}
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}
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else {
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switch (keyboardEvent.keyCode) {
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@ -53,9 +55,18 @@ function KeyPress(e) {
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//CTRL+ALT+Z redo
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if (keyboardEvent.altKey && keyboardEvent.ctrlKey)
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redo();
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if (!selectionCanceled) {
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endSelection();
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changeTool('pencil');
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}
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//CTRL+Z undo
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else if (keyboardEvent.ctrlKey)
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undo();
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else if (keyboardEvent.ctrlKey) {
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undo();
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if (!selectionCanceled) {
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endSelection();
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changeTool('pencil');
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}
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}
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//Z switch to zoom tool
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else
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changeTool('zoom');
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@ -127,7 +127,7 @@ window.addEventListener("mouseup", function (mouseEvent) {
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layers[i].copyData(layers[0]);
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}
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}
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else if (currentTool == 'rectselect') {
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else if (currentTool == 'rectselect' && isRectSelecting) {
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endRectSelection(mouseEvent);
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}
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else if (currentTool == 'rectangle') {
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@ -143,6 +143,8 @@ window.addEventListener("mouseup", function (mouseEvent) {
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}, false);
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// OPTIMIZABLE: redundant || mouseEvent.target.className in currentTool ifs
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//mouse is moving on canvas
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window.addEventListener("mousemove", draw, false);
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function draw (mouseEvent) {
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@ -300,13 +302,17 @@ function draw (mouseEvent) {
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updateCursor();
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}
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else if (currentTool == 'rectselect') {
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if (dragging && !isRectSelecting) {
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if (dragging && !isRectSelecting && mouseEvent.target.className == 'drawingCanvas') {
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isRectSelecting = true;
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console.log("cominciata selezione su " + mouseEvent.target.className);
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startRectSelection(mouseEvent);
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}
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else if (dragging && isRectSelecting) {
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updateRectSelection(mouseEvent);
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}
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else if (isRectSelecting) {
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endRectSelection();
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}
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}
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else if (currentTool == 'moveselection') {
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// Updating the cursor (move if inside rect, cross if not)
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68
js/_move.js
68
js/_move.js
@ -2,10 +2,20 @@ var imageDataToMove;
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var originalDataPosition;
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var canMoveSelection = false;
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var lastMovePos;
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var selectionCanceled = false;
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var selectionCanceled = true;
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var firstTimeMove = true;
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// TODO: move with arrows
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function updateMovePreview(mouseEvent) {
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// ISSUE
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selectionCanceled = false;
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if (firstTimeMove) {
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cutSelection(mouseEvent);
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}
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firstTimeMove = false;
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lastMousePos = getCursorPosition(mouseEvent);
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// clear the entire tmp layer
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TMPLayer.context.clearRect(0, 0, TMPLayer.canvas.width, TMPLayer.canvas.height);
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@ -23,42 +33,40 @@ function endSelection() {
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TMPLayer.context.clearRect(0, 0, TMPLayer.canvas.width, TMPLayer.canvas.height);
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VFXLayer.context.clearRect(0, 0, VFXLayer.canvas.width, VFXLayer.canvas.height);
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let underlyingImageData = currentLayer.context.getImageData(startX, startY, endX - startX, endY - startY);
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if (imageDataToMove !== undefined) {
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let underlyingImageData = currentLayer.context.getImageData(startX, startY, endX - startX, endY - startY);
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for (let i=0; i<underlyingImageData.data.length; i+=4) {
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let currentMovePixel = [
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imageDataToMove.data[i], imageDataToMove.data[i+1],
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imageDataToMove.data[i+2], imageDataToMove.data[i+3]
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];
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for (let i=0; i<underlyingImageData.data.length; i+=4) {
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let currentMovePixel = [
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imageDataToMove.data[i], imageDataToMove.data[i+1],
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imageDataToMove.data[i+2], imageDataToMove.data[i+3]
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];
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let currentUnderlyingPixel = [
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underlyingImageData.data[i], underlyingImageData.data[i+1],
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underlyingImageData.data[i+2], underlyingImageData.data[i+3]
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];
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let currentUnderlyingPixel = [
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underlyingImageData.data[i], underlyingImageData.data[i+1],
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underlyingImageData.data[i+2], underlyingImageData.data[i+3]
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];
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if (isPixelEmpty(currentMovePixel)) {
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if (!isPixelEmpty(underlyingImageData)) {
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imageDataToMove.data[i] = currentUnderlyingPixel[0];
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imageDataToMove.data[i+1] = currentUnderlyingPixel[1];
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imageDataToMove.data[i+2] = currentUnderlyingPixel[2];
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imageDataToMove.data[i+3] = currentUnderlyingPixel[3];
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if (isPixelEmpty(currentMovePixel)) {
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if (!isPixelEmpty(underlyingImageData)) {
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imageDataToMove.data[i] = currentUnderlyingPixel[0];
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imageDataToMove.data[i+1] = currentUnderlyingPixel[1];
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imageDataToMove.data[i+2] = currentUnderlyingPixel[2];
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imageDataToMove.data[i+3] = currentUnderlyingPixel[3];
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}
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}
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}
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}
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if (lastMovePos !== undefined) {
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currentLayer.context.putImageData(
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imageDataToMove,
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Math.round(lastMovePos[0] / zoom - imageDataToMove.width / 2),
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Math.round(lastMovePos[1] / zoom - imageDataToMove.height / 2));
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}
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else {
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currentLayer.context.putImageData(
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imageDataToMove,
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originalDataPosition[0],
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originalDataPosition[1]);
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if (lastMovePos !== undefined) {
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currentLayer.context.putImageData(
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imageDataToMove,
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Math.round(lastMovePos[0] / zoom - imageDataToMove.width / 2),
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Math.round(lastMovePos[1] / zoom - imageDataToMove.height / 2));
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}
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}
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selectionCanceled = true;
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isRectSelecting = false;
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firstTimeMove = true;
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imageDataToMove = undefined;
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}
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@ -5,6 +5,8 @@ let endX;
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let endY;
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function startRectSelection(mouseEvent) {
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// Saving the canvas
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new HistoryStateEditCanvas();
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// Putting the vfx layer on top of everything
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VFXCanvas.style.zIndex = MAX_Z_INDEX;
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@ -59,8 +61,18 @@ function endRectSelection(mouseEvent) {
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startY = tmp;
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}
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// Selecting the move tool
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currentTool = 'moveselection';
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currentToolTemp = currentTool;
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// Resetting this
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isRectSelecting = false;
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// Updating the cursor
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updateCursor();
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}
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function cutSelection(mouseEvent) {
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// Getting the selected pixels
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imageDataToMove = currentLayer.context.getImageData(startX, startY, endX - startX + 1, endY - startY + 1);
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@ -68,13 +80,7 @@ function endRectSelection(mouseEvent) {
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// Moving those pixels from the current layer to the tmp layer
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TMPLayer.context.putImageData(imageDataToMove, startX, startY);
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// Selecting the move tool
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currentTool = 'moveselection';
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currentToolTemp = currentTool;
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originalDataPosition = [startX, startY];
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// Updating the cursor
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updateCursor();
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//originalDataPosition = [currentPos[0], currentPos[1]];
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}
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function drawRect(x, y) {
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@ -111,7 +117,6 @@ function cursorInSelectedArea() {
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let topY = Math.max(startY, endY);
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let bottomY = Math.min(startY, endY);
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// ISSUE: is it <= or <? test it
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if (leftX <= x && x <= rightX) {
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if (bottomY <= y && y <= topY) {
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return true;
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