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Nibriboard/Nibriboard/ClientFiles/Pencil.js

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JavaScript
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"use strict";
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import Vector from './Utilities/Vector';
import Mouse from './Utilities/Mouse';
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var cuid = require("cuid");
class Pencil
{
/**
* Creates a new Pencil class instance.
* @param {RippleLink} inRippleLink The connection to the nibri server.
* @return {Pencil} A new Pencil class instance.
*/
constructor(inRippleLink, inBoardWindow, canvas)
{
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this.boardWindow = inBoardWindow;
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// The time, in milliseconds, between pushes of the line to the server.
this.pushDelay = 200;
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// The current line width
this.currentLineWidth = 3;
// The current line colour
this.currentColour = "black";
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/**
* The ripple link connection to the server.
* @type {RippleLink}
*/
this.rippleLink = inRippleLink;
/**
* The mouse information.
* @type {Mouse}
*/
this.mouse = new Mouse();
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// The id of the current line-in-progress.
this.currentLineId = cuid();
// Holds the (unsimplified) line segments before the pencil is lifted.
this.currentLineSegments = [];
// The segments of the (unsimplified) line that haven't yet been sent
// to the server.
this.unsentSegments = [];
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// The time of the last push of the line to the server.
this.lastServerPush = 0;
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// Event Listeners
canvas.addEventListener("mousemove", this.handleMouseMove.bind(this));
canvas.addEventListener("mouseup", this.handleMouseUp.bind(this));
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this.boardWindow.interface.on("colourchange", (function(event) {
this.currentColour = event.newColour;
}).bind(this))
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}
handleMouseMove(event) {
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// todo add zoom support here
// Don't draw anything if the left mouse button isn't down
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if(!this.mouse.leftDown)
return;
// Oh and don't bother drawing anything if the control key is held down
// either - that indicates that we're in panning mode
// todo Create a tools systme where you can select a panning tool
// too / instead...?
if(this.boardWindow.keyboard.DownKeys.includes(17))
return;
// The server only supports ints atm, so we have to round here :-(
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var nextPoint = new Vector(
Math.floor(event.clientX + this.boardWindow.viewport.x),
Math.floor(event.clientY + this.boardWindow.viewport.y)
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);
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this.unsentSegments.push(nextPoint);
this.currentLineSegments.push(nextPoint);
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var timeSinceLastPush = new Date() - this.lastServerPush;
if(timeSinceLastPush > this.pushDelay)
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this.sendUnsent();
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}
handleMouseUp(event) {
// Ignore it if the ctrl key is held down - see above
if(this.boardWindow.keyboard.DownKeys.includes(17))
return;
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this.sendUnsent();
// Tell the server that the line is complete
this.rippleLink.send({
Event: "LineComplete",
LineId: this.currentLineId,
LineWidth: this.currentLineWidth,
LineColour: this.currentColour
});
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// Reset the current line segments
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this.currentLineSegments = [];
// Regenerate the line id
this.currentLineId = cuid();
}
/**
* Send the unsent segments of the line to the server and reset the line
* unsent segments buffer.
*/
sendUnsent() {
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// Don't bother if there aren't any segments to push
if(this.unsentSegments.length == 0)
return;
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// It's time for another push of the line to the server
this.rippleLink.send({
Event: "LinePart",
Points: this.unsentSegments,
LineId: this.currentLineId
});
// Reset the unsent segments buffer
this.unsentSegments = [];
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// Update the time we last pushed to the server
this.lastServerPush = +new Date();
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}
/**
* Renders the line that is currently being drawn to the screen.
* @param {HTMLCanvasElement} canvas The canvas to draw to.
* @param {CanvasRenderingContext2D} context The rendering context to use to draw to the canvas.
*/
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render(canvas, context) {
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if(this.currentLineSegments.length == 0)
return;
context.save();
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context.beginPath();
context.lineTo(this.currentLineSegments[0].x, this.currentLineSegments[0].y);
for(let point of this.currentLineSegments) {
context.lineTo(point.x, point.y);
}
context.lineWidth = this.currentColour;
context.strokeStyle = this.currentColour;
context.restore();
}
}
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export default Pencil;