pmx,pmy = px(mx), py(my)
local shape = drawing.pending
if shape.mode == nil then
-- nothing pending
elseif shape.mode == 'freehand' then
local shape_copy = deepcopy(shape)
Drawing.smoothen(shape_copy)
Drawing.draw_shape(drawing, shape_copy, top, left,right)
elseif shape.mode == 'line' then
if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
return
end
local p1 = drawing.points[shape.p1]
love.graphics.line(px(p1.x),py(p1.y), pmx,pmy)
elseif shape.mode == 'manhattan' then
if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
return
end
local p1 = drawing.points[shape.p1]
if math.abs(mx-p1.x) > math.abs(my-p1.y) then
love.graphics.line(px(p1.x),py(p1.y), pmx, py(p1.y))
else
love.graphics.line(px(p1.x),py(p1.y), px(p1.x),pmy)
end
elseif shape.mode == 'polygon' then
-- don't close the loop on a pending polygon
local prev = nil
for _,point in ipairs(shape.vertices) do
local curr = drawing.points[point]
if prev then
love.graphics.line(px(prev.x),py(prev.y), px(curr.x),py(curr.y))
end
prev = curr
end
love.graphics.line(px(prev.x),py(prev.y), pmx,pmy)
elseif shape.mode == 'rectangle' then
local first = drawing.points[shape.vertices[1]]
if #shape.vertices == 1 then
love.graphics.line(px(first.x),py(first.y), pmx,pmy)
return
end
local second = drawing.points[shape.vertices[2]]
local thirdx,thirdy, fourthx,fourthy = Drawing.complete_rectangle(first.x,first.y, second.x,second.y, mx,my)
love.graphics.line(px(first.x),py(first.y), px(second.x),py(second.y))
love.graphics.line(px(second.x),py(second.y), px(thirdx),py(thirdy))
love.graphics.line(px(thirdx),py(thirdy), px(fourthx),py(fourthy))
love.graphics.line(px(fourthx),py(fourthy), px(first.x),py(first.y))
elseif shape.mode == 'square' then
local first = drawing.points[shape.vertices[1]]
if #shape.vertices == 1 then
love.graphics.line(px(first.x),py(first.y), pmx,pmy)
return
end
local second = drawing.points[shape.vertices[2]]
local thirdx,thirdy, fourthx,fourthy = Drawing.complete_square(first.x,first.y, second.x,second.y, mx,my)
love.graphics.line(px(first.x),py(first.y), px(second.x),py(second.y))
love.graphics.line(px(second.x),py(second.y), px(thirdx),py(thirdy))
love.graphics.line(px(thirdx),py(thirdy), px(fourthx),py(fourthy))
love.graphics.line(px(fourthx),py(fourthy), px(first.x),py(first.y))
elseif shape.mode == 'circle' then
local center = drawing.points[shape.center]
if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
return
end
local cx,cy = px(center.x), py(center.y)
elseif shape.mode == 'arc' then
local center = drawing.points[shape.center]
if mx < 0 or mx >= 256 or my < 0 or my >= drawing.h then
return
end
shape.end_angle = geom.angle_with_hint(center.x,center.y, mx,my, shape.end_angle)
local cx,cy = px(center.x), py(center.y)
love.graphics.arc('line', 'open', cx,cy, Drawing.pixels(shape.radius, width), shape.start_angle, shape.end_angle, 360)
elseif shape.mode == 'move' then
-- nothing pending; changes are immediately committed
elseif shape.mode == 'name' then
-- nothing pending; changes are immediately committed
else
end
end
end
function Drawing.mouse_press(State, drawing_index, x,y, mouse_button, is_touch, presses)
local drawing = State.lines[drawing_index]
local cx = Drawing.coord(x-State.left, State.width)
if State.current_drawing_mode == 'freehand' then
drawing.pending = {mode=State.current_drawing_mode, points={{x=cx, y=cy}}}
elseif State.current_drawing_mode == 'line' or State.current_drawing_mode == 'manhattan' then
local j = Drawing.find_or_insert_point(drawing.points, cx, cy, State.width)
drawing.pending = {mode=State.current_drawing_mode, p1=j}
elseif State.current_drawing_mode == 'polygon' or State.current_drawing_mode == 'rectangle' or State.current_drawing_mode == 'square' then
local j = Drawing.find_or_insert_point(drawing.points, cx, cy, State.width)
drawing.pending = {mode=State.current_drawing_mode, vertices={j}}
elseif State.current_drawing_mode == 'circle' then
local j = Drawing.find_or_insert_point(drawing.points, cx, cy, State.width)
drawing.pending = {mode=State.current_drawing_mode, center=j}
elseif State.current_drawing_mode == 'move' then
elseif State.current_drawing_mode == 'name' then
-- nothing
else
end
end
-- a couple of operations on drawings need to constantly check the state of the mouse
function Drawing.update(State)
if State.lines.current_drawing == nil then return end
local drawing = State.lines.current_drawing
local pmx, pmy = App.mouse_x(), App.mouse_y()
local mx = Drawing.coord(pmx-State.left, State.width)
if App.mouse_down(1) then
if drawing.pending.mode == 'freehand' then
table.insert(drawing.pending.points, {x=mx, y=my})
elseif drawing.pending.mode == 'move' then
drawing.pending.target_point.x = mx
drawing.pending.target_point.y = my
Drawing.relax_constraints(drawing, drawing.pending.target_point_index)
end
end
elseif State.current_drawing_mode == 'move' then
drawing.pending.target_point.x = mx
drawing.pending.target_point.y = my
Drawing.relax_constraints(drawing, drawing.pending.target_point_index)
end
else
-- do nothing
end
end
function Drawing.relax_constraints(drawing, p)
for _,shape in ipairs(drawing.shapes) do
if shape.mode == 'manhattan' then
if shape.p1 == p then
shape.mode = 'line'
elseif shape.p2 == p then
shape.mode = 'line'
end
elseif shape.mode == 'rectangle' or shape.mode == 'square' then
for _,v in ipairs(shape.vertices) do
if v == p then
shape.mode = 'polygon'
end
end
end
end
end
function Drawing.mouse_release(State, x,y, mouse_button, is_touch, presses)
if State.current_drawing_mode == 'move' then
State.current_drawing_mode = State.previous_drawing_mode
State.previous_drawing_mode = nil
if State.lines.current_drawing then
State.lines.current_drawing.pending = {}
State.lines.current_drawing = nil
end
elseif State.lines.current_drawing then
local drawing = State.lines.current_drawing
if drawing.pending then
if drawing.pending.mode == nil then
-- nothing pending
elseif drawing.pending.mode == 'freehand' then
-- the last point added during update is good enough
Drawing.smoothen(drawing.pending)
table.insert(drawing.shapes, drawing.pending)
elseif drawing.pending.mode == 'line' then
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
drawing.pending.p2 = Drawing.find_or_insert_point(drawing.points, mx,my, State.width)
table.insert(drawing.shapes, drawing.pending)
end
elseif drawing.pending.mode == 'manhattan' then
local p1 = drawing.points[drawing.pending.p1]
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
if math.abs(mx-p1.x) > math.abs(my-p1.y) then
drawing.pending.p2 = Drawing.find_or_insert_point(drawing.points, mx, p1.y, State.width)
else
drawing.pending.p2 = Drawing.find_or_insert_point(drawing.points, p1.x, my, State.width)
end
local p2 = drawing.points[drawing.pending.p2]
table.insert(drawing.shapes, drawing.pending)
end
elseif drawing.pending.mode == 'polygon' then
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, mx,my, State.width))
table.insert(drawing.shapes, drawing.pending)
end
elseif drawing.pending.mode == 'rectangle' then
if #drawing.pending.vertices == 2 then
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
local first = drawing.points[drawing.pending.vertices[1]]
local second = drawing.points[drawing.pending.vertices[2]]
local thirdx,thirdy, fourthx,fourthy = Drawing.complete_rectangle(first.x,first.y, second.x,second.y, mx,my)
table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, thirdx,thirdy, State.width))
table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, fourthx,fourthy, State.width))
table.insert(drawing.shapes, drawing.pending)
end
else
-- too few points; draw nothing
end
elseif drawing.pending.mode == 'square' then
if #drawing.pending.vertices == 2 then
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
local first = drawing.points[drawing.pending.vertices[1]]
local second = drawing.points[drawing.pending.vertices[2]]
local thirdx,thirdy, fourthx,fourthy = Drawing.complete_square(first.x,first.y, second.x,second.y, mx,my)
table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, thirdx,thirdy, State.width))
table.insert(drawing.pending.vertices, Drawing.find_or_insert_point(drawing.points, fourthx,fourthy, State.width))
table.insert(drawing.shapes, drawing.pending)
end
end
elseif drawing.pending.mode == 'circle' then
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
local center = drawing.points[drawing.pending.center]
drawing.pending.radius = round(geom.dist(center.x,center.y, mx,my))
table.insert(drawing.shapes, drawing.pending)
end
elseif drawing.pending.mode == 'arc' then
if mx >= 0 and mx < 256 and my >= 0 and my < drawing.h then
local center = drawing.points[drawing.pending.center]
drawing.pending.end_angle = geom.angle_with_hint(center.x,center.y, mx,my, drawing.pending.end_angle)
table.insert(drawing.shapes, drawing.pending)
end
elseif drawing.pending.mode == 'name' then
-- drop it
else
end
State.lines.current_drawing.pending = {}
State.lines.current_drawing = nil
end
end
end
function Drawing.keychord_press(State, chord, key, scancode, is_repeat)
if chord == 'C-p' and not App.mouse_down(1) then
State.current_drawing_mode = 'freehand'
elseif App.mouse_down(1) and chord == 'l' then
State.current_drawing_mode = 'line'
local _,drawing = Drawing.current_drawing(State)
if drawing.pending.mode == 'freehand' then
drawing.pending.p1 = Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)
elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
drawing.pending.p1 = drawing.pending.vertices[1]
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.p1 = drawing.pending.center
end
drawing.pending.mode = 'line'
elseif chord == 'C-l' and not App.mouse_down(1) then
State.current_drawing_mode = 'line'
elseif App.mouse_down(1) and chord == 'm' then
State.current_drawing_mode = 'manhattan'
local drawing = Drawing.select_drawing_at_mouse(State)
if drawing.pending.mode == 'freehand' then
drawing.pending.p1 = Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)
elseif drawing.pending.mode == 'line' then
-- do nothing
elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
drawing.pending.p1 = drawing.pending.vertices[1]
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.p1 = drawing.pending.center
end
drawing.pending.mode = 'manhattan'
elseif chord == 'C-m' and not App.mouse_down(1) then
State.current_drawing_mode = 'manhattan'
elseif chord == 'C-g' and not App.mouse_down(1) then
State.current_drawing_mode = 'polygon'
elseif App.mouse_down(1) and chord == 'g' then
State.current_drawing_mode = 'polygon'
local _,drawing = Drawing.current_drawing(State)
if drawing.pending.mode == 'freehand' then
drawing.pending.vertices = {Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)}
elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
if drawing.pending.vertices == nil then
drawing.pending.vertices = {drawing.pending.p1}
end
elseif drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
-- reuse existing vertices
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.vertices = {drawing.pending.center}
end
drawing.pending.mode = 'polygon'
elseif chord == 'C-r' and not App.mouse_down(1) then
State.current_drawing_mode = 'rectangle'
elseif App.mouse_down(1) and chord == 'r' then
State.current_drawing_mode = 'rectangle'
local _,drawing = Drawing.current_drawing(State)
if drawing.pending.mode == 'freehand' then
drawing.pending.vertices = {Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)}
elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
if drawing.pending.vertices == nil then
drawing.pending.vertices = {drawing.pending.p1}
end
elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'square' then
-- reuse existing (1-2) vertices
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.vertices = {drawing.pending.center}
end
drawing.pending.mode = 'rectangle'
elseif chord == 'C-s' and not App.mouse_down(1) then
State.current_drawing_mode = 'square'
elseif App.mouse_down(1) and chord == 's' then
State.current_drawing_mode = 'square'
local _,drawing = Drawing.current_drawing(State)
if drawing.pending.mode == 'freehand' then
drawing.pending.vertices = {Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)}
elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
if drawing.pending.vertices == nil then
drawing.pending.vertices = {drawing.pending.p1}
end
elseif drawing.pending.mode == 'polygon' then
while #drawing.pending.vertices > 2 do
table.remove(drawing.pending.vertices)
end
elseif drawing.pending.mode == 'rectangle' then
-- reuse existing (1-2) vertices
elseif drawing.pending.mode == 'circle' or drawing.pending.mode == 'arc' then
drawing.pending.vertices = {drawing.pending.center}
end
drawing.pending.mode = 'square'
elseif App.mouse_down(1) and chord == 'p' and State.current_drawing_mode == 'polygon' then
local j = Drawing.find_or_insert_point(drawing.points, mx,my, State.width)
table.insert(drawing.pending.vertices, j)
elseif App.mouse_down(1) and chord == 'p' and (State.current_drawing_mode == 'rectangle' or State.current_drawing_mode == 'square') then
local j = Drawing.find_or_insert_point(drawing.points, mx,my, State.width)
while #drawing.pending.vertices >= 2 do
table.remove(drawing.pending.vertices)
end
table.insert(drawing.pending.vertices, j)
elseif chord == 'C-o' and not App.mouse_down(1) then
State.current_drawing_mode = 'circle'
elseif App.mouse_down(1) and chord == 'a' and State.current_drawing_mode == 'circle' then
drawing.pending.mode = 'arc'
local center = drawing.points[drawing.pending.center]
drawing.pending.radius = round(geom.dist(center.x,center.y, mx,my))
drawing.pending.start_angle = geom.angle(center.x,center.y, mx,my)
elseif App.mouse_down(1) and chord == 'o' then
State.current_drawing_mode = 'circle'
local _,drawing = Drawing.current_drawing(State)
if drawing.pending.mode == 'freehand' then
drawing.pending.center = Drawing.find_or_insert_point(drawing.points, drawing.pending.points[1].x, drawing.pending.points[1].y, State.width)
elseif drawing.pending.mode == 'line' or drawing.pending.mode == 'manhattan' then
drawing.pending.center = drawing.pending.p1
elseif drawing.pending.mode == 'polygon' or drawing.pending.mode == 'rectangle' or drawing.pending.mode == 'square' then
drawing.pending.center = drawing.pending.vertices[1]
end
drawing.pending.mode = 'circle'
elseif chord == 'C-u' and not App.mouse_down(1) then
if drawing then
if State.previous_drawing_mode == nil then
State.previous_drawing_mode = State.current_drawing_mode
end
State.current_drawing_mode = 'move'
drawing.pending = {mode=State.current_drawing_mode, target_point=p, target_point_index=i}
State.lines.current_drawing_index = drawing_index
State.lines.current_drawing = drawing
end
elseif chord == 'C-n' and not App.mouse_down(1) then
if drawing then
if State.previous_drawing_mode == nil then
-- don't clobber
State.previous_drawing_mode = State.current_drawing_mode
end
State.current_drawing_mode = 'name'
p.name = ''
drawing.pending = {mode=State.current_drawing_mode, target_point=point_index}
State.lines.current_drawing_index = drawing_index
State.lines.current_drawing = drawing
end
elseif chord == 'C-d' and not App.mouse_down(1) then
local _,drawing,_,i,p = Drawing.select_point_at_mouse(State)
if drawing then
for _,shape in ipairs(drawing.shapes) do
if Drawing.contains_point(shape, i) then
if shape.mode == 'polygon' then
local idx = table.find(shape.vertices, i)
table.remove(shape.vertices, idx)
if #shape.vertices < 3 then
shape.mode = 'deleted'
end
else
shape.mode = 'deleted'
end
end
end
drawing.points[i].deleted = true
end
local drawing,_,_,shape = Drawing.select_shape_at_mouse(State)
if drawing then
shape.mode = 'deleted'
end
elseif chord == 'C-h' and not App.mouse_down(1) then
local drawing = Drawing.select_drawing_at_mouse(State)
if drawing then
drawing.show_help = true
end
elseif chord == 'escape' and App.mouse_down(1) then
local _,drawing = Drawing.current_drawing(State)
drawing.pending = {}
end
end
function Drawing.complete_rectangle(firstx,firsty, secondx,secondy, x,y)
if firstx == secondx then
return x,secondy, x,firsty
end
if firsty == secondy then
return secondx,y, firstx,y
end
local first_slope = (secondy-firsty)/(secondx-firstx)
-- slope of second edge:
-- -1/first_slope
-- equation of line containing the second edge:
-- y-secondy = -1/first_slope*(x-secondx)
-- => 1/first_slope*x + y + (- secondy - secondx/first_slope) = 0
-- now we want to find the point on this line that's closest to the mouse pointer.
-- https://en.wikipedia.org/wiki/Distance_from_a_point_to_a_line#Line_defined_by_an_equation
local a = 1/first_slope
local c = -secondy - secondx/first_slope
local thirdx = round(((x-a*y) - a*c) / (a*a + 1))
local thirdy = round((a*(-x + a*y) - c) / (a*a + 1))
-- slope of third edge = first_slope
-- equation of line containing third edge:
-- y - thirdy = first_slope*(x-thirdx)
-- => -first_slope*x + y + (-thirdy + thirdx*first_slope) = 0
-- now we want to find the point on this line that's closest to the first point
local a = -first_slope
local c = -thirdy + thirdx*first_slope
local fourthx = round(((firstx-a*firsty) - a*c) / (a*a + 1))
local fourthy = round((a*(-firstx + a*firsty) - c) / (a*a + 1))
return thirdx,thirdy, fourthx,fourthy
end
function Drawing.complete_square(firstx,firsty, secondx,secondy, x,y)
-- use x,y only to decide which side of the first edge to complete the square on
local deltax = secondx-firstx
local deltay = secondy-firsty
local thirdx = secondx+deltay
local thirdy = secondy-deltax
if not geom.same_side(firstx,firsty, secondx,secondy, thirdx,thirdy, x,y) then
deltax = -deltax
deltay = -deltay
thirdx = secondx+deltay
thirdy = secondy-deltax
end
local fourthx = firstx+deltay
local fourthy = firsty-deltax
return thirdx,thirdy, fourthx,fourthy
end
function Drawing.current_drawing(State)
local x, y = App.mouse_x(), App.mouse_y()
for drawing_index,drawing in ipairs(State.lines) do
if drawing.mode == 'drawing' then
end
end
end
return nil
end
function Drawing.select_shape_at_mouse(State)
for drawing_index,drawing in ipairs(State.lines) do
if drawing.mode == 'drawing' then
local x, y = App.mouse_x(), App.mouse_y()
for i,shape in ipairs(drawing.shapes) do
if geom.on_shape(mx,my, drawing, shape) then
end
end
end
end
end
end
function Drawing.select_point_at_mouse(State)
for drawing_index,drawing in ipairs(State.lines) do
if drawing.mode == 'drawing' then
local x, y = App.mouse_x(), App.mouse_y()
for i,point in ipairs(drawing.points) do
if Drawing.near(point, mx,my, State.width) then
end
end
end
end
end
end
function Drawing.select_drawing_at_mouse(State)
for drawing_index,drawing in ipairs(State.lines) do
if drawing.mode == 'drawing' then
local x, y = App.mouse_x(), App.mouse_y()
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
end
end
function Drawing.smoothen(shape)
for _=1,7 do
for i=2,#shape.points-1 do
local a = shape.points[i-1]
local b = shape.points[i]
local c = shape.points[i+1]
b.x = round((a.x + b.x + c.x)/3)
b.y = round((a.y + b.y + c.y)/3)
end
end
end
function round(num)
return math.floor(num+.5)
end
function Drawing.find_or_insert_point(points, x,y, width)
-- check if UI would snap the two points together
for i,point in ipairs(points) do
if Drawing.near(point, x,y, width) then
return i
end
end
table.insert(points, {x=x, y=y})
return #points
end
function Drawing.near(point, x,y, width)
local px,py = Drawing.pixels(x, width),Drawing.pixels(y, width)
local cx,cy = Drawing.pixels(point.x, width), Drawing.pixels(point.y, width)
return (cx-px)*(cx-px) + (cy-py)*(cy-py) < Same_point_distance*Same_point_distance
end
function Drawing.pixels(n, width) -- parts to pixels
return math.floor(n*width/256)
end
function Drawing.coord(n, width) -- pixels to parts
return math.floor(n*256/width)
end
function table.find(h, x)
for k,v in pairs(h) do
if v == x then
return k
end
end
end