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- -- 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 pmx,pmy = App.mouse_x(), App.mouse_y()
- local starty = Text.starty(State, line_index)
- if pmx < State.right and pmy > starty and pmy < starty+Drawing.pixels(line.h, State.width) then
- App.color(Icon_color)
- love.graphics.rectangle('line', State.left,starty, State.width,Drawing.pixels(line.h, State.width))
- if icon[State.current_drawing_mode] then
- icon[State.current_drawing_mode](State.right-22, starty+4)
- else
- icon[State.previous_drawing_mode](State.right-22, 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-starty, State.width)
- for _,shape in ipairs(line.shapes) do
- 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, 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)+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_width
- if p.name == '' then
- name_width = State.font:getWidth('m')
- else
- name_width = State.font:getWidth(p.name)
- end
- love.graphics.rectangle('fill', x,y, name_width, State.line_height)
- end
- end
- end
- end
- App.color(Current_stroke_color)
- Drawing.draw_pending_shape(line, 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
- assert(false, ('unknown drawing mode %s'):format(shape.mode))
- 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_release
- 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 r = round(geom.dist(center.x, center.y, mx, my))
- local cx,cy = px(center.x), py(center.y)
- love.graphics.circle('line', cx,cy, Drawing.pixels(r, width))
- 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
- assert(false, ('unknown drawing mode %s'):format(shape.mode))
- end
- end
- function Drawing.in_current_drawing(State, x,y, left,right)
- return Drawing.in_drawing(State, State.lines.current_drawing_index, x,y, left,right)
- end
- function Drawing.in_drawing(State, line_index, x,y, left,right)
- assert(State.lines[line_index].mode == 'drawing')
- local starty = Text.starty(State, line_index)
- if starty == nil then return false end -- outside current page
- local drawing = State.lines[line_index]
- local width = right-left
- return y >= starty and y < starty + Drawing.pixels(drawing.h, width) and x >= left and x < right
- end
- function Drawing.mouse_press(State, drawing_index, x,y, mouse_button)
- local drawing = State.lines[drawing_index]
- local starty = Text.starty(State, drawing_index)
- local cx = Drawing.coord(x-State.left, State.width)
- local cy = Drawing.coord(y-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_release
- elseif State.current_drawing_mode == 'name' then
- -- nothing
- else
- assert(false, ('unknown drawing mode %s'):format(State.current_drawing_mode))
- 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 starty = Text.starty(State, State.lines.current_drawing_index)
- if starty == nil then
- -- some event cleared starty just this frame
- -- draw in this frame will soon set starty
- -- just skip this frame
- return
- end
- assert(drawing.mode == 'drawing', 'Drawing.update: line is not a drawing')
- local pmx, pmy = App.mouse_x(), App.mouse_y()
- local mx = Drawing.coord(pmx-State.left, State.width)
- local my = Drawing.coord(pmy-starty, State.width)
- if App.mouse_down(1) then
- if Drawing.in_current_drawing(State, 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_current_drawing(State, 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_release(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 starty = Text.starty(State, 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-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-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), 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-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, 'Drawing.mouse_release: rectangle has too many pending vertices')
- if #drawing.pending.vertices == 2 then
- local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-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, 'Drawing.mouse_release: square has too many pending vertices')
- if #drawing.pending.vertices == 2 then
- local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-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-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-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
- assert(false, ('unknown drawing mode %s'):format(drawing.pending.mode))
- end
- State.lines.current_drawing.pending = {}
- State.lines.current_drawing = nil
- end
- end
- end
- function Drawing.keychord_press(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_index,drawing = Drawing.current_drawing(State)
- local starty = Text.starty(State, drawing_index)
- local mx,my = Drawing.coord(App.mouse_x()-State.left, State.width), Drawing.coord(App.mouse_y()-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_index,drawing = Drawing.current_drawing(State)
- local starty = Text.starty(State, drawing_index)
- local mx,my = Drawing.coord(App.mouse_x()-State.left, State.width), Drawing.coord(App.mouse_y()-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_index,drawing = Drawing.current_drawing(State)
- local starty = Text.starty(State, drawing_index)
- drawing.pending.mode = 'arc'
- local mx,my = Drawing.coord(App.mouse_x()-State.left, State.width), Drawing.coord(App.mouse_y()-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,_,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,_,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, 'point to delete is not in vertices')
- 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
- if Drawing.in_drawing(State, drawing_index, x,y, State.left,State.right) then
- return drawing_index,drawing
- 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 starty = Text.starty(State, drawing_index)
- if Drawing.in_drawing(State, drawing_index, x,y, State.left,State.right) then
- local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-starty, State.width)
- for i,shape in ipairs(drawing.shapes) do
- if geom.on_shape(mx,my, drawing, shape) then
- return drawing,starty,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 starty = Text.starty(State, drawing_index)
- if Drawing.in_drawing(State, drawing_index, x,y, State.left,State.right) then
- local mx,my = Drawing.coord(x-State.left, State.width), Drawing.coord(y-starty, State.width)
- for i,point in ipairs(drawing.points) do
- if Drawing.near(point, mx,my, State.width) then
- return drawing_index,drawing,starty,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()
- if Drawing.in_drawing(State, drawing_index, 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
- assert(false, ('unknown drawing mode %s'):format(shape.mode))
- end
- end
- function Drawing.smoothen(shape)
- assert(shape.mode == 'freehand', 'can only smoothen freehand shapes')
- 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
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