diff options
Diffstat (limited to 'drawing.lua')
-rw-r--r-- | drawing.lua | 745 |
1 files changed, 0 insertions, 745 deletions
diff --git a/drawing.lua b/drawing.lua deleted file mode 100644 index 0343f85..0000000 --- a/drawing.lua +++ /dev/null @@ -1,745 +0,0 @@ --- primitives for editing drawings -Drawing = {} -require 'drawing_tests' - --- All drawings span 100% of some conceptual 'page width' and divide it up --- into 256 parts. -function Drawing.draw(State, line_index, y) - local line = State.lines[line_index] - local line_cache = State.line_cache[line_index] - line_cache.starty = y - local pmx,pmy = App.mouse_x(), App.mouse_y() - if pmx < State.right and pmy > line_cache.starty and pmy < line_cache.starty+Drawing.pixels(line.h, State.width) then - App.color(Icon_color) - love.graphics.rectangle('line', State.left,line_cache.starty, State.width,Drawing.pixels(line.h, State.width)) - if icon[State.current_drawing_mode] then - icon[State.current_drawing_mode](State.right-22, line_cache.starty+4) - else - icon[State.previous_drawing_mode](State.right-22, line_cache.starty+4) - end - - if App.mouse_down(1) and love.keyboard.isDown('h') then - draw_help_with_mouse_pressed(State, line_index) - return - end - end - - if line.show_help then - draw_help_without_mouse_pressed(State, line_index) - return - end - - local mx = Drawing.coord(pmx-State.left, State.width) - local my = Drawing.coord(pmy-line_cache.starty, State.width) - - for _,shape in ipairs(line.shapes) do - assert(shape) - if geom.on_shape(mx,my, line, shape) then - App.color(Focus_stroke_color) - else - App.color(Stroke_color) - end - Drawing.draw_shape(line, shape, line_cache.starty, State.left,State.right) - end - - local function px(x) return Drawing.pixels(x, State.width)+State.left end - local function py(y) return Drawing.pixels(y, State.width)+line_cache.starty end - for i,p in ipairs(line.points) do - if p.deleted == nil then - if Drawing.near(p, mx,my, State.width) then - App.color(Focus_stroke_color) - love.graphics.circle('line', px(p.x),py(p.y), Same_point_distance) - else - App.color(Stroke_color) - love.graphics.circle('fill', px(p.x),py(p.y), 2) - end - if p.name then - -- TODO: clip - local x,y = px(p.x)+5, py(p.y)+5 - love.graphics.print(p.name, x,y) - if State.current_drawing_mode == 'name' and i == line.pending.target_point then - -- create a faint red box for the name - App.color(Current_name_background_color) - local name_text - -- TODO: avoid computing name width on every repaint - if p.name == '' then - name_text = State.em - else - name_text = App.newText(love.graphics.getFont(), p.name) - end - love.graphics.rectangle('fill', x,y, App.width(name_text), State.line_height) - end - end - end - end - App.color(Current_stroke_color) - Drawing.draw_pending_shape(line, line_cache.starty, State.left,State.right) -end - -function Drawing.draw_shape(drawing, shape, top, left,right) - local width = right-left - local function px(x) return Drawing.pixels(x, width)+left end - local function py(y) return Drawing.pixels(y, width)+top end - if shape.mode == 'freehand' then - local prev = nil - for _,point in ipairs(shape.points) do - if prev then - love.graphics.line(px(prev.x),py(prev.y), px(point.x),py(point.y)) - 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(px(p1.x),py(p1.y), px(p2.x),py(p2.y)) - 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(px(prev.x),py(prev.y), px(curr.x),py(curr.y)) - end - prev = curr - end - -- close the loop - local curr = drawing.points[shape.vertices[1]] - love.graphics.line(px(prev.x),py(prev.y), px(curr.x),py(curr.y)) - elseif shape.mode == 'circle' then - -- TODO: clip - local center = drawing.points[shape.center] - love.graphics.circle('line', px(center.x),py(center.y), Drawing.pixels(shape.radius, width)) - elseif shape.mode == 'arc' then - local center = drawing.points[shape.center] - love.graphics.arc('line', 'open', px(center.x),py(center.y), Drawing.pixels(shape.radius, width), 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(drawing, top, left,right) - local width = right-left - local pmx,pmy = App.mouse_x(), App.mouse_y() - local function px(x) return Drawing.pixels(x, width)+left end - local function py(y) return Drawing.pixels(y, width)+top end - local mx = Drawing.coord(pmx-left, width) - local my = Drawing.coord(pmy-top, width) - -- recreate pixels from coords to precisely mimic how the drawing will look - -- after mouse_released - pmx,pmy = px(mx), py(my) - local shape = drawing.pending - if shape.mode == nil then - -- nothing pending - elseif shape.mode == 'freehand' then - local shape_copy = deepcopy(shape) - Drawing.smoothen(shape_copy) - Drawing.draw_shape(drawing, shape_copy, top, left,right) - elseif shape.mode == 'line' then - 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(px(p1.x),py(p1.y), pmx,pmy) - elseif shape.mode == 'manhattan' then - 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(px(p1.x),py(p1.y), pmx, py(p1.y)) - else - love.graphics.line(px(p1.x),py(p1.y), px(p1.x),pmy) - 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(px(prev.x),py(prev.y), px(curr.x),py(curr.y)) - end - prev = curr - end - love.graphics.line(px(prev.x),py(prev.y), pmx,pmy) - elseif shape.mode == 'rectangle' then - local first = drawing.points[shape.vertices[1]] - if #shape.vertices == 1 then - love.graphics.line(px(first.x),py(first.y), pmx,pmy) - return - end - local second = drawing.points[shape.vertices[2]] - local thirdx,thirdy, fourthx,fourthy = Drawing.complete_rectangle(first.x,first.y, second.x,second.y, mx,my) - love.graphics.line(px(first.x),py(first.y), px(second.x),py(second.y)) - love.graphics.line(px(second.x),py(second.y), px(thirdx),py(thirdy)) - love.graphics.line(px(thirdx),py(thirdy), px(fourthx),py(fourthy)) - love.graphics.line(px(fourthx),py(fourthy), px(first.x),py(first.y)) - elseif shape.mode == 'square' then - local first = drawing.points[shape.vertices[1]] - if #shape.vertices == 1 then - love.graphics.line(px(first.x),py(first.y), pmx,pmy) - return - end - local second = drawing.points[shape.vertices[2]] - local thirdx,thirdy, fourthx,fourthy = Drawing.complete_square(first.x,first.y, second.x,second.y, mx,my) - love.graphics.line(px(first.x),py(first.y), px(second.x),py(second.y)) - love.graphics.line(px(second.x),py(second.y), px(thirdx),py(thirdy)) - love.graphics.line(px(thirdx),py(thirdy), px(fourthx),py(fourthy)) - love.graphics.line(px(fourthx),py(fourthy), px(first.x),py(first.y)) - elseif shape.mode == 'circle' then - local center = drawing.points[shape.center] - if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then - return - end - local cx,cy = px(center.x), py(center.y) - love.graphics.circle('line', cx,cy, geom.dist(cx,cy, App.mouse_x(),App.mouse_y())) - elseif shape.mode == 'arc' then - local center = drawing.points[shape.center] - 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 = px(center.x), py(center.y) - love.graphics.arc('line', 'open', cx,cy, Drawing.pixels(shape.radius, width), 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, line_cache, x,y, left,right) - if line_cache.starty == nil then return false end -- outside current page - local width = right-left - return y >= line_cache.starty and y < line_cache.starty + Drawing.pixels(drawing.h, width) and x >= left and x < right -end - -function Drawing.mouse_pressed(State, drawing_index, x,y, mouse_button) - local drawing = State.lines[drawing_index] - local line_cache = State.line_cache[drawing_index] - local cx = Drawing.coord(x-State.left, State.width) - local cy = Drawing.coord(y-line_cache.starty, State.width) - if State.current_drawing_mode == 'freehand' then - drawing.pending = {mode=State.current_drawing_mode, points={{x=cx, y=cy}}} - elseif State.current_drawing_mode == 'line' or State.current_drawing_mode == 'manhattan' then - local j = Drawing.find_or_insert_point(drawing.points, cx, cy, State.width) - drawing.pending = {mode=State.current_drawing_mode, p1=j} - elseif State.current_drawing_mode == 'polygon' or State.current_drawing_mode == 'rectangle' or State.current_drawing_mode == 'square' then - local j = Drawing.find_or_insert_point(drawing.points, cx, cy, State.width) - drawing.pending = {mode=State.current_drawing_mode, vertices={j}} - elseif State.current_drawing_mode == 'circle' then - local j = Drawing.find_or_insert_point(drawing.points, cx, cy, State.width) - drawing.pending = {mode=State.current_drawing_mode, center=j} - elseif State.current_drawing_mode == 'move' then - -- all the action is in mouse_released - elseif State.current_drawing_mode == 'name' then - -- nothing - else - print(State.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(State) - if State.lines.current_drawing == nil then return end - local drawing = State.lines.current_drawing - local line_cache = State.line_cache[State.lines.current_drawing_index] - assert(drawing.mode == 'drawing') - local pmx, pmy = App.mouse_x(), App.mouse_y() - local mx = Drawing.coord(pmx-State.left, State.width) - local my = Drawing.coord(pmy-line_cache.starty, State.width) - if App.mouse_down(1) then - if Drawing.in_drawing(drawing, line_cache, pmx,pmy, State.left,State.right) then - if drawing.pending.mode == 'freehand' then - table.insert(drawing.pending.points, {x=mx, y=my}) - elseif drawing.pending.mode == 'move' then - drawing.pending.target_point.x = mx - drawing.pending.target_point.y = my - Drawing.relax_constraints(drawing, drawing.pending.target_point_index) - end - end - elseif State.current_drawing_mode == 'move' then - if Drawing.in_drawing(drawing, line_cache, pmx, pmy, State.left,State.right) then - drawing.pending.target_point.x = mx - drawing.pending.target_point.y = my - Drawing.relax_constraints(drawing, drawing.pending.target_point_index) - end - else - -- do nothing - end -end - -function Drawing.relax_constraints(drawing, p) - for _,shape in ipairs(drawing.shapes) do - if shape.mode == 'manhattan' then - if shape.p1 == p then - shape.mode = 'line' - elseif shape.p2 == p then - shape.mode = 'line' - end - elseif shape.mode == 'rectangle' or shape.mode == 'square' then - for _,v in ipairs(shape.vertices) do - if v == p then - shape.mode = 'polygon' - end - end - end - end -end - -function Drawing.mouse_released(State, x,y, mouse_button) - if State.current_drawing_mode == 'move' then - State.current_drawing_mode = State.previous_drawing_mode - State.previous_drawing_mode = nil - if State.lines.current_drawing then - State.lines.current_drawing.pending = {} - State.lines.current_drawing = nil - end - elseif State.lines.current_drawing then - local drawing = State.lines.current_drawing - local line_cache = State.line_cache[State.lines.current_drawing_index] - if drawing.pending then - if drawing.pending.mode == nil then - -- nothing pending - elseif drawing.pending.mode == 'freehand' then - -- the last point added during update is good enough - Drawing.smoothen(drawing.pending) - table.insert(drawing.shapes, drawing.pending) - elseif drawing.pending.mode == 'line' then - local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width) - if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then - drawing.pending.p2 = Drawing.find_or_insert_point(drawing.points, mx,my, State.width) - 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-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width) - 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 - drawing.pending.p2 = Drawing.find_or_insert_point(drawing.points, mx, p1.y, State.width) - else - drawing.pending.p2 = Drawing.find_or_insert_point(drawing.points, p1.x, my, State.width) - end - local p2 = drawing.points[drawing.pending.p2] - App.mouse_move(State.left+Drawing.pixels(p2.x, State.width), line_cache.starty+Drawing.pixels(p2.y, State.width)) - table.insert(drawing.shapes, drawing.pending) - end - elseif drawing.pending.mode == 'polygon' then - local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width) - if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then - table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, mx,my, State.width)) - 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-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width) - 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.find_or_insert_point(drawing.points, thirdx,thirdy, State.width)) - table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, fourthx,fourthy, State.width)) - 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-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width) - 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.find_or_insert_point(drawing.points, thirdx,thirdy, State.width)) - table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, fourthx,fourthy, State.width)) - table.insert(drawing.shapes, drawing.pending) - end - end - elseif drawing.pending.mode == 'circle' then - local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width) - if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then - local center = drawing.points[drawing.pending.center] - drawing.pending.radius = round(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-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width) - 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 == 'name' then - -- drop it - else - print(drawing.pending.mode) - assert(false) - end - State.lines.current_drawing.pending = {} - State.lines.current_drawing = nil - end - end -end - -function Drawing.keychord_pressed(State, chord) - if chord == 'C-p' and not App.mouse_down(1) then - State.current_drawing_mode = 'freehand' - elseif App.mouse_down(1) and chord == 'l' then - State.current_drawing_mode = 'line' - local _,drawing = Drawing.current_drawing(State) - if drawing.pending.mode == 'freehand' then - drawing.pending.p1 = Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width) - 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 = 'line' - elseif chord == 'C-l' and not App.mouse_down(1) then - State.current_drawing_mode = 'line' - elseif App.mouse_down(1) and chord == 'm' then - State.current_drawing_mode = 'manhattan' - local drawing = Drawing.select_drawing_at_mouse(State) - if drawing.pending.mode == 'freehand' then - drawing.pending.p1 = Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width) - 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 App.mouse_down(1) then - State.current_drawing_mode = 'manhattan' - elseif chord == 'C-g' and not App.mouse_down(1) then - State.current_drawing_mode = 'polygon' - elseif App.mouse_down(1) and chord == 'g' then - State.current_drawing_mode = 'polygon' - local _,drawing = Drawing.current_drawing(State) - if drawing.pending.mode == 'freehand' then - drawing.pending.vertices = {Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)} - 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 == 'rectangle' or drawing.pending.mode == 'square' 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 App.mouse_down(1) then - State.current_drawing_mode = 'rectangle' - elseif App.mouse_down(1) and chord == 'r' then - State.current_drawing_mode = 'rectangle' - local _,drawing = Drawing.current_drawing(State) - if drawing.pending.mode == 'freehand' then - drawing.pending.vertices = {Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)} - 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 == 'polygon' or drawing.pending.mode == 'square' then - -- reuse existing (1-2) vertices - elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then - drawing.pending.vertices = {drawing.pending.center} - end - drawing.pending.mode = 'rectangle' - elseif chord == 'C-s' and not App.mouse_down(1) then - State.current_drawing_mode = 'square' - elseif App.mouse_down(1) and chord == 's' then - State.current_drawing_mode = 'square' - local _,drawing = Drawing.current_drawing(State) - if drawing.pending.mode == 'freehand' then - drawing.pending.vertices = {Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)} - 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 == 'polygon' then - while #drawing.pending.vertices > 2 do - table.remove(drawing.pending.vertices) - end - elseif drawing.pending.mode == 'rectangle' then - -- reuse existing (1-2) vertices - elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then - drawing.pending.vertices = {drawing.pending.center} - end - drawing.pending.mode = 'square' - elseif App.mouse_down(1) and chord == 'p' and State.current_drawing_mode == 'polygon' then - local _,drawing,line_cache = Drawing.current_drawing(State) - local mx,my = Drawing.coord(App.mouse_x()-State.left, State.width), Drawing.coord(App.mouse_y()-line_cache.starty, State.width) - local j = Drawing.find_or_insert_point(drawing.points, mx,my, State.width) - table.insert(drawing.pending.vertices, j) - elseif App.mouse_down(1) and chord == 'p' and (State.current_drawing_mode == 'rectangle' or State.current_drawing_mode == 'square') then - local _,drawing,line_cache = Drawing.current_drawing(State) - local mx,my = Drawing.coord(App.mouse_x()-State.left, State.width), Drawing.coord(App.mouse_y()-line_cache.starty, State.width) - local j = Drawing.find_or_insert_point(drawing.points, mx,my, State.width) - while #drawing.pending.vertices >= 2 do - table.remove(drawing.pending.vertices) - end - table.insert(drawing.pending.vertices, j) - elseif chord == 'C-o' and not App.mouse_down(1) then - State.current_drawing_mode = 'circle' - elseif App.mouse_down(1) and chord == 'a' and State.current_drawing_mode == 'circle' then - local _,drawing,line_cache = Drawing.current_drawing(State) - drawing.pending.mode = 'arc' - local mx,my = Drawing.coord(App.mouse_x()-State.left, State.width), Drawing.coord(App.mouse_y()-line_cache.starty, State.width) - local center = drawing.points[drawing.pending.center] - drawing.pending.radius = round(geom.dist(center.x,center.y, mx,my)) - drawing.pending.start_angle = geom.angle(center.x,center.y, mx,my) - elseif App.mouse_down(1) and chord == 'o' then - State.current_drawing_mode = 'circle' - local _,drawing = Drawing.current_drawing(State) - if drawing.pending.mode == 'freehand' then - drawing.pending.center = Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width) - 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 chord == 'C-u' and not App.mouse_down(1) then - local drawing_index,drawing,line_cache,i,p = Drawing.select_point_at_mouse(State) - if drawing then - if State.previous_drawing_mode == nil then - State.previous_drawing_mode = State.current_drawing_mode - end - State.current_drawing_mode = 'move' - drawing.pending = {mode=State.current_drawing_mode, target_point=p, target_point_index=i} - State.lines.current_drawing_index = drawing_index - State.lines.current_drawing = drawing - end - elseif chord == 'C-n' and not App.mouse_down(1) then - local drawing_index,drawing,line_cache,point_index,p = Drawing.select_point_at_mouse(State) - if drawing then - if State.previous_drawing_mode == nil then - -- don't clobber - State.previous_drawing_mode = State.current_drawing_mode - end - State.current_drawing_mode = 'name' - p.name = '' - drawing.pending = {mode=State.current_drawing_mode, target_point=point_index} - State.lines.current_drawing_index = drawing_index - State.lines.current_drawing = drawing - end - elseif chord == 'C-d' and not App.mouse_down(1) then - local _,drawing,_,i,p = Drawing.select_point_at_mouse(State) - 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(State) - if drawing then - shape.mode = 'deleted' - end - elseif chord == 'C-h' and not App.mouse_down(1) then - local drawing = Drawing.select_drawing_at_mouse(State) - if drawing then - drawing.show_help = true - end - elseif chord == 'escape' and App.mouse_down(1) then - local _,drawing = Drawing.current_drawing(State) - drawing.pending = {} - 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 = round(((x-a*y) - a*c) / (a*a + 1)) - local thirdy = round((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 = round(((firstx-a*firsty) - a*c) / (a*a + 1)) - local fourthy = round((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(State) - local x, y = App.mouse_x(), App.mouse_y() - for drawing_index,drawing in ipairs(State.lines) do - if drawing.mode == 'drawing' then - local line_cache = State.line_cache[drawing_index] - if Drawing.in_drawing(drawing, line_cache, x,y, State.left,State.right) then - return drawing_index,drawing,line_cache - end - end - end - return nil -end - -function Drawing.select_shape_at_mouse(State) - for drawing_index,drawing in ipairs(State.lines) do - if drawing.mode == 'drawing' then - local x, y = App.mouse_x(), App.mouse_y() - local line_cache = State.line_cache[drawing_index] - if Drawing.in_drawing(drawing, line_cache, x,y, State.left,State.right) then - local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width) - for i,shape in ipairs(drawing.shapes) do - assert(shape) - if geom.on_shape(mx,my, drawing, shape) then - return drawing,line_cache,i,shape - end - end - end - end - end -end - -function Drawing.select_point_at_mouse(State) - for drawing_index,drawing in ipairs(State.lines) do - if drawing.mode == 'drawing' then - local x, y = App.mouse_x(), App.mouse_y() - local line_cache = State.line_cache[drawing_index] - if Drawing.in_drawing(drawing, line_cache, x,y, State.left,State.right) then - local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-line_cache.starty, State.width) - for i,point in ipairs(drawing.points) do - assert(point) - if Drawing.near(point, mx,my, State.width) then - return drawing_index,drawing,line_cache,i,point - end - end - end - end - end -end - -function Drawing.select_drawing_at_mouse(State) - for drawing_index,drawing in ipairs(State.lines) do - if drawing.mode == 'drawing' then - local x, y = App.mouse_x(), App.mouse_y() - local line_cache = State.line_cache[drawing_index] - if Drawing.in_drawing(drawing, line_cache, x,y, State.left,State.right) 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.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 = round((a.x + b.x + c.x)/3) - b.y = round((a.y + b.y + c.y)/3) - end - end -end - -function round(num) - return math.floor(num+.5) -end - -function Drawing.find_or_insert_point(points, x,y, width) - -- check if UI would snap the two points together - for i,point in ipairs(points) do - if Drawing.near(point, x,y, width) then - return i - end - end - table.insert(points, {x=x, y=y}) - return #points -end - -function Drawing.near(point, x,y, width) - local px,py = Drawing.pixels(x, width),Drawing.pixels(y, width) - local cx,cy = Drawing.pixels(point.x, width), Drawing.pixels(point.y, width) - return (cx-px)*(cx-px) + (cy-py)*(cy-py) < Same_point_distance*Same_point_distance -end - -function Drawing.pixels(n, width) -- parts to pixels - return math.floor(n*width/256) -end -function Drawing.coord(n, width) -- pixels to parts - return math.floor(n*256/width) -end - -function table.find(h, x) - for k,v in pairs(h) do - if v == x then - return k - end - end -end |