mirror of
https://github.com/scratchfoundation/scratch-paint.git
synced 2024-12-24 06:22:23 -05:00
860 lines
33 KiB
JavaScript
860 lines
33 KiB
JavaScript
import paper from '@scratch/paper';
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import {createCanvas, clearRaster, getRaster, hideGuideLayers, showGuideLayers} from './layer';
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import {getGuideColor} from './guides';
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import {clearSelection} from './selection';
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import {ART_BOARD_WIDTH, ART_BOARD_HEIGHT, CENTER, MAX_WORKSPACE_BOUNDS} from './view';
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import {inlineSvgFonts} from 'scratch-svg-renderer';
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import Formats from '../lib/format';
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const forEachLinePoint = function (point1, point2, callback) {
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// Bresenham line algorithm
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let x1 = ~~point1.x;
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const x2 = ~~point2.x;
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let y1 = ~~point1.y;
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const y2 = ~~point2.y;
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const dx = Math.abs(x2 - x1);
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const dy = Math.abs(y2 - y1);
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const sx = (x1 < x2) ? 1 : -1;
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const sy = (y1 < y2) ? 1 : -1;
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let err = dx - dy;
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callback(x1, y1);
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while (x1 !== x2 || y1 !== y2) {
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const e2 = err * 2;
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if (e2 > -dy) {
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err -= dy;
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x1 += sx;
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}
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if (e2 < dx) {
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err += dx;
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y1 += sy;
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}
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callback(x1, y1);
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}
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};
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/**
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* @param {!number} a Coefficient in ax^2 + bx + c = 0
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* @param {!number} b Coefficient in ax^2 + bx + c = 0
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* @param {!number} c Coefficient in ax^2 + bx + c = 0
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* @return {Array<number>} Array of 2 solutions, with the larger solution first
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*/
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const solveQuadratic_ = function (a, b, c) {
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const soln1 = (-b + Math.sqrt((b * b) - (4 * a * c))) / 2 / a;
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const soln2 = (-b - Math.sqrt((b * b) - (4 * a * c))) / 2 / a;
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return soln1 > soln2 ? [soln1, soln2] : [soln2, soln1];
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};
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/**
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* @param {!object} options drawing options
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* @param {!number} options.centerX center of ellipse, x
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* @param {!number} options.centerY center of ellipse, y
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* @param {!number} options.radiusX major radius of ellipse
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* @param {!number} options.radiusY minor radius of ellipse
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* @param {!number} options.shearSlope slope of the sheared x axis
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* @param {?boolean} options.isFilled true if isFilled
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* @param {?function} options.drawFn The function called on each point in the outline, used only
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* if isFilled is false.
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* @param {!CanvasRenderingContext2D} context for drawing
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* @return {boolean} true if anything was drawn, false if not
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*/
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const drawShearedEllipse_ = function (options, context) {
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const centerX = ~~options.centerX;
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const centerY = ~~options.centerY;
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const radiusX = ~~Math.abs(options.radiusX) - .5;
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const radiusY = ~~Math.abs(options.radiusY) - .5;
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const shearSlope = options.shearSlope;
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const isFilled = options.isFilled;
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const drawFn = options.drawFn;
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if (shearSlope === Infinity || radiusX < 1 || radiusY < 1) {
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return false;
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}
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// A, B, and C represent Ax^2 + Bxy + Cy^2 = 1 coefficients in a skewed ellipse formula
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const A = (1 / radiusX / radiusX) + (shearSlope * shearSlope / radiusY / radiusY);
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const B = -2 * shearSlope / radiusY / radiusY;
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const C = 1 / radiusY / radiusY;
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// Line with slope1 intersects the ellipse where its derivative is 1
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const slope1 = ((-2 * A) - B) / ((2 * C) + B);
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// Line with slope2 intersects the ellipse where its derivative is -1
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const slope2 = (-(2 * A) + B) / (-(2 * C) + B);
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const verticalStepsFirst = slope1 > slope2;
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/**
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* Vertical stepping portion of ellipse drawing algorithm
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* @param {!number} startY y to start drawing from
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* @param {!function} conditionFn function which should become true when we should stop stepping
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* @return {object} last point drawn to the canvas, or null if no points drawn
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*/
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const drawEllipseStepVertical_ = function (startY, conditionFn) {
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// Points on the ellipse
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let y = startY;
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let x = solveQuadratic_(A, B * y, (C * y * y) - 1);
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// last pixel position at which a draw was performed
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let pY;
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let pX1;
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let pX2;
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while (conditionFn(x[0], y)) {
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pY = Math.floor(y);
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pX1 = Math.floor(x[0]);
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pX2 = Math.floor(x[1]);
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if (isFilled) {
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context.fillRect(centerX - pX1 - 1, centerY + pY, pX1 - pX2 + 1, 1);
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context.fillRect(centerX + pX2, centerY - pY - 1, pX1 - pX2 + 1, 1);
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} else {
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drawFn(centerX - pX1 - 1, centerY + pY);
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drawFn(centerX + pX1, centerY - pY - 1);
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}
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y--;
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x = solveQuadratic_(A, B * y, (C * y * y) - 1);
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}
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return pX1 || pY ? {x: pX1, y: pY} : null;
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};
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/**
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* Horizontal stepping portion of ellipse drawing algorithm
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* @param {!number} startX x to start drawing from
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* @param {!function} conditionFn function which should become false when we should stop stepping
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* @return {object} last point drawn to the canvas, or null if no points drawn
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*/
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const drawEllipseStepHorizontal_ = function (startX, conditionFn) {
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// Points on the ellipse
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let x = startX;
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let y = solveQuadratic_(C, B * x, (A * x * x) - 1);
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// last pixel position at which a draw was performed
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let pX;
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let pY1;
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let pY2;
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while (conditionFn(x, y[0])) {
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pX = Math.floor(x);
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pY1 = Math.floor(y[0]);
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pY2 = Math.floor(y[1]);
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if (isFilled) {
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context.fillRect(centerX - pX - 1, centerY + pY2, 1, pY1 - pY2 + 1);
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context.fillRect(centerX + pX, centerY - pY1 - 1, 1, pY1 - pY2 + 1);
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} else {
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drawFn(centerX - pX - 1, centerY + pY1);
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drawFn(centerX + pX, centerY - pY1 - 1);
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}
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x++;
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y = solveQuadratic_(C, B * x, (A * x * x) - 1);
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}
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return pX || pY1 ? {x: pX, y: pY1} : null;
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};
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// Last point drawn
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let lastPoint;
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if (verticalStepsFirst) {
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let forwardLeaning = false;
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if (slope1 > 0) forwardLeaning = true;
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// step vertically
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lastPoint = drawEllipseStepVertical_(
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forwardLeaning ? -radiusY : radiusY,
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(x, y) => {
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if (x === 0 && y > 0) return true;
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if (x === 0 && y < 0) return false;
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return y / x > slope1;
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}
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);
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// step horizontally while slope is flat
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lastPoint = drawEllipseStepHorizontal_(
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lastPoint ? -lastPoint.x + .5 : .5,
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(x, y) => y / x > slope2
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) || {x: -lastPoint.x - .5, y: -lastPoint.y - .5};
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// step vertically until back to start
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drawEllipseStepVertical_(
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lastPoint.y - .5,
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(x, y) => {
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if (forwardLeaning) return y > -radiusY;
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return y > radiusY;
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}
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);
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} else {
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// step horizontally forward
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lastPoint = drawEllipseStepHorizontal_(
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.5,
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(x, y) => y / x > slope2
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);
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// step vertically while slope is steep
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lastPoint = drawEllipseStepVertical_(
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lastPoint ? lastPoint.y - .5 : radiusY,
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(x, y) => {
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if (x === 0 && y > 0) return true;
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if (x === 0 && y < 0) return false;
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return y / x > slope1;
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}
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) || lastPoint;
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// step horizontally until back to start
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drawEllipseStepHorizontal_(
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-lastPoint.x + .5,
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x => x < 0
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);
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}
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return true;
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};
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/**
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* @param {!number} size The diameter of the brush
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* @param {!string} color The css color of the brush
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* @param {?boolean} isEraser True if we want the brush mark for the eraser
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* @return {HTMLCanvasElement} a canvas with the brush mark printed on it
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*/
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const getBrushMark = function (size, color, isEraser) {
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size = ~~size;
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const canvas = document.createElement('canvas');
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const roundedUpRadius = Math.ceil(size / 2);
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canvas.width = roundedUpRadius * 2;
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canvas.height = roundedUpRadius * 2;
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const context = canvas.getContext('2d');
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context.imageSmoothingEnabled = false;
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context.fillStyle = isEraser ? 'white' : color;
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// Small squares for pixel artists
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if (size <= 5) {
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let offset = 0;
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if (size % 2) offset = 1;
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if (isEraser) {
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context.fillStyle = getGuideColor();
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context.fillRect(offset, offset, size, size);
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context.fillStyle = 'white';
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context.fillRect(offset + 1, offset + 1, size - 2, size - 2);
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} else {
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context.fillRect(offset, offset, size, size);
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}
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} else {
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drawShearedEllipse_({
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centerX: size / 2,
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centerY: size / 2,
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radiusX: size / 2,
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radiusY: size / 2,
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shearSlope: 0,
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isFilled: true
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}, context);
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if (isEraser) {
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// Add outline
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context.fillStyle = getGuideColor();
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drawShearedEllipse_({
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centerX: size / 2,
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centerY: size / 2,
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radiusX: size / 2,
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radiusY: size / 2,
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shearSlope: 0,
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isFilled: false,
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drawFn: (x, y) => context.fillRect(x, y, 1, 1)
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}, context);
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}
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}
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return canvas;
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};
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/**
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* Draw an ellipse, given the original axis-aligned radii and
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* an affine transformation. Returns false if the ellipse could
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* not be drawn; for instance, the matrix is non-invertible.
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*
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* @param {!options} options Parameters for the ellipse
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* @param {!paper.Point} options.position Center of ellipse
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* @param {!number} options.radiusX x-aligned radius of ellipse
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* @param {!number} options.radiusY y-aligned radius of ellipse
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* @param {!paper.Matrix} options.matrix affine transformation matrix
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* @param {?boolean} options.isFilled true if isFilled
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* @param {?number} options.thickness Thickness of outline, used only if isFilled is false.
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* @param {!CanvasRenderingContext2D} context for drawing
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* @return {boolean} true if anything was drawn, false if not
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*/
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const drawEllipse = function (options, context) {
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const positionX = options.position.x;
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const positionY = options.position.y;
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const radiusX = options.radiusX;
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const radiusY = options.radiusY;
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const matrix = options.matrix;
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const isFilled = options.isFilled;
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const thickness = options.thickness;
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let drawFn = null;
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if (!matrix.isInvertible()) return false;
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const inverse = matrix.clone().invert();
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if (!isFilled) {
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const brushMark = getBrushMark(thickness, context.fillStyle);
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const roundedUpRadius = Math.ceil(thickness / 2);
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drawFn = (x, y) => {
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context.drawImage(brushMark, ~~x - roundedUpRadius, ~~y - roundedUpRadius);
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};
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}
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// Calculate the ellipse formula
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// A, B, and C represent Ax^2 + Bxy + Cy^2 = 1 coefficients in a transformed ellipse formula
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const A = (inverse.a * inverse.a / radiusX / radiusX) + (inverse.b * inverse.b / radiusY / radiusY);
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const B = (2 * inverse.a * inverse.c / radiusX / radiusX) + (2 * inverse.b * inverse.d / radiusY / radiusY);
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const C = (inverse.c * inverse.c / radiusX / radiusX) + (inverse.d * inverse.d / radiusY / radiusY);
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// Convert to a sheared ellipse formula. All ellipses are equivalent to some sheared axis-aligned ellipse.
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// radiusA, radiusB, and slope are parameters of a skewed ellipse with the above formula
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const radiusB = 1 / Math.sqrt(C);
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const radiusA = Math.sqrt(-4 * C / ((B * B) - (4 * A * C)));
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const slope = B / 2 / C;
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return drawShearedEllipse_({
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centerX: positionX,
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centerY: positionY,
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radiusX: radiusA,
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radiusY: radiusB,
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shearSlope: slope,
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isFilled: isFilled,
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drawFn: drawFn
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}, context);
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};
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const rowBlank_ = function (imageData, width, y) {
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for (let x = 0; x < width; ++x) {
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if (imageData.data[(y * width << 2) + (x << 2) + 3] !== 0) return false;
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}
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return true;
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};
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const columnBlank_ = function (imageData, width, x, top, bottom) {
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for (let y = top; y < bottom; ++y) {
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if (imageData.data[(y * width << 2) + (x << 2) + 3] !== 0) return false;
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}
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return true;
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};
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/**
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* Get bounds around the contents of a raster, trimming transparent pixels from edges.
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* Adapted from Tim Down's https://gist.github.com/timdown/021d9c8f2aabc7092df564996f5afbbf
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* @param {paper.Raster} raster The raster to get the bounds around
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* @param {paper.Rectangle} [rect] Optionally, an alternative bounding rectangle to limit the check to.
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* @returns {paper.Rectangle} The bounds around the opaque area of the passed raster
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* (or opaque within the passed rectangle)
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*/
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const getHitBounds = function (raster, rect) {
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const bounds = rect || raster.bounds;
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const width = bounds.width;
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const imageData = raster.getImageData(bounds);
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let top = 0;
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let bottom = imageData.height;
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let left = 0;
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let right = imageData.width;
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while (top < bottom && rowBlank_(imageData, width, top)) ++top;
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while (bottom - 1 > top && rowBlank_(imageData, width, bottom - 1)) --bottom;
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while (left < right && columnBlank_(imageData, width, left, top, bottom)) ++left;
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while (right - 1 > left && columnBlank_(imageData, width, right - 1, top, bottom)) --right;
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// Center an empty bitmap
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if (top === bottom) {
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top = bottom = imageData.height / 2;
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}
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if (left === right) {
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left = right = imageData.width / 2;
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}
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return new paper.Rectangle(left + bounds.left, top + bounds.top, right - left, bottom - top);
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};
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const trim_ = function (raster) {
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const hitBounds = getHitBounds(raster);
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if (hitBounds.width && hitBounds.height) {
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return raster.getSubRaster(getHitBounds(raster));
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}
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return null;
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};
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/**
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* @param {boolean} shouldInsert True if the trimmed raster should be added to the active layer.
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* @returns {paper.Raster} raster layer with whitespace trimmed from ends, or null if there is
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* nothing on the raster layer.
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*/
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const getTrimmedRaster = function (shouldInsert) {
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const trimmedRaster = trim_(getRaster());
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if (!trimmedRaster) return null;
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if (shouldInsert) {
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paper.project.activeLayer.addChild(trimmedRaster);
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} else {
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trimmedRaster.remove();
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}
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return trimmedRaster;
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};
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const convertToBitmap = function (clearSelectedItems, onUpdateImage) {
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// @todo if the active layer contains only rasters, drawing them directly to the raster layer
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// would be more efficient.
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clearSelection(clearSelectedItems);
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// Export svg
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const guideLayers = hideGuideLayers(true /* includeRaster */);
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const bounds = paper.project.activeLayer.drawnBounds;
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const svg = paper.project.exportSVG({
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bounds: 'content',
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matrix: new paper.Matrix().translate(-bounds.x, -bounds.y)
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});
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showGuideLayers(guideLayers);
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// Get rid of anti-aliasing
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// @todo get crisp text https://github.com/LLK/scratch-paint/issues/508
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svg.setAttribute('shape-rendering', 'crispEdges');
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let svgString = (new XMLSerializer()).serializeToString(svg);
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svgString = inlineSvgFonts(svgString);
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// Put anti-aliased SVG into image, and dump image back into canvas
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const img = new Image();
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img.onload = () => {
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if (img.width && img.height) {
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getRaster().drawImage(
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img,
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new paper.Point(Math.floor(bounds.topLeft.x), Math.floor(bounds.topLeft.y)));
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}
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for (let i = paper.project.activeLayer.children.length - 1; i >= 0; i--) {
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const item = paper.project.activeLayer.children[i];
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if (item.clipMask === false) {
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item.remove();
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} else {
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// Resize mask for bitmap bounds
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item.size.height = ART_BOARD_HEIGHT;
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item.size.width = ART_BOARD_WIDTH;
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item.setPosition(CENTER);
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}
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}
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onUpdateImage(false /* skipSnapshot */, Formats.BITMAP /* formatOverride */);
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};
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img.onerror = () => {
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// Fallback if browser does not support SVG data URIs in images.
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// The problem with rasterize is that it will anti-alias.
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const raster = paper.project.activeLayer.rasterize(72, false /* insert */);
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raster.onLoad = () => {
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if (raster.canvas.width && raster.canvas.height) {
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getRaster().drawImage(raster.canvas, raster.bounds.topLeft);
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}
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paper.project.activeLayer.removeChildren();
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onUpdateImage(false /* skipSnapshot */, Formats.BITMAP /* formatOverride */);
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};
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};
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// Hash tags will break image loading without being encoded first
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img.src = `data:image/svg+xml;utf8,${encodeURIComponent(svgString)}`;
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};
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const convertToVector = function (clearSelectedItems, onUpdateImage) {
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clearSelection(clearSelectedItems);
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for (const item of paper.project.activeLayer.children) {
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if (item.clipMask === true) {
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// Resize mask for vector bounds
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item.size.height = MAX_WORKSPACE_BOUNDS.height;
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item.size.width = MAX_WORKSPACE_BOUNDS.width;
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item.setPosition(CENTER);
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}
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}
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getTrimmedRaster(true /* shouldInsert */);
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clearRaster();
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onUpdateImage(false /* skipSnapshot */, Formats.VECTOR /* formatOverride */);
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};
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const getColor_ = function (x, y, context) {
|
|
return context.getImageData(x, y, 1, 1).data;
|
|
};
|
|
|
|
const matchesColor_ = function (x, y, imageData, oldColor) {
|
|
const index = ((y * imageData.width) + x) * 4;
|
|
return (
|
|
imageData.data[index + 0] === oldColor[0] &&
|
|
imageData.data[index + 1] === oldColor[1] &&
|
|
imageData.data[index + 2] === oldColor[2] &&
|
|
imageData.data[index + 3 ] === oldColor[3]
|
|
);
|
|
};
|
|
|
|
const colorPixel_ = function (x, y, imageData, newColor) {
|
|
const index = ((y * imageData.width) + x) * 4;
|
|
imageData.data[index + 0] = newColor[0];
|
|
imageData.data[index + 1] = newColor[1];
|
|
imageData.data[index + 2] = newColor[2];
|
|
imageData.data[index + 3] = newColor[3];
|
|
};
|
|
|
|
/**
|
|
* Flood fill beginning at the given point.
|
|
* Based on http://www.williammalone.com/articles/html5-canvas-javascript-paint-bucket-tool/
|
|
*
|
|
* @param {!int} x The x coordinate on the context at which to begin
|
|
* @param {!int} y The y coordinate on the context at which to begin
|
|
* @param {!ImageData} sourceImageData The image data to sample from. This is edited by the function.
|
|
* @param {!ImageData} destImageData The image data to edit. May match sourceImageData. Should match
|
|
* size of sourceImageData.
|
|
* @param {!Array<number>} newColor The color to replace with. A length 4 array [r, g, b, a].
|
|
* @param {!Array<number>} oldColor The color to replace. A length 4 array [r, g, b, a].
|
|
* This must be different from newColor.
|
|
* @param {!Array<Array<int>>} stack The stack of pixels we need to look at
|
|
*/
|
|
const floodFillInternal_ = function (x, y, sourceImageData, destImageData, newColor, oldColor, stack) {
|
|
while (y > 0 && matchesColor_(x, y - 1, sourceImageData, oldColor)) {
|
|
y--;
|
|
}
|
|
let lastLeftMatchedColor = false;
|
|
let lastRightMatchedColor = false;
|
|
for (; y < sourceImageData.height; y++) {
|
|
if (!matchesColor_(x, y, sourceImageData, oldColor)) break;
|
|
colorPixel_(x, y, sourceImageData, newColor);
|
|
colorPixel_(x, y, destImageData, newColor);
|
|
if (x > 0) {
|
|
if (matchesColor_(x - 1, y, sourceImageData, oldColor)) {
|
|
if (!lastLeftMatchedColor) {
|
|
stack.push([x - 1, y]);
|
|
lastLeftMatchedColor = true;
|
|
}
|
|
} else {
|
|
lastLeftMatchedColor = false;
|
|
}
|
|
}
|
|
if (x < sourceImageData.width - 1) {
|
|
if (matchesColor_(x + 1, y, sourceImageData, oldColor)) {
|
|
if (!lastRightMatchedColor) {
|
|
stack.push([x + 1, y]);
|
|
lastRightMatchedColor = true;
|
|
}
|
|
} else {
|
|
lastRightMatchedColor = false;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Given a fill style string, get the color
|
|
* @param {string} fillStyleString the fill style
|
|
* @return {Array<int>} Color, a length 4 array
|
|
*/
|
|
const fillStyleToColor_ = function (fillStyleString) {
|
|
const tmpCanvas = document.createElement('canvas');
|
|
tmpCanvas.width = 1;
|
|
tmpCanvas.height = 1;
|
|
const context = tmpCanvas.getContext('2d');
|
|
context.fillStyle = fillStyleString;
|
|
context.fillRect(0, 0, 1, 1);
|
|
return context.getImageData(0, 0, 1, 1).data;
|
|
};
|
|
|
|
/**
|
|
* Flood fill beginning at the given point
|
|
* @param {!number} x The x coordinate on the context at which to begin
|
|
* @param {!number} y The y coordinate on the context at which to begin
|
|
* @param {!string} color A color string, which would go into context.fillStyle
|
|
* @param {!HTMLCanvas2DContext} sourceContext The context from which to sample to determine where to flood fill
|
|
* @param {!HTMLCanvas2DContext} destContext The context to which to draw. May match sourceContext. Should match
|
|
* the size of sourceContext.
|
|
* @return {boolean} True if image changed, false otherwise
|
|
*/
|
|
const floodFill = function (x, y, color, sourceContext, destContext) {
|
|
x = ~~x;
|
|
y = ~~y;
|
|
const newColor = fillStyleToColor_(color);
|
|
const oldColor = getColor_(x, y, sourceContext);
|
|
const sourceImageData = sourceContext.getImageData(0, 0, sourceContext.canvas.width, sourceContext.canvas.height);
|
|
let destImageData = sourceImageData;
|
|
if (destContext !== sourceContext) {
|
|
destImageData = new ImageData(sourceContext.canvas.width, sourceContext.canvas.height);
|
|
}
|
|
if (oldColor[0] === newColor[0] &&
|
|
oldColor[1] === newColor[1] &&
|
|
oldColor[2] === newColor[2] &&
|
|
oldColor[3] === newColor[3]) { // no-op
|
|
return false;
|
|
}
|
|
const stack = [[x, y]];
|
|
while (stack.length) {
|
|
const pop = stack.pop();
|
|
floodFillInternal_(pop[0], pop[1], sourceImageData, destImageData, newColor, oldColor, stack);
|
|
}
|
|
destContext.putImageData(destImageData, 0, 0);
|
|
return true;
|
|
};
|
|
|
|
/**
|
|
* Replace all instances of the color at the given point
|
|
* @param {!number} x The x coordinate on the context of the start color
|
|
* @param {!number} y The y coordinate on the context of the start color
|
|
* @param {!string} color A color string, which would go into context.fillStyle
|
|
* @param {!HTMLCanvas2DContext} sourceContext The context from which to sample to determine where to flood fill
|
|
* @param {!HTMLCanvas2DContext} destContext The context to which to draw. May match sourceContext. Should match
|
|
* @return {boolean} True if image changed, false otherwise
|
|
*/
|
|
const floodFillAll = function (x, y, color, sourceContext, destContext) {
|
|
x = ~~x;
|
|
y = ~~y;
|
|
const newColor = fillStyleToColor_(color);
|
|
const oldColor = getColor_(x, y, sourceContext);
|
|
const sourceImageData = sourceContext.getImageData(0, 0, sourceContext.canvas.width, sourceContext.canvas.height);
|
|
let destImageData = sourceImageData;
|
|
if (destContext !== sourceContext) {
|
|
destImageData = new ImageData(sourceContext.canvas.width, sourceContext.canvas.height);
|
|
}
|
|
if (oldColor[0] === newColor[0] &&
|
|
oldColor[1] === newColor[1] &&
|
|
oldColor[2] === newColor[2] &&
|
|
oldColor[3] === newColor[3]) { // no-op
|
|
return false;
|
|
}
|
|
for (let i = 0; i < sourceImageData.width; i++) {
|
|
for (let j = 0; j < sourceImageData.height; j++) {
|
|
if (matchesColor_(i, j, sourceImageData, oldColor)) {
|
|
colorPixel_(i, j, destImageData, newColor);
|
|
}
|
|
}
|
|
}
|
|
destContext.putImageData(destImageData, 0, 0);
|
|
return true;
|
|
};
|
|
|
|
/**
|
|
* @param {!paper.Shape.Rectangle} rect The rectangle to draw to the canvas
|
|
* @param {!HTMLCanvas2DContext} context The context in which to draw
|
|
*/
|
|
const fillRect = function (rect, context) {
|
|
// No rotation component to matrix
|
|
if (rect.matrix.b === 0 && rect.matrix.c === 0) {
|
|
const width = rect.size.width * rect.matrix.a;
|
|
const height = rect.size.height * rect.matrix.d;
|
|
context.fillRect(
|
|
Math.round(rect.matrix.tx - (width / 2)),
|
|
Math.round(rect.matrix.ty - (height / 2)),
|
|
Math.round(width),
|
|
Math.round(height)
|
|
);
|
|
return;
|
|
}
|
|
const startPoint = rect.matrix.transform(new paper.Point(-rect.size.width / 2, -rect.size.height / 2));
|
|
const widthPoint = rect.matrix.transform(new paper.Point(rect.size.width / 2, -rect.size.height / 2));
|
|
const heightPoint = rect.matrix.transform(new paper.Point(-rect.size.width / 2, rect.size.height / 2));
|
|
const endPoint = rect.matrix.transform(new paper.Point(rect.size.width / 2, rect.size.height / 2));
|
|
const center = rect.matrix.transform(new paper.Point());
|
|
const points = [startPoint, widthPoint, heightPoint, endPoint].sort((a, b) => a.x - b.x);
|
|
|
|
const solveY = (point1, point2, x) => {
|
|
if (point2.x === point1.x) return center.x > point1.x ? Number.NEGATIVE_INFINITY : Number.POSITIVE_INFINITY;
|
|
return ((point2.y - point1.y) / (point2.x - point1.x) * (x - point1.x)) + point1.y;
|
|
};
|
|
for (let x = Math.round(points[0].x); x < Math.round(points[3].x); x++) {
|
|
const ys = [
|
|
solveY(startPoint, widthPoint, x + .5),
|
|
solveY(startPoint, heightPoint, x + .5),
|
|
solveY(endPoint, widthPoint, x + .5),
|
|
solveY(endPoint, heightPoint, x + .5)
|
|
].sort((a, b) => a - b);
|
|
context.fillRect(x, Math.round(ys[1]), 1, Math.max(1, Math.round(ys[2]) - Math.round(ys[1])));
|
|
}
|
|
};
|
|
|
|
/**
|
|
* @param {!paper.Shape.Rectangle} rect The rectangle to draw to the canvas
|
|
* @param {!number} thickness The thickness of the outline
|
|
* @param {!HTMLCanvas2DContext} context The context in which to draw
|
|
*/
|
|
const outlineRect = function (rect, thickness, context) {
|
|
const brushMark = getBrushMark(thickness, context.fillStyle);
|
|
const roundedUpRadius = Math.ceil(thickness / 2);
|
|
const drawFn = (x, y) => {
|
|
context.drawImage(brushMark, ~~x - roundedUpRadius, ~~y - roundedUpRadius);
|
|
};
|
|
|
|
const startPoint = rect.matrix.transform(new paper.Point(-rect.size.width / 2, -rect.size.height / 2));
|
|
const widthPoint = rect.matrix.transform(new paper.Point(rect.size.width / 2, -rect.size.height / 2));
|
|
const heightPoint = rect.matrix.transform(new paper.Point(-rect.size.width / 2, rect.size.height / 2));
|
|
const endPoint = rect.matrix.transform(new paper.Point(rect.size.width / 2, rect.size.height / 2));
|
|
|
|
forEachLinePoint(startPoint, widthPoint, drawFn);
|
|
forEachLinePoint(startPoint, heightPoint, drawFn);
|
|
forEachLinePoint(endPoint, widthPoint, drawFn);
|
|
forEachLinePoint(endPoint, heightPoint, drawFn);
|
|
};
|
|
|
|
const flipBitmapHorizontal = function (canvas) {
|
|
const tmpCanvas = createCanvas(canvas.width, canvas.height);
|
|
const context = tmpCanvas.getContext('2d');
|
|
context.save();
|
|
context.scale(-1, 1);
|
|
context.drawImage(canvas, 0, 0, -tmpCanvas.width, tmpCanvas.height);
|
|
context.restore();
|
|
return tmpCanvas;
|
|
};
|
|
|
|
const flipBitmapVertical = function (canvas) {
|
|
const tmpCanvas = createCanvas(canvas.width, canvas.height);
|
|
const context = tmpCanvas.getContext('2d');
|
|
context.save();
|
|
context.scale(1, -1);
|
|
context.drawImage(canvas, 0, 0, tmpCanvas.width, -tmpCanvas.height);
|
|
context.restore();
|
|
return tmpCanvas;
|
|
};
|
|
|
|
const scaleBitmap = function (canvas, scale) {
|
|
let tmpCanvas = createCanvas(Math.round(canvas.width * Math.abs(scale.x)), canvas.height);
|
|
if (scale.x < 0) {
|
|
canvas = flipBitmapHorizontal(canvas);
|
|
}
|
|
tmpCanvas.getContext('2d').drawImage(canvas, 0, 0, tmpCanvas.width, tmpCanvas.height);
|
|
canvas = tmpCanvas;
|
|
tmpCanvas = createCanvas(canvas.width, Math.round(canvas.height * Math.abs(scale.y)));
|
|
if (scale.y < 0) {
|
|
canvas = flipBitmapVertical(canvas);
|
|
}
|
|
tmpCanvas.getContext('2d').drawImage(canvas, 0, 0, tmpCanvas.width, tmpCanvas.height);
|
|
return tmpCanvas;
|
|
};
|
|
|
|
/**
|
|
* Given a raster, take the scale on the transform and apply it to the raster's canvas, then remove
|
|
* the scale from the item's transform matrix. Do this only if scale.x or scale.y is less than 1.
|
|
* @param {paper.Raster} item raster to change
|
|
*/
|
|
const maybeApplyScaleToCanvas_ = function (item) {
|
|
// context.drawImage will anti-alias the image if both width and height are reduced.
|
|
// However, it will preserve pixel colors if only one or the other is reduced, and
|
|
// imageSmoothingEnabled is set to false. Therefore, we can avoid aliasing by scaling
|
|
// down images in a 2 step process.
|
|
const decomposed = item.matrix.decompose(); // Decomposition order: translate, rotate, scale, skew
|
|
if (Math.abs(decomposed.scaling.x) < 1 && Math.abs(decomposed.scaling.y) < 1 &&
|
|
decomposed.scaling.x !== 0 && decomposed.scaling.y !== 0) {
|
|
item.canvas = scaleBitmap(item.canvas, decomposed.scaling);
|
|
if (item.data && item.data.expanded) {
|
|
item.data.expanded.canvas = scaleBitmap(item.data.expanded.canvas, decomposed.scaling);
|
|
}
|
|
// Remove the scale from the item's matrix
|
|
item.matrix.append(
|
|
new paper.Matrix().scale(new paper.Point(1 / decomposed.scaling.x, 1 / decomposed.scaling.y)));
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Given a raster, apply its transformation matrix to its canvas. Call maybeApplyScaleToCanvas_ first
|
|
* to avoid introducing anti-aliasing to scaled-down rasters.
|
|
* @param {paper.Raster} item raster to resolve transform of
|
|
* @param {paper.Raster} destination raster to draw selection to
|
|
*/
|
|
const commitArbitraryTransformation_ = function (item, destination) {
|
|
// Create a canvas to perform masking
|
|
const tmpCanvas = createCanvas();
|
|
const context = tmpCanvas.getContext('2d');
|
|
// Draw mask
|
|
const rect = new paper.Shape.Rectangle(new paper.Point(), item.size);
|
|
rect.matrix = item.matrix;
|
|
fillRect(rect, context);
|
|
rect.remove();
|
|
context.globalCompositeOperation = 'source-in';
|
|
|
|
// Draw image onto mask
|
|
const m = item.matrix;
|
|
context.transform(m.a, m.b, m.c, m.d, m.tx, m.ty);
|
|
let canvas = item.canvas;
|
|
if (item.data && item.data.expanded) {
|
|
canvas = item.data.expanded.canvas;
|
|
}
|
|
context.transform(1, 0, 0, 1, -canvas.width / 2, -canvas.height / 2);
|
|
context.drawImage(canvas, 0, 0);
|
|
|
|
// Draw temp canvas onto raster layer
|
|
destination.drawImage(tmpCanvas, new paper.Point());
|
|
};
|
|
|
|
/**
|
|
* Given a raster item, take its transform matrix and apply it to its canvas. Try to avoid
|
|
* introducing anti-aliasing.
|
|
* @param {paper.Raster} selection raster to resolve transform of
|
|
* @param {paper.Raster} bitmap raster to draw selection to
|
|
*/
|
|
const commitSelectionToBitmap = function (selection, bitmap) {
|
|
if (!selection.matrix.isInvertible()) {
|
|
return;
|
|
}
|
|
|
|
maybeApplyScaleToCanvas_(selection);
|
|
commitArbitraryTransformation_(selection, bitmap);
|
|
};
|
|
|
|
/**
|
|
* @param {paper.Shape.Ellipse} oval Vector oval to convert
|
|
* @param {paper.Raster} bitmap raster to draw selection
|
|
* @return {bool} true if the oval was drawn
|
|
*/
|
|
const commitOvalToBitmap = function (oval, bitmap) {
|
|
const radiusX = Math.abs(oval.size.width / 2);
|
|
const radiusY = Math.abs(oval.size.height / 2);
|
|
const context = bitmap.getContext('2d');
|
|
const filled = oval.strokeWidth === 0;
|
|
|
|
const canvasColor = filled ? oval.fillColor : oval.strokeColor;
|
|
// If the color is null (e.g. fully transparent/"no fill"), don't bother drawing anything,
|
|
// and especially don't try calling `toCSS` on it
|
|
if (!canvasColor) return;
|
|
|
|
context.fillStyle = canvasColor.toCSS();
|
|
const drew = drawEllipse({
|
|
position: oval.position,
|
|
radiusX,
|
|
radiusY,
|
|
matrix: oval.matrix,
|
|
isFilled: filled,
|
|
thickness: oval.strokeWidth / paper.view.zoom
|
|
}, context);
|
|
|
|
return drew;
|
|
};
|
|
|
|
/**
|
|
* @param {paper.Rectangle} rect Vector rectangle to convert
|
|
* @param {paper.Raster} bitmap raster to draw selection to
|
|
*/
|
|
const commitRectToBitmap = function (rect, bitmap) {
|
|
const tmpCanvas = createCanvas();
|
|
const context = tmpCanvas.getContext('2d');
|
|
const filled = rect.strokeWidth === 0;
|
|
|
|
const canvasColor = filled ? rect.fillColor : rect.strokeColor;
|
|
// If the color is null (e.g. fully transparent/"no fill"), don't bother drawing anything,
|
|
// and especially don't try calling `toCSS` on it
|
|
if (!canvasColor) return;
|
|
|
|
context.fillStyle = canvasColor.toCSS();
|
|
if (filled) {
|
|
fillRect(rect, context);
|
|
} else {
|
|
outlineRect(rect, rect.strokeWidth / paper.view.zoom, context);
|
|
}
|
|
bitmap.drawImage(tmpCanvas, new paper.Point());
|
|
};
|
|
|
|
const selectAllBitmap = function (clearSelectedItems) {
|
|
clearSelection(clearSelectedItems);
|
|
|
|
// Copy trimmed raster to active layer. If the raster layer was empty, nothing is selected.
|
|
const trimmedRaster = getTrimmedRaster(true /* shouldInsert */);
|
|
if (trimmedRaster) {
|
|
trimmedRaster.selected = true;
|
|
}
|
|
|
|
// Clear raster layer
|
|
clearRaster();
|
|
};
|
|
|
|
export {
|
|
commitSelectionToBitmap,
|
|
commitOvalToBitmap,
|
|
commitRectToBitmap,
|
|
convertToBitmap,
|
|
convertToVector,
|
|
fillRect,
|
|
outlineRect,
|
|
floodFill,
|
|
floodFillAll,
|
|
getBrushMark,
|
|
getHitBounds,
|
|
getTrimmedRaster,
|
|
drawEllipse,
|
|
forEachLinePoint,
|
|
flipBitmapHorizontal,
|
|
flipBitmapVertical,
|
|
scaleBitmap,
|
|
selectAllBitmap
|
|
};
|