dead code
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drawing.lua
45
drawing.lua
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@ -468,11 +468,6 @@ function Drawing.keychord_pressed(chord)
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drawing.pending.center = drawing.pending.vertices[1]
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end
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drawing.pending.mode = 'circle'
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elseif chord == 'C-s' and not App.mouse_down(1) then
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local drawing,_,shape = Drawing.select_shape_at_mouse()
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if drawing then
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smoothen(shape)
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end
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elseif chord == 'C-u' and not App.mouse_down(1) then
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local drawing_index,drawing,_,p = Drawing.select_point_at_mouse()
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if drawing then
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@ -653,46 +648,6 @@ function Drawing.contains_point(shape, p)
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end
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end
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function Drawing.convert_line(drawing, shape)
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-- Perhaps we should do a more sophisticated "simple linear regression"
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-- here:
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-- https://en.wikipedia.org/wiki/Linear_regression#Simple_and_multiple_linear_regression
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-- But this works well enough for close-to-linear strokes.
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assert(shape.mode == 'freehand')
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shape.mode = 'line'
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shape.p1 = insert_point(drawing.points, shape.points[1].x, shape.points[1].y)
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local n = #shape.points
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shape.p2 = insert_point(drawing.points, shape.points[n].x, shape.points[n].y)
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end
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-- turn a line either horizontal or vertical
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function Drawing.convert_horvert(drawing, shape)
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if shape.mode == 'freehand' then
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Drawing.convert_line(shape)
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end
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assert(shape.mode == 'line')
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local p1 = drawing.points[shape.p1]
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local p2 = drawing.points[shape.p2]
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if math.abs(p1.x-p2.x) > math.abs(p1.y-p2.y) then
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p2.y = p1.y
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else
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p2.x = p1.x
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end
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end
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function Drawing.smoothen(shape)
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assert(shape.mode == 'freehand')
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for _=1,7 do
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for i=2,#shape.points-1 do
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local a = shape.points[i-1]
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local b = shape.points[i]
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local c = shape.points[i+1]
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b.x = (a.x + b.x + c.x)/3
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b.y = (a.y + b.y + c.y)/3
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end
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end
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end
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function Drawing.insert_point(points, x,y)
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for i,point in ipairs(points) do
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if Drawing.near(point, x,y) then
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