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|
-- primitives for editing drawings
Drawing = {}
geom = require 'geom'
-- All drawings span 100% of some conceptual 'page width' and divide it up
-- into 256 parts.
function Drawing.draw(line)
local pmx,pmy = love.mouse.getX(), love.mouse.getY()
if pmx < 16+Line_width and pmy > line.y and pmy < line.y+Drawing.pixels(line.h) then
love.graphics.setColor(0.75,0.75,0.75)
love.graphics.rectangle('line', 16,line.y, Line_width,Drawing.pixels(line.h))
if icon[Current_drawing_mode] then
icon[Current_drawing_mode](16+Line_width-20, line.y+4)
else
icon[Previous_drawing_mode](16+Line_width-20, line.y+4)
end
if love.mouse.isDown('1') and love.keyboard.isDown('h') then
draw_help_with_mouse_pressed(line)
return
end
end
if line.show_help then
draw_help_without_mouse_pressed(line)
return
end
local mx,my = Drawing.coord(pmx-16), Drawing.coord(pmy-line.y)
for _,shape in ipairs(line.shapes) do
assert(shape)
if geom.on_shape(mx,my, line, shape) then
love.graphics.setColor(1,0,0)
else
love.graphics.setColor(0,0,0)
end
Drawing.draw_shape(16,line.y, line, shape)
end
for i,p in ipairs(line.points) do
if p.deleted == nil then
if Drawing.near(p, mx,my) then
love.graphics.setColor(1,0,0)
love.graphics.circle('line', Drawing.pixels(p.x)+16,Drawing.pixels(p.y)+line.y, 4)
else
love.graphics.setColor(0,0,0)
love.graphics.circle('fill', Drawing.pixels(p.x)+16,Drawing.pixels(p.y)+line.y, 2)
end
if p.name then
-- todo: clip
local x,y = Drawing.pixels(p.x)+16+5, Drawing.pixels(p.y)+line.y+5
love.graphics.print(p.name, x,y)
if Current_drawing_mode == 'name' and i == line.pending.target_point then
-- create a faint red box for the name
love.graphics.setColor(1,0,0,0.1)
local name_text
-- TODO: avoid computing name width on every repaint
if p.name == '' then
name_text = Em
else
name_text = App.newText(love.graphics.getFont(), p.name)
end
love.graphics.rectangle('fill', x,y, App.width(name_text), Line_height)
end
end
end
end
love.graphics.setColor(0.75,0.75,0.75)
Drawing.draw_pending_shape(16,line.y, line)
end
function Drawing.draw_shape(left,top, drawing, shape)
if shape.mode == 'freehand' then
local prev = nil
for _,point in ipairs(shape.points) do
if prev then
love.graphics.line(Drawing.pixels(prev.x)+left,Drawing.pixels(prev.y)+top, Drawing.pixels(point.x)+left,Drawing.pixels(point.y)+top)
end
prev = point
end
elseif shape.mode == 'line' or shape.mode == 'manhattan' then
local p1 = drawing.points[shape.p1]
local p2 = drawing.points[shape.p2]
love.graphics.line(Drawing.pixels(p1.x)+left,Drawing.pixels(p1.y)+top, Drawing.pixels(p2.x)+left,Drawing.pixels(p2.y)+top)
elseif shape.mode == 'polygon' or shape.mode == 'rectangle' or shape.mode == 'square' then
local prev = nil
for _,point in ipairs(shape.vertices) do
local curr = drawing.points[point]
if prev then
love.graphics.line(Drawing.pixels(prev.x)+left,Drawing.pixels(prev.y)+top, Drawing.pixels(curr.x)+left,Drawing.pixels(curr.y)+top)
end
prev = curr
end
-- close the loop
local curr = drawing.points[shape.vertices[1]]
love.graphics.line(Drawing.pixels(prev.x)+left,Drawing.pixels(prev.y)+top, Drawing.pixels(curr.x)+left,Drawing.pixels(curr.y)+top)
elseif shape.mode == 'circle' then
-- todo: clip
local center = drawing.points[shape.center]
love.graphics.circle('line', Drawing.pixels(center.x)+left,Drawing.pixels(center.y)+top, Drawing.pixels(shape.radius))
elseif shape.mode == 'arc' then
local center = drawing.points[shape.center]
love.graphics.arc('line', 'open', Drawing.pixels(center.x)+left,Drawing.pixels(center.y)+top, Drawing.pixels(shape.radius), shape.start_angle, shape.end_angle, 360)
elseif shape.mode == 'deleted' then
-- ignore
else
print(shape.mode)
assert(false)
end
end
function Drawing.draw_pending_shape(left,top, drawing)
local shape = drawing.pending
if shape.mode == nil then
-- nothing pending
elseif shape.mode == 'freehand' then
Drawing.draw_shape(left,top, drawing, shape)
elseif shape.mode == 'line' then
local mx,my = Drawing.coord(love.mouse.getX()-left), Drawing.coord(love.mouse.getY()-top)
if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
return
end
local p1 = drawing.points[shape.p1]
love.graphics.line(Drawing.pixels(p1.x)+left,Drawing.pixels(p1.y)+top, Drawing.pixels(mx)+left,Drawing.pixels(my)+top)
elseif shape.mode == 'manhattan' then
local mx,my = Drawing.coord(love.mouse.getX()-left), Drawing.coord(love.mouse.getY()-top)
if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
return
end
local p1 = drawing.points[shape.p1]
if math.abs(mx-p1.x) > math.abs(my-p1.y) then
love.graphics.line(Drawing.pixels(p1.x)+left,Drawing.pixels(p1.y)+top, Drawing.pixels(mx)+left,Drawing.pixels(p1.y)+top)
else
love.graphics.line(Drawing.pixels(p1.x)+left,Drawing.pixels(p1.y)+top, Drawing.pixels(p1.x)+left,Drawing.pixels(my)+top)
end
elseif shape.mode == 'polygon' then
-- don't close the loop on a pending polygon
local prev = nil
for _,point in ipairs(shape.vertices) do
local curr = drawing.points[point]
if prev then
love.graphics.line(Drawing.pixels(prev.x)+left,Drawing.pixels(prev.y)+top, Drawing.pixels(curr.x)+left,Drawing.pixels(curr.y)+top)
end
prev = curr
end
love.graphics.line(Drawing.pixels(prev.x)+left,Drawing.pixels(prev.y)+top, love.mouse.getX(),love.mouse.getY())
elseif shape.mode == 'rectangle' then
local pmx,pmy = love.mouse.getX(), love.mouse.getY()
local first = drawing.points[shape.vertices[1]]
if #shape.vertices == 1 then
love.graphics.line(Drawing.pixels(first.x)+left,Drawing.pixels(first.y)+top, pmx,pmy)
return
end
local second = drawing.points[shape.vertices[2]]
local mx,my = Drawing.coord(pmx-left), Drawing.coord(pmy-top)
local thirdx,thirdy, fourthx,fourthy = Drawing.complete_rectangle(first.x,first.y, second.x,second.y, mx,my)
love.graphics.line(Drawing.pixels(first.x)+left,Drawing.pixels(first.y)+top, Drawing.pixels(second.x)+left,Drawing.pixels(second.y)+top)
love.graphics.line(Drawing.pixels(second.x)+left,Drawing.pixels(second.y)+top, Drawing.pixels(thirdx)+left,Drawing.pixels(thirdy)+top)
love.graphics.line(Drawing.pixels(thirdx)+left,Drawing.pixels(thirdy)+top, Drawing.pixels(fourthx)+left,Drawing.pixels(fourthy)+top)
love.graphics.line(Drawing.pixels(fourthx)+left,Drawing.pixels(fourthy)+top, Drawing.pixels(first.x)+left,Drawing.pixels(first.y)+top)
elseif shape.mode == 'square' then
local pmx,pmy = love.mouse.getX(), love.mouse.getY()
local first = drawing.points[shape.vertices[1]]
if #shape.vertices == 1 then
love.graphics.line(Drawing.pixels(first.x)+left,Drawing.pixels(first.y)+top, pmx,pmy)
return
end
local second = drawing.points[shape.vertices[2]]
local mx,my = Drawing.coord(pmx-left), Drawing.coord(pmy-top)
local thirdx,thirdy, fourthx,fourthy = Drawing.complete_square(first.x,first.y, second.x,second.y, mx,my)
love.graphics.line(Drawing.pixels(first.x)+left,Drawing.pixels(first.y)+top, Drawing.pixels(second.x)+left,Drawing.pixels(second.y)+top)
love.graphics.line(Drawing.pixels(second.x)+left,Drawing.pixels(second.y)+top, Drawing.pixels(thirdx)+left,Drawing.pixels(thirdy)+top)
love.graphics.line(Drawing.pixels(thirdx)+left,Drawing.pixels(thirdy)+top, Drawing.pixels(fourthx)+left,Drawing.pixels(fourthy)+top)
love.graphics.line(Drawing.pixels(fourthx)+left,Drawing.pixels(fourthy)+top, Drawing.pixels(first.x)+left,Drawing.pixels(first.y)+top)
elseif shape.mode == 'circle' then
local center = drawing.points[shape.center]
local mx,my = Drawing.coord(love.mouse.getX()-left), Drawing.coord(love.mouse.getY()-top)
if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
return
end
local cx,cy = Drawing.pixels(center.x)+left, Drawing.pixels(center.y)+top
love.graphics.circle('line', cx,cy, geom.dist(cx,cy, love.mouse.getX(),love.mouse.getY()))
elseif shape.mode == 'arc' then
local center = drawing.points[shape.center]
local mx,my = Drawing.coord(love.mouse.getX()-left), Drawing.coord(love.mouse.getY()-top)
if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
return
end
shape.end_angle = geom.angle_with_hint(center.x,center.y, mx,my, shape.end_angle)
local cx,cy = Drawing.pixels(center.x)+left, Drawing.pixels(center.y)+top
love.graphics.arc('line', 'open', cx,cy, Drawing.pixels(shape.radius), shape.start_angle, shape.end_angle, 360)
elseif shape.mode == 'move' then
-- nothing pending; changes are immediately committed
elseif shape.mode == 'name' then
-- nothing pending; changes are immediately committed
else
print(shape.mode)
assert(false)
end
end
function Drawing.in_drawing(drawing, x,y)
if drawing.y == nil then return false end -- outside current page
return y >= drawing.y and y < drawing.y + Drawing.pixels(drawing.h) and x >= 16 and x < 16+Line_width
end
function Drawing.mouse_pressed(drawing, x,y, button)
if Current_drawing_mode == 'freehand' then
drawing.pending = {mode=Current_drawing_mode, points={{x=Drawing.coord(x-16), y=Drawing.coord(y-drawing.y)}}}
elseif Current_drawing_mode == 'line' or Current_drawing_mode == 'manhattan' then
local j = Drawing.insert_point(drawing.points, Drawing.coord(x-16), Drawing.coord(y-drawing.y))
drawing.pending = {mode=Current_drawing_mode, p1=j}
elseif Current_drawing_mode == 'polygon' or Current_drawing_mode == 'rectangle' or Current_drawing_mode == 'square' then
local j = Drawing.insert_point(drawing.points, Drawing.coord(x-16), Drawing.coord(y-drawing.y))
drawing.pending = {mode=Current_drawing_mode, vertices={j}}
elseif Current_drawing_mode == 'circle' then
local j = Drawing.insert_point(drawing.points, Drawing.coord(x-16), Drawing.coord(y-drawing.y))
drawing.pending = {mode=Current_drawing_mode, center=j}
elseif Current_drawing_mode == 'move' then
-- all the action is in mouse_released
elseif Current_drawing_mode == 'name' then
-- nothing
else
print(Current_drawing_mode)
assert(false)
end
end
-- a couple of operations on drawings need to constantly check the state of the mouse
function Drawing.update()
if Lines.current_drawing == nil then return end
local drawing = Lines.current_drawing
assert(drawing.mode == 'drawing')
local x, y = love.mouse.getX(), love.mouse.getY()
if love.mouse.isDown('1') then
if Drawing.in_drawing(drawing, x,y) then
if drawing.pending.mode == 'freehand' then
table.insert(drawing.pending.points, {x=Drawing.coord(love.mouse.getX()-16), y=Drawing.coord(love.mouse.getY()-drawing.y)})
elseif drawing.pending.mode == 'move' then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
drawing.pending.target_point.x = mx
drawing.pending.target_point.y = my
end
end
elseif Current_drawing_mode == 'move' then
if Drawing.in_drawing(drawing, x, y) then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
drawing.pending.target_point.x = mx
drawing.pending.target_point.y = my
end
else
-- do nothing
end
end
function Drawing.mouse_released(x,y, button)
if Current_drawing_mode == 'move' then
Current_drawing_mode = Previous_drawing_mode
Previous_drawing_mode = nil
elseif Lines.current_drawing then
local drawing = Lines.current_drawing
if drawing.pending then
if drawing.pending.mode == 'freehand' then
-- the last point added during update is good enough
table.insert(drawing.shapes, drawing.pending)
elseif drawing.pending.mode == 'line' then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
local j = Drawing.insert_point(drawing.points, mx,my)
drawing.pending.p2 = j
table.insert(drawing.shapes, drawing.pending)
end
elseif drawing.pending.mode == 'manhattan' then
local p1 = drawing.points[drawing.pending.p1]
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
if math.abs(mx-p1.x) > math.abs(my-p1.y) then
local j = Drawing.insert_point(drawing.points, mx, p1.y)
drawing.pending.p2 = j
else
local j = Drawing.insert_point(drawing.points, p1.x, my)
drawing.pending.p2 = j
end
local p2 = drawing.points[drawing.pending.p2]
love.mouse.setPosition(16+Drawing.pixels(p2.x), drawing.y+Drawing.pixels(p2.y))
table.insert(drawing.shapes, drawing.pending)
end
elseif drawing.pending.mode == 'polygon' then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
table.insert(drawing.pending.vertices, Drawing.insert_point(drawing.points, mx,my))
table.insert(drawing.shapes, drawing.pending)
end
elseif drawing.pending.mode == 'rectangle' then
assert(#drawing.pending.vertices <= 2)
if #drawing.pending.vertices == 2 then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
local first = drawing.points[drawing.pending.vertices[1]]
local second = drawing.points[drawing.pending.vertices[2]]
local thirdx,thirdy, fourthx,fourthy = Drawing.complete_rectangle(first.x,first.y, second.x,second.y, mx,my)
table.insert(drawing.pending.vertices, Drawing.insert_point(drawing.points, thirdx,thirdy))
table.insert(drawing.pending.vertices, Drawing.insert_point(drawing.points, fourthx,fourthy))
table.insert(drawing.shapes, drawing.pending)
end
else
-- too few points; draw nothing
end
elseif drawing.pending.mode == 'square' then
assert(#drawing.pending.vertices <= 2)
if #drawing.pending.vertices == 2 then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
local first = drawing.points[drawing.pending.vertices[1]]
local second = drawing.points[drawing.pending.vertices[2]]
local thirdx,thirdy, fourthx,fourthy = Drawing.complete_square(first.x,first.y, second.x,second.y, mx,my)
table.insert(drawing.pending.vertices, Drawing.insert_point(drawing.points, thirdx,thirdy))
table.insert(drawing.pending.vertices, Drawing.insert_point(drawing.points, fourthx,fourthy))
table.insert(drawing.shapes, drawing.pending)
end
end
elseif drawing.pending.mode == 'circle' then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
local center = drawing.points[drawing.pending.center]
drawing.pending.radius = geom.dist(center.x,center.y, mx,my)
table.insert(drawing.shapes, drawing.pending)
end
elseif drawing.pending.mode == 'arc' then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
local center = drawing.points[drawing.pending.center]
drawing.pending.end_angle = geom.angle_with_hint(center.x,center.y, mx,my, drawing.pending.end_angle)
table.insert(drawing.shapes, drawing.pending)
end
elseif drawing.pending.mode == 'move' then
-- drop it
elseif drawing.pending.mode == 'name' then
-- drop it
else
print(drawing.pending.mode)
assert(false)
end
Lines.current_drawing.pending = {}
Lines.current_drawing = nil
end
end
end
function Drawing.keychord_pressed(chord)
if chord == 'C-p' and not love.mouse.isDown('1') then
Current_drawing_mode = 'freehand'
elseif chord == 'C-g' and not love.mouse.isDown('1') then
Current_drawing_mode = 'polygon'
elseif love.mouse.isDown('1') and chord == 'g' then
Current_drawing_mode = 'polygon'
local _,drawing = Drawing.current_drawing()
if drawing.pending.mode == 'freehand' then
drawing.pending.vertices = {Drawing.insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)}
elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
if drawing.pending.vertices == nil then
drawing.pending.vertices = {drawing.pending.p1}
end
elseif drawing.pending.mode == 'square' or drawing.pending.mode == 'rectangle' then
-- reuse existing vertices
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.vertices = {drawing.pending.center}
end
drawing.pending.mode = 'polygon'
elseif chord == 'C-r' and not love.mouse.isDown('1') then
Current_drawing_mode = 'rectangle'
elseif love.mouse.isDown('1') and chord == 'r' then
Current_drawing_mode = 'rectangle'
local _,drawing = Drawing.current_drawing()
if drawing.pending.mode == 'freehand' then
drawing.pending.vertices = {Drawing.insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)}
elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
if drawing.pending.vertices == nil then
drawing.pending.vertices = {drawing.pending.p1}
end
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.vertices = {drawing.pending.center}
elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'square' then
-- reuse existing (1-2) vertices
end
drawing.pending.mode = 'rectangle'
elseif chord == 'C-s' and not love.mouse.isDown('1') then
Current_drawing_mode = 'square'
elseif love.mouse.isDown('1') and chord == 's' then
Current_drawing_mode = 'square'
local _,drawing = Drawing.current_drawing()
if drawing.pending.mode == 'freehand' then
drawing.pending.vertices = {Drawing.insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)}
elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
if drawing.pending.vertices == nil then
drawing.pending.vertices = {drawing.pending.p1}
end
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.vertices = {drawing.pending.center}
elseif drawing.pending.mode == 'rectangle' then
-- reuse existing (1-2) vertices
elseif drawing.pending.mode == 'polygon' then
while #drawing.pending.vertices > 2 do
table.remove(drawing.pending.vertices)
end
end
drawing.pending.mode = 'square'
elseif love.mouse.isDown('1') and chord == 'p' and (Current_drawing_mode == 'polygon' or Current_drawing_mode == 'rectangle' or Current_drawing_mode == 'square') then
local _,drawing = Drawing.current_drawing()
local mx,my = Drawing.coord(love.mouse.getX()-16), Drawing.coord(love.mouse.getY()-drawing.y)
local j = Drawing.insert_point(drawing.points, mx,my)
table.insert(drawing.pending.vertices, j)
elseif chord == 'C-o' and not love.mouse.isDown('1') then
Current_drawing_mode = 'circle'
elseif love.mouse.isDown('1') and chord == 'a' and Current_drawing_mode == 'circle' then
local _,drawing = Drawing.current_drawing()
drawing.pending.mode = 'arc'
local mx,my = Drawing.coord(love.mouse.getX()-16), Drawing.coord(love.mouse.getY()-drawing.y)
local j = Drawing.insert_point(drawing.points, mx,my)
local center = drawing.points[drawing.pending.center]
drawing.pending.radius = geom.dist(center.x,center.y, mx,my)
drawing.pending.start_angle = geom.angle(center.x,center.y, mx,my)
elseif love.mouse.isDown('1') and chord == 'o' then
Current_drawing_mode = 'circle'
local _,drawing = Drawing.current_drawing()
if drawing.pending.mode == 'freehand' then
drawing.pending.center = Drawing.insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)
elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
drawing.pending.center = drawing.pending.p1
elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
drawing.pending.center = drawing.pending.vertices[1]
end
drawing.pending.mode = 'circle'
elseif love.mouse.isDown('1') and chord == 'l' then
Current_drawing_mode = 'line'
local _,drawing = Drawing.current_drawing()
if drawing.pending.mode == 'freehand' then
drawing.pending.p1 = Drawing.insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.p1 = drawing.pending.center
elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
drawing.pending.p1 = drawing.pending.vertices[1]
end
drawing.pending.mode = 'line'
elseif chord == 'C-l' and not love.mouse.isDown('1') then
Current_drawing_mode = 'line'
elseif love.mouse.isDown('1') and chord == 'm' then
Current_drawing_mode = 'manhattan'
local drawing = Drawing.select_drawing_at_mouse()
if drawing.pending.mode == 'freehand' then
drawing.pending.p1 = Drawing.insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)
elseif drawing.pending.mode == 'line' then
-- do nothing
elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
drawing.pending.p1 = drawing.pending.vertices[1]
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.p1 = drawing.pending.center
end
drawing.pending.mode = 'manhattan'
elseif chord == 'C-m' and not love.mouse.isDown('1') then
Current_drawing_mode = 'manhattan'
elseif chord == 'C-s' and not love.mouse.isDown('1') then
local drawing,_,shape = Drawing.select_shape_at_mouse()
if drawing then
smoothen(shape)
end
elseif chord == 'C-u' and not love.mouse.isDown('1') then
local drawing_index,drawing,_,p = Drawing.select_point_at_mouse()
if drawing then
if Previous_drawing_mode == nil then
Previous_drawing_mode = Current_drawing_mode
end
Current_drawing_mode = 'move'
drawing.pending = {mode=Current_drawing_mode, target_point=p}
Lines.current_drawing_index = drawing_index
Lines.current_drawing = drawing
end
elseif love.mouse.isDown('1') and chord == 'v' then
local drawing_index,drawing,_,p = Drawing.select_point_at_mouse()
if drawing then
if Previous_drawing_mode == nil then
Previous_drawing_mode = Current_drawing_mode
end
Current_drawing_mode = 'move'
drawing.pending = {mode=Current_drawing_mode, target_point=p}
Lines.current_drawing_index = drawing_index
Lines.current_drawing = drawing
end
elseif chord == 'C-n' and not love.mouse.isDown('1') then
local drawing_index,drawing,point_index,p = Drawing.select_point_at_mouse()
if drawing then
if Previous_drawing_mode == nil then
-- don't clobber
Previous_drawing_mode = Current_drawing_mode
end
Current_drawing_mode = 'name'
p.name = ''
drawing.pending = {mode=Current_drawing_mode, target_point=point_index}
Lines.current_drawing_index = drawing_index
Lines.current_drawing = drawing
end
elseif chord == 'C-d' and not love.mouse.isDown('1') then
local _,drawing,i,p = Drawing.select_point_at_mouse()
if drawing then
for _,shape in ipairs(drawing.shapes) do
if Drawing.contains_point(shape, i) then
if shape.mode == 'polygon' then
local idx = table.find(shape.vertices, i)
assert(idx)
table.remove(shape.vertices, idx)
if #shape.vertices < 3 then
shape.mode = 'deleted'
end
else
shape.mode = 'deleted'
end
end
end
drawing.points[i].deleted = true
end
local drawing,_,shape = Drawing.select_shape_at_mouse()
if drawing then
shape.mode = 'deleted'
end
elseif chord == 'C-h' and not love.mouse.isDown('1') then
local drawing = Drawing.select_drawing_at_mouse()
if drawing then
drawing.show_help = true
end
end
end
function Drawing.complete_rectangle(firstx,firsty, secondx,secondy, x,y)
if firstx == secondx then
return x,secondy, x,firsty
end
if firsty == secondy then
return secondx,y, firstx,y
end
local first_slope = (secondy-firsty)/(secondx-firstx)
-- slope of second edge:
-- -1/first_slope
-- equation of line containing the second edge:
-- y-secondy = -1/first_slope*(x-secondx)
-- => 1/first_slope*x + y + (- secondy - secondx/first_slope) = 0
-- now we want to find the point on this line that's closest to the mouse pointer.
-- https://en.wikipedia.org/wiki/Distance_from_a_point_to_a_line#Line_defined_by_an_equation
local a = 1/first_slope
local c = -secondy - secondx/first_slope
local thirdx = ((x-a*y) - a*c) / (a*a + 1)
local thirdy = (a*(-x + a*y) - c) / (a*a + 1)
-- slope of third edge = first_slope
-- equation of line containing third edge:
-- y - thirdy = first_slope*(x-thirdx)
-- => -first_slope*x + y + (-thirdy + thirdx*first_slope) = 0
-- now we want to find the point on this line that's closest to the first point
local a = -first_slope
local c = -thirdy + thirdx*first_slope
local fourthx = ((firstx-a*firsty) - a*c) / (a*a + 1)
local fourthy = (a*(-firstx + a*firsty) - c) / (a*a + 1)
return thirdx,thirdy, fourthx,fourthy
end
function Drawing.complete_square(firstx,firsty, secondx,secondy, x,y)
-- use x,y only to decide which side of the first edge to complete the square on
local deltax = secondx-firstx
local deltay = secondy-firsty
local thirdx = secondx+deltay
local thirdy = secondy-deltax
if not geom.same_side(firstx,firsty, secondx,secondy, thirdx,thirdy, x,y) then
deltax = -deltax
deltay = -deltay
thirdx = secondx+deltay
thirdy = secondy-deltax
end
local fourthx = firstx+deltay
local fourthy = firsty-deltax
return thirdx,thirdy, fourthx,fourthy
end
function Drawing.current_drawing()
local x, y = love.mouse.getX(), love.mouse.getY()
for drawing_index,drawing in ipairs(Lines) do
if drawing.mode == 'drawing' then
if Drawing.in_drawing(drawing, x,y) then
return drawing_index,drawing
end
end
end
return nil
end
function Drawing.select_shape_at_mouse()
for _,drawing in ipairs(Lines) do
if drawing.mode == 'drawing' then
local x, y = love.mouse.getX(), love.mouse.getY()
if Drawing.in_drawing(drawing, x,y) then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
for i,shape in ipairs(drawing.shapes) do
assert(shape)
if geom.on_shape(mx,my, drawing, shape) then
return drawing,i,shape
end
end
end
end
end
end
function Drawing.select_point_at_mouse()
for drawing_index,drawing in ipairs(Lines) do
if drawing.mode == 'drawing' then
local x, y = love.mouse.getX(), love.mouse.getY()
if Drawing.in_drawing(drawing, x,y) then
local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
for i,point in ipairs(drawing.points) do
assert(point)
if Drawing.near(point, mx,my) then
return drawing_index,drawing,i,point
end
end
end
end
end
end
function Drawing.select_drawing_at_mouse()
for _,drawing in ipairs(Lines) do
if drawing.mode == 'drawing' then
local x, y = love.mouse.getX(), love.mouse.getY()
if Drawing.in_drawing(drawing, x,y) then
return drawing
end
end
end
end
function Drawing.contains_point(shape, p)
if shape.mode == 'freehand' then
-- not supported
elseif shape.mode == 'line' or shape.mode == 'manhattan' then
return shape.p1 == p or shape.p2 == p
elseif shape.mode == 'polygon' or shape.mode == 'rectangle' or shape.mode == 'square' then
return table.find(shape.vertices, p)
elseif shape.mode == 'circle' then
return shape.center == p
elseif shape.mode == 'arc' then
return shape.center == p
-- ugh, how to support angles
elseif shape.mode == 'deleted' then
-- already done
else
print(shape.mode)
assert(false)
end
end
function Drawing.convert_line(drawing, shape)
-- Perhaps we should do a more sophisticated "simple linear regression"
-- here:
-- https://en.wikipedia.org/wiki/Linear_regression#Simple_and_multiple_linear_regression
-- But this works well enough for close-to-linear strokes.
assert(shape.mode == 'freehand')
shape.mode = 'line'
shape.p1 = insert_point(drawing.points, shape.points[1].x, shape.points[1].y)
local n = #shape.points
shape.p2 = insert_point(drawing.points, shape.points[n].x, shape.points[n].y)
end
-- turn a line either horizontal or vertical
function Drawing.convert_horvert(drawing, shape)
if shape.mode == 'freehand' then
Drawing.convert_line(shape)
end
assert(shape.mode == 'line')
local p1 = drawing.points[shape.p1]
local p2 = drawing.points[shape.p2]
if math.abs(p1.x-p2.x) > math.abs(p1.y-p2.y) then
p2.y = p1.y
else
p2.x = p1.x
end
end
function Drawing.smoothen(shape)
assert(shape.mode == 'freehand')
for _=1,7 do
for i=2,#shape.points-1 do
local a = shape.points[i-1]
local b = shape.points[i]
local c = shape.points[i+1]
b.x = (a.x + b.x + c.x)/3
b.y = (a.y + b.y + c.y)/3
end
end
end
function Drawing.insert_point(points, x,y)
for i,point in ipairs(points) do
if Drawing.near(point, x,y) then
return i
end
end
table.insert(points, {x=x, y=y})
return #points
end
function Drawing.near(point, x,y)
local px,py = Drawing.pixels(x),Drawing.pixels(y)
local cx,cy = Drawing.pixels(point.x), Drawing.pixels(point.y)
return (cx-px)*(cx-px) + (cy-py)*(cy-py) < 16
end
function Drawing.pixels(n) -- parts to pixels
return math.floor(n*Line_width/256)
end
function Drawing.coord(n) -- pixels to parts
return math.floor(n*256/Line_width)
end
function table.find(h, x)
for k,v in pairs(h) do
if v == x then
return k
end
end
end
return Drawing
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