import { enrich } from "../lib/enrich.js"; import { Point } from "./types/point.js"; import { Bezier } from "./types/bezier/base.js"; import { Shape } from "./util/shape.js"; import { BaseAPI } from "./base-api.js"; /** * Our Graphics API, which is the "public" side of the API. */ class GraphicsAPI extends BaseAPI { static get constants() { return [`POINTER`, `HAND`, `PI`, `TAU`, `POLYGON`, `CURVE`, `BEZIER`]; } get PI() { return 3.14159265358979; } get TAU() { return 6.28318530717958; } get POINTER() { return `default`; } get HAND() { return `pointer`; } get POLYGON() { return Shape.POLYGON; } get CURVE() { return Shape.CURVE; } get BEZIER() { return Shape.BEZIER; } onMouseDown(evt) { super.onMouseDown(evt); for (let i = 0, e = this.moveable.length, p; i < e; i++) { p = this.moveable[i]; if (p.dist(this.cursor) <= 5) { this.currentPoint = p; break; } } } onMouseMove(evt) { super.onMouseMove(evt); if (this.currentPoint) { this.currentPoint.x = this.cursor.x; this.currentPoint.y = this.cursor.y; } else { for (let i = 0, e = this.moveable.length, p; i < e; i++) { p = this.moveable[i]; if (p.dist(this.cursor) <= 5) { this.setCursor(this.HAND); return; // NOTE: this is a return, not a break. } } this.setCursor(this.POINTER); } } onMouseUp(evt) { super.onMouseUp(evt); this.currentPoint = undefined; } setMovable(points) { points.forEach((p) => this.moveable.push(p)); } /** * transforms: translate */ translate(x, y) { this.ctx.translate(x, y); } /** * transforms: rotate */ rotate(angle) { this.ctx.rotate(angle); } /** * transforms: reset */ resetTransform() { this.ctx.resetTransform(); } /** * custom element scoped querySelector */ find(qs) { return enrich(this.element.querySelector(qs)); } /** * custom element scoped querySelectorAll */ findAll(qs) { return Array.from(this.element.querySelectorAll(qs)).map((e) => enrich(e)); } /** * Set a (CSS) border on the canvas */ setBorder(width = 1, color = `black`) { if (width === false) { this.canvas.style.border = `none`; } else { this.canvas.style.border = `${width}px solid ${color}`; } } /** * Set the cursor type while the cursor is over the canvas */ setCursor(type) { this.canvas.style.cursor = type; } /** * Set the context fillStyle */ setFill(color) { if (color === false) color = `transparent`; this.ctx.fillStyle = color; } /** * Convenience alias */ noFill() { this.setFill(false); } /** * Set the context strokeStyle */ setStroke(color) { if (color === false) color = `transparent`; this.ctx.strokeStyle = color; } /** * Convenience alias */ noStroke() { this.setStroke(false); } /** * Set the context lineWidth */ setWidth(width) { this.ctx.lineWidth = `${width}px`; } /** * Reset the canvas bitmap to a uniform color. */ clear(color = `white`) { this.ctx.cacheStyle(); this.resetTransform(); this.ctx.fillStyle = color; this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height); this.ctx.restoreStyle(); } /** * Draw a Point (or {x,y,z?} conformant) object on the canvas */ point(point) { point.draw(this.ctx); } /** * Draw a line between two Points */ line(p1, p2) { this.ctx.beginPath(); this.ctx.moveTo(p1.x + 0.5, p1.y + 0.5); this.ctx.lineTo(p2.x + 0.5, p2.y + 0.5); this.ctx.stroke(); } /** * Draw a circle around a Point */ circle(p, r) { this.ctx.beginPath(); this.ctx.arc(p.x + 0.5, p.y + 0.5, r, 0, this.TAU); this.ctx.fill(); this.ctx.stroke(); } /** * Draw text on the canvas */ text(str, p) { this.ctx.fillText(str, p.x + 0.5, p.y + 0.5); } /** * Draw a rectangle start with {p} in the upper left */ rect(p, w, h) { this.ctx.fillRect(p.x + 0.5, p.y + 0.5, w, h); this.ctx.strokeRect(p.x + 0.5, p.y + 0.5, w, h); } /** * A signal for starting a complex shape */ start(type) { this.currentShape = new Shape(type || this.POLYGON); } /** * A signal for starting a new segment of a complex shape */ segment(type, factor) { this.currentShape.addSegment(type, factor); } /** * Add a plain point to the current shape */ vertex(p) { this.currentShape.vertex(p); } /** * A signal to draw the current complex shape */ end() { this.ctx.beginPath(); let first = this.currentShape.first; this.ctx.moveTo(first.x, first.y); this.currentShape.segments.forEach((s) => this[`draw${s.type}`](this.ctx, s.points, s.factor) ); this.ctx.fill(); this.ctx.stroke(); } /** * Yield a snapshot of the current shape. */ save() { return this.currentShape; } /** * Draw a previously created shape */ drawShape(shape) { this.currentShape = shape; this.end(); } /** * Polygon draw function */ drawPolygon(ctx, points) { points.forEach((p) => ctx.lineTo(p.x, p.y)); } /** * Curve draw function, which draws a CR curve as a series of Beziers */ drawCatmullRom(ctx, points, f) { // invent a virtual first and last point const f0 = points[0], f1 = points[1], fn = f0.reflect(f1), l1 = points[points.length - 2], l0 = points[points.length - 1], ln = l0.reflect(l1), cpoints = [fn, ...points, ln]; // four point sliding window over the segment for (let i = 0, e = cpoints.length - 3; i < e; i++) { let [c1, c2, c3, c4] = cpoints.slice(i, i + 4); let p2 = { x: c2.x + (c3.x - c1.x) / (6 * f), y: c2.y + (c3.y - c1.y) / (6 * f), }; let p3 = { x: c3.x - (c4.x - c2.x) / (6 * f), y: c3.y - (c4.y - c2.y) / (6 * f), }; ctx.bezierCurveTo(p2.x, p2.y, p3.x, p3.y, c3.x, c3.y); } } /** * Curve draw function, which assumes Bezier coordinates */ drawBezier(ctx, points) { for (let i = 0, e = points.length; i < e; i += 3) { let [p1, p2, p3] = points.slice(i, i + 3); ctx.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y); } } /** * convenient grid drawing function */ drawGrid(division = 20) { for (let x = (division / 2) | 0; x < this.width; x += division) { this.line({ x, y: 0 }, { x, y: this.height }); } for (let y = (division / 2) | 0; y < this.height; y += division) { this.line({ x: 0, y }, { x: this.width, y }); } } // TODO: add in transform functions (translate, rotate, scale, skew) } export { GraphicsAPI, Bezier, Point };