728 lines
30 KiB
Lua
728 lines
30 KiB
Lua
-- primitives for editing drawings
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Drawing = {}
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geom = require 'geom'
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-- All drawings span 100% of some conceptual 'page width' and divide it up
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-- into 256 parts.
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function Drawing.draw(line)
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local pmx,pmy = love.mouse.getX(), love.mouse.getY()
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if pmx < 16+Line_width and pmy > line.y and pmy < line.y+Drawing.pixels(line.h) then
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love.graphics.setColor(0.75,0.75,0.75)
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love.graphics.rectangle('line', 16,line.y, Line_width,Drawing.pixels(line.h))
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if icon[Current_drawing_mode] then
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icon[Current_drawing_mode](16+Line_width-20, line.y+4)
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else
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icon[Previous_drawing_mode](16+Line_width-20, line.y+4)
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end
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if love.mouse.isDown('1') and love.keyboard.isDown('h') then
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draw_help_with_mouse_pressed(line)
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return
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end
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end
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if line.show_help then
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draw_help_without_mouse_pressed(line)
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return
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end
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local mx,my = Drawing.coord(pmx-16), Drawing.coord(pmy-line.y)
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for _,shape in ipairs(line.shapes) do
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assert(shape)
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if geom.on_shape(mx,my, line, shape) then
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love.graphics.setColor(1,0,0)
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else
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love.graphics.setColor(0,0,0)
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end
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Drawing.draw_shape(16,line.y, line, shape)
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end
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for i,p in ipairs(line.points) do
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if p.deleted == nil then
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if Drawing.near(p, mx,my) then
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love.graphics.setColor(1,0,0)
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love.graphics.circle('line', Drawing.pixels(p.x)+16,Drawing.pixels(p.y)+line.y, 4)
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else
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love.graphics.setColor(0,0,0)
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love.graphics.circle('fill', Drawing.pixels(p.x)+16,Drawing.pixels(p.y)+line.y, 2)
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end
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if p.name then
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-- todo: clip
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local x,y = Drawing.pixels(p.x)+16+5, Drawing.pixels(p.y)+line.y+5
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love.graphics.print(p.name, x,y)
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if Current_drawing_mode == 'name' and i == line.pending.target_point then
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-- create a faint red box for the name
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love.graphics.setColor(1,0,0,0.1)
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local name_text
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-- TODO: avoid computing name width on every repaint
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if p.name == '' then
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name_text = Em
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else
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name_text = App.newText(love.graphics.getFont(), p.name)
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end
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love.graphics.rectangle('fill', x,y, App.width(name_text), Line_height)
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end
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end
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end
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end
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love.graphics.setColor(0.75,0.75,0.75)
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Drawing.draw_pending_shape(16,line.y, line)
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end
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function Drawing.draw_shape(left,top, drawing, shape)
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if shape.mode == 'freehand' then
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local prev = nil
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for _,point in ipairs(shape.points) do
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if prev then
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love.graphics.line(Drawing.pixels(prev.x)+left,Drawing.pixels(prev.y)+top, Drawing.pixels(point.x)+left,Drawing.pixels(point.y)+top)
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end
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prev = point
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end
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elseif shape.mode == 'line' or shape.mode == 'manhattan' then
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local p1 = drawing.points[shape.p1]
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local p2 = drawing.points[shape.p2]
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love.graphics.line(Drawing.pixels(p1.x)+left,Drawing.pixels(p1.y)+top, Drawing.pixels(p2.x)+left,Drawing.pixels(p2.y)+top)
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elseif shape.mode == 'polygon' or shape.mode == 'rectangle' or shape.mode == 'square' then
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local prev = nil
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for _,point in ipairs(shape.vertices) do
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local curr = drawing.points[point]
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if prev then
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love.graphics.line(Drawing.pixels(prev.x)+left,Drawing.pixels(prev.y)+top, Drawing.pixels(curr.x)+left,Drawing.pixels(curr.y)+top)
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end
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prev = curr
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end
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-- close the loop
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local curr = drawing.points[shape.vertices[1]]
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love.graphics.line(Drawing.pixels(prev.x)+left,Drawing.pixels(prev.y)+top, Drawing.pixels(curr.x)+left,Drawing.pixels(curr.y)+top)
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elseif shape.mode == 'circle' then
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-- todo: clip
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local center = drawing.points[shape.center]
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love.graphics.circle('line', Drawing.pixels(center.x)+left,Drawing.pixels(center.y)+top, Drawing.pixels(shape.radius))
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elseif shape.mode == 'arc' then
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local center = drawing.points[shape.center]
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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)
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elseif shape.mode == 'deleted' then
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-- ignore
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else
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print(shape.mode)
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assert(false)
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end
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end
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function Drawing.draw_pending_shape(left,top, drawing)
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local shape = drawing.pending
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if shape.mode == nil then
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-- nothing pending
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elseif shape.mode == 'freehand' then
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Drawing.draw_shape(left,top, drawing, shape)
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elseif shape.mode == 'line' then
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local mx,my = Drawing.coord(love.mouse.getX()-left), Drawing.coord(love.mouse.getY()-top)
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if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
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return
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end
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local p1 = drawing.points[shape.p1]
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love.graphics.line(Drawing.pixels(p1.x)+left,Drawing.pixels(p1.y)+top, Drawing.pixels(mx)+left,Drawing.pixels(my)+top)
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elseif shape.mode == 'manhattan' then
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local mx,my = Drawing.coord(love.mouse.getX()-left), Drawing.coord(love.mouse.getY()-top)
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if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
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return
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end
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local p1 = drawing.points[shape.p1]
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if math.abs(mx-p1.x) > math.abs(my-p1.y) then
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love.graphics.line(Drawing.pixels(p1.x)+left,Drawing.pixels(p1.y)+top, Drawing.pixels(mx)+left,Drawing.pixels(p1.y)+top)
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else
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love.graphics.line(Drawing.pixels(p1.x)+left,Drawing.pixels(p1.y)+top, Drawing.pixels(p1.x)+left,Drawing.pixels(my)+top)
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end
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elseif shape.mode == 'polygon' then
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-- don't close the loop on a pending polygon
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local prev = nil
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for _,point in ipairs(shape.vertices) do
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local curr = drawing.points[point]
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if prev then
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love.graphics.line(Drawing.pixels(prev.x)+left,Drawing.pixels(prev.y)+top, Drawing.pixels(curr.x)+left,Drawing.pixels(curr.y)+top)
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end
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prev = curr
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end
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love.graphics.line(Drawing.pixels(prev.x)+left,Drawing.pixels(prev.y)+top, love.mouse.getX(),love.mouse.getY())
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elseif shape.mode == 'rectangle' then
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local pmx,pmy = love.mouse.getX(), love.mouse.getY()
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local first = drawing.points[shape.vertices[1]]
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if #shape.vertices == 1 then
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love.graphics.line(Drawing.pixels(first.x)+left,Drawing.pixels(first.y)+top, pmx,pmy)
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return
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end
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local second = drawing.points[shape.vertices[2]]
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local mx,my = Drawing.coord(pmx-left), Drawing.coord(pmy-top)
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local thirdx,thirdy, fourthx,fourthy = Drawing.complete_rectangle(first.x,first.y, second.x,second.y, mx,my)
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love.graphics.line(Drawing.pixels(first.x)+left,Drawing.pixels(first.y)+top, Drawing.pixels(second.x)+left,Drawing.pixels(second.y)+top)
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love.graphics.line(Drawing.pixels(second.x)+left,Drawing.pixels(second.y)+top, Drawing.pixels(thirdx)+left,Drawing.pixels(thirdy)+top)
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love.graphics.line(Drawing.pixels(thirdx)+left,Drawing.pixels(thirdy)+top, Drawing.pixels(fourthx)+left,Drawing.pixels(fourthy)+top)
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love.graphics.line(Drawing.pixels(fourthx)+left,Drawing.pixels(fourthy)+top, Drawing.pixels(first.x)+left,Drawing.pixels(first.y)+top)
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elseif shape.mode == 'square' then
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local pmx,pmy = love.mouse.getX(), love.mouse.getY()
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local first = drawing.points[shape.vertices[1]]
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if #shape.vertices == 1 then
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love.graphics.line(Drawing.pixels(first.x)+left,Drawing.pixels(first.y)+top, pmx,pmy)
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return
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end
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local second = drawing.points[shape.vertices[2]]
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local mx,my = Drawing.coord(pmx-left), Drawing.coord(pmy-top)
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local thirdx,thirdy, fourthx,fourthy = Drawing.complete_square(first.x,first.y, second.x,second.y, mx,my)
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love.graphics.line(Drawing.pixels(first.x)+left,Drawing.pixels(first.y)+top, Drawing.pixels(second.x)+left,Drawing.pixels(second.y)+top)
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love.graphics.line(Drawing.pixels(second.x)+left,Drawing.pixels(second.y)+top, Drawing.pixels(thirdx)+left,Drawing.pixels(thirdy)+top)
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love.graphics.line(Drawing.pixels(thirdx)+left,Drawing.pixels(thirdy)+top, Drawing.pixels(fourthx)+left,Drawing.pixels(fourthy)+top)
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love.graphics.line(Drawing.pixels(fourthx)+left,Drawing.pixels(fourthy)+top, Drawing.pixels(first.x)+left,Drawing.pixels(first.y)+top)
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elseif shape.mode == 'circle' then
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local center = drawing.points[shape.center]
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local mx,my = Drawing.coord(love.mouse.getX()-left), Drawing.coord(love.mouse.getY()-top)
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if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
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return
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end
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local cx,cy = Drawing.pixels(center.x)+left, Drawing.pixels(center.y)+top
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love.graphics.circle('line', cx,cy, geom.dist(cx,cy, love.mouse.getX(),love.mouse.getY()))
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elseif shape.mode == 'arc' then
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local center = drawing.points[shape.center]
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local mx,my = Drawing.coord(love.mouse.getX()-left), Drawing.coord(love.mouse.getY()-top)
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if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
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return
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end
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shape.end_angle = geom.angle_with_hint(center.x,center.y, mx,my, shape.end_angle)
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local cx,cy = Drawing.pixels(center.x)+left, Drawing.pixels(center.y)+top
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love.graphics.arc('line', 'open', cx,cy, Drawing.pixels(shape.radius), shape.start_angle, shape.end_angle, 360)
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elseif shape.mode == 'move' then
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-- nothing pending; changes are immediately committed
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elseif shape.mode == 'name' then
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-- nothing pending; changes are immediately committed
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else
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print(shape.mode)
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assert(false)
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end
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end
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function Drawing.in_drawing(drawing, x,y)
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if drawing.y == nil then return false end -- outside current page
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return y >= drawing.y and y < drawing.y + Drawing.pixels(drawing.h) and x >= 16 and x < 16+Line_width
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end
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function Drawing.mouse_pressed(drawing, x,y, button)
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if Current_drawing_mode == 'freehand' then
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drawing.pending = {mode=Current_drawing_mode, points={{x=Drawing.coord(x-16), y=Drawing.coord(y-drawing.y)}}}
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elseif Current_drawing_mode == 'line' or Current_drawing_mode == 'manhattan' then
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local j = Drawing.insert_point(drawing.points, Drawing.coord(x-16), Drawing.coord(y-drawing.y))
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drawing.pending = {mode=Current_drawing_mode, p1=j}
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elseif Current_drawing_mode == 'polygon' or Current_drawing_mode == 'rectangle' or Current_drawing_mode == 'square' then
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local j = Drawing.insert_point(drawing.points, Drawing.coord(x-16), Drawing.coord(y-drawing.y))
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drawing.pending = {mode=Current_drawing_mode, vertices={j}}
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elseif Current_drawing_mode == 'circle' then
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local j = Drawing.insert_point(drawing.points, Drawing.coord(x-16), Drawing.coord(y-drawing.y))
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drawing.pending = {mode=Current_drawing_mode, center=j}
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elseif Current_drawing_mode == 'move' then
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-- all the action is in mouse_released
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elseif Current_drawing_mode == 'name' then
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-- nothing
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else
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print(Current_drawing_mode)
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assert(false)
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end
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end
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-- a couple of operations on drawings need to constantly check the state of the mouse
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function Drawing.update()
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if Lines.current_drawing == nil then return end
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local drawing = Lines.current_drawing
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assert(drawing.mode == 'drawing')
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local x, y = love.mouse.getX(), love.mouse.getY()
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if love.mouse.isDown('1') then
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if Drawing.in_drawing(drawing, x,y) then
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if drawing.pending.mode == 'freehand' then
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table.insert(drawing.pending.points, {x=Drawing.coord(love.mouse.getX()-16), y=Drawing.coord(love.mouse.getY()-drawing.y)})
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elseif drawing.pending.mode == 'move' then
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local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
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drawing.pending.target_point.x = mx
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drawing.pending.target_point.y = my
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end
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end
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elseif Current_drawing_mode == 'move' then
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if Drawing.in_drawing(drawing, x, y) then
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local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
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drawing.pending.target_point.x = mx
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drawing.pending.target_point.y = my
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end
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else
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-- do nothing
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end
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end
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function Drawing.mouse_released(x,y, button)
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if Current_drawing_mode == 'move' then
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Current_drawing_mode = Previous_drawing_mode
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Previous_drawing_mode = nil
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elseif Lines.current_drawing then
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local drawing = Lines.current_drawing
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if drawing.pending then
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if drawing.pending.mode == 'freehand' then
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-- the last point added during update is good enough
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table.insert(drawing.shapes, drawing.pending)
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elseif drawing.pending.mode == 'line' then
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local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
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if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
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local j = Drawing.insert_point(drawing.points, mx,my)
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drawing.pending.p2 = j
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table.insert(drawing.shapes, drawing.pending)
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end
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elseif drawing.pending.mode == 'manhattan' then
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local p1 = drawing.points[drawing.pending.p1]
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local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
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if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
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if math.abs(mx-p1.x) > math.abs(my-p1.y) then
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local j = Drawing.insert_point(drawing.points, mx, p1.y)
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drawing.pending.p2 = j
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else
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local j = Drawing.insert_point(drawing.points, p1.x, my)
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drawing.pending.p2 = j
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end
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local p2 = drawing.points[drawing.pending.p2]
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love.mouse.setPosition(16+Drawing.pixels(p2.x), drawing.y+Drawing.pixels(p2.y))
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table.insert(drawing.shapes, drawing.pending)
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end
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elseif drawing.pending.mode == 'polygon' then
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local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
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if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
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table.insert(drawing.pending.vertices, Drawing.insert_point(drawing.points, mx,my))
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table.insert(drawing.shapes, drawing.pending)
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end
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elseif drawing.pending.mode == 'rectangle' then
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assert(#drawing.pending.vertices <= 2)
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if #drawing.pending.vertices == 2 then
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local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
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if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
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local first = drawing.points[drawing.pending.vertices[1]]
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local second = drawing.points[drawing.pending.vertices[2]]
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local thirdx,thirdy, fourthx,fourthy = Drawing.complete_rectangle(first.x,first.y, second.x,second.y, mx,my)
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table.insert(drawing.pending.vertices, Drawing.insert_point(drawing.points, thirdx,thirdy))
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table.insert(drawing.pending.vertices, Drawing.insert_point(drawing.points, fourthx,fourthy))
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table.insert(drawing.shapes, drawing.pending)
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end
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else
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-- too few points; draw nothing
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end
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elseif drawing.pending.mode == 'square' then
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assert(#drawing.pending.vertices <= 2)
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if #drawing.pending.vertices == 2 then
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local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
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if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
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local first = drawing.points[drawing.pending.vertices[1]]
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local second = drawing.points[drawing.pending.vertices[2]]
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local thirdx,thirdy, fourthx,fourthy = Drawing.complete_square(first.x,first.y, second.x,second.y, mx,my)
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table.insert(drawing.pending.vertices, Drawing.insert_point(drawing.points, thirdx,thirdy))
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table.insert(drawing.pending.vertices, Drawing.insert_point(drawing.points, fourthx,fourthy))
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table.insert(drawing.shapes, drawing.pending)
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end
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end
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elseif drawing.pending.mode == 'circle' then
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local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
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if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
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local center = drawing.points[drawing.pending.center]
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drawing.pending.radius = geom.dist(center.x,center.y, mx,my)
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table.insert(drawing.shapes, drawing.pending)
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end
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elseif drawing.pending.mode == 'arc' then
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local mx,my = Drawing.coord(x-16), Drawing.coord(y-drawing.y)
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if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
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local center = drawing.points[drawing.pending.center]
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drawing.pending.end_angle = geom.angle_with_hint(center.x,center.y, mx,my, drawing.pending.end_angle)
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table.insert(drawing.shapes, drawing.pending)
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end
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elseif drawing.pending.mode == 'move' then
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-- drop it
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elseif drawing.pending.mode == 'name' then
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-- drop it
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else
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print(drawing.pending.mode)
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assert(false)
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end
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Lines.current_drawing.pending = {}
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Lines.current_drawing = nil
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end
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end
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end
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function Drawing.keychord_pressed(chord)
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if chord == 'C-p' and not love.mouse.isDown('1') then
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Current_drawing_mode = 'freehand'
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elseif chord == 'C-g' and not love.mouse.isDown('1') then
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Current_drawing_mode = 'polygon'
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elseif love.mouse.isDown('1') and chord == 'g' then
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Current_drawing_mode = 'polygon'
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local _,drawing = Drawing.current_drawing()
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if drawing.pending.mode == 'freehand' then
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drawing.pending.vertices = {Drawing.insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y)}
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elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
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if drawing.pending.vertices == nil then
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drawing.pending.vertices = {drawing.pending.p1}
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end
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elseif drawing.pending.mode == 'square' or drawing.pending.mode == 'rectangle' then
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-- 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,_,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 = drawing
|
|
end
|
|
elseif love.mouse.isDown('1') and chord == 'v' then
|
|
local _,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 = drawing
|
|
end
|
|
elseif chord == 'C-n' and not love.mouse.isDown('1') then
|
|
local _,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 = 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
|