This commit is contained in:
adrianvic 2023-12-21 14:33:34 -03:00
commit 59426d62fb
102 changed files with 42796 additions and 0 deletions

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////////////////////////////////////////////////////////////
//// © Microsoft. All rights reserved. ////
////////////////////////////////////////////////////////////
(function (AppNS) {
'use strict';
// A Bristle simulates the bristle on a brush.
var Bristle = WinJS.Class.define(
// Constructor
function () {
this.color = new AppNS.Painter.Graphics.Color(); // The color of the bristle
this.width = 2; // The bristle width is 2px
},
// Variables and Methods
{}
);
WinJS.Namespace.defineWithParent(AppNS, "Painter.Tools", {
Bristle: Bristle
});
})(Microsoft.Paint);

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////////////////////////////////////////////////////////////
//// © Microsoft. All rights reserved. ////
////////////////////////////////////////////////////////////
(function (AppNS) {
'use strict';
// The Brush tool simulates a PaintBrush, with color blending and paint loss over distance.
var Brush = WinJS.Class.define(
// Constructor
function () {
this.blends = false; // Sets whether or not this brush blends with underlying color
this.fade = 1000; // How quickly the brush fades, in pixels (0 = no fade)
this.numBristles = 0; // Number of bristles on each side of the brush.
this.bristles = []; // All of the Brush Bristles
this.pxPerBristle = 3; // The width of each bristle
this.maxA = 1.0; // Maximum beginning opacity
this.minA = 0.8; // Minimum beginning opacity
this.autoWidth = false; // Whether or not width is based on path touch-box data or manual width value
this._width = 0;
this.width = 20;
},
// Variables and Methods
{
// The width of the brush, to be approximated using bristles
width: {
get: function () {
return this._width;
},
set: function (w) {
this.numBristles = Math.floor(0.3 * w / this.pxPerBristle);
if (this.numBristles <= 0) {
this.numBristles = 0;
}
this._width = (2 * this.numBristles + 1) * this.pxPerBristle;
}
},
// Begins rendering the beginning of the path
renderStart: function (path, painter) {
var ctx = painter.canvas.context;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.shadowBlur = 0;
ctx.globalCompositeOperation = "source-over";
ctx.globalAlpha = 1.0;
var startColor = painter.color.copy();
startColor.alpha = this.maxA;
ctx.fillStyle = startColor.toString();
for (var i = -this.numBristles; i <= this.numBristles; i++) {
this.bristles[i] = new AppNS.Painter.Tools.Bristle();
this.bristles[i].color.fromColor(startColor);
this.bristles[i].width = this.pxPerBristle + 0.5;
}
},
// Renders the given path using the current Marker style
render: function (path, painter) {
var ctx = painter.canvas.context;
// If just starting the path, draw semicircle
if (path.starting) {
path.calculateStartCurve(this.width / 2, this.width / 2, 3, this.width);
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.closePath();
ctx.fill();
}
if (path.drawable) {
// Colors
var blendColor = new AppNS.Painter.Graphics.Color();
var oldColor = new AppNS.Painter.Graphics.Color();
// Draw each simulated bristle as a bezier curve
for (var i = -this.numBristles; i <= this.numBristles; i++) {
// The color at the beginning of the stroke segment
oldColor.fromColor(this.bristles[i].color);
var offsetStart = i * this.pxPerBristle;
var offsetEnd = i * this.pxPerBristle;
path.calculateBezier(offsetStart, offsetEnd, Math.pow(oldColor.alpha, 2) * 0.25);
// Blend bristle's color with canvas color
if (this.blends) {
painter.canvas.getColorAt(blendColor, path.cpStart.x, path.cpStart.y);
this.bristles[i].color.blendWith(blendColor);
}
// Update opacity
var currA = this.bristles[i].color.alpha;
var perturb = 0;
if (this.fade) { // Cause the brush to lose ink over distance
perturb = Math.random() * -(Math.pow(0.2 * i / (this.numBristles + 1), 4) + path.dist / this.fade);
currA = currA + perturb;
} else { // Cause the brush to randomly gain or lose ink per bristle, within minA and maxA
currA = Math.random() * (this.maxA - this.minA) + this.minA;
}
this.bristles[i].color.alpha = this.bristles[i].color.clipAlpha(currA);
this.bristles[i].width = this.pxPerBristle + Math.pow(oldColor.alpha, 2) * 0.5;
// Create a linear gradient from the start of the stoke segment to the end,
// giving a smooth transition of color.
var gradient = ctx.createLinearGradient(path.pStart.x, path.pStart.y, path.pEnd.x, path.pEnd.y);
gradient.addColorStop(0, oldColor.toString());
gradient.addColorStop(1, this.bristles[i].color.toString());
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.lineWidth = this.bristles[i].width;
ctx.strokeStyle = gradient;
ctx.stroke();
}
}
},
// Stops the path with the current style
renderStop: function (path, painter) {
var ctx = painter.canvas.context;
if (path.created || path.starting) {
painter.canvas.drawCircle(path.p3.x, path.p3.y, this.width / 2);
} else {
// Colors
var blendColor = new AppNS.Painter.Graphics.Color();
var oldColor = new AppNS.Painter.Graphics.Color();
// Draw each simulated bristle as a bezier curve
for (var i = -this.numBristles; i <= this.numBristles; i++) {
var offsetStart = i * this.pxPerBristle;
var offsetEnd = i * this.pxPerBristle;
path.calculateEndBezier(offsetStart, offsetEnd, 20);
// The color at the beginning of the stroke segment
oldColor.fromColor(this.bristles[i].color);
// Blend bristle's color with canvas color
if (this.blends) {
painter.canvas.getColorAt(blendColor, path.cpStart.x, path.cpStart.y);
this.bristles[i].color.blendWith(blendColor);
}
// Update opacity
this.bristles[i].color.alpha = 0;
// Create a linear gradient from the start of the stoke segment to the end,
// giving a smooth transition of color.
var gradient = ctx.createLinearGradient(path.pStart.x, path.pStart.y, path.pEnd.x, path.pEnd.y);
gradient.addColorStop(0, oldColor.toString());
gradient.addColorStop(1, this.bristles[i].color.toString());
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.lineWidth = this.bristles[i].width;
ctx.strokeStyle = gradient;
ctx.stroke();
}
}
}
}
);
WinJS.Namespace.defineWithParent(AppNS, "Painter.Tools", {
Brush: Brush
});
})(Microsoft.Paint);

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////////////////////////////////////////////////////////////
//// © Microsoft. All rights reserved. ////
////////////////////////////////////////////////////////////
(function (AppNS) {
'use strict';
// The crayon tool uses textures to generate a crayon/pencil/chalk like effect
var Crayon = WinJS.Class.define(
// Constructor
function () {
this._density = 0.5; // The default density is 50% color
this._color = new AppNS.Painter.Graphics.Color(0,0,0,255);
this.autoWidth = false; // Whether or not width is based on path touch-box data or manual width value
this.width = 30; // The default line manual width
this.texture = null;
},
// Variables and Methods
{
density: {
get: function () {
return this._density;
},
set: function (d) {
this._density = d;
if (this.texture) {
this.texture.update(this._color, this._density);
}
}
},
// Starts rendering the given path using the current style
renderStart: function (path, painter) {
var ctx = painter.canvas.context;
ctx.fillStyle = this.texture.texturePattern;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.shadowBlur = 0;
ctx.globalCompositeOperation = "source-over";
ctx.globalAlpha = 1.0;
},
// Renders the given path using the current style
render: function (path, painter) {
var ctx = painter.canvas.context;
// Get start and end widths for the stroke part
var wStart = this.width;
var wEnd = this.width;
if (this.autoWidth){
path.calculateWidth();
wStart = path.wStart;
wEnd = path.wEnd;
}
// If just starting the path, draw semicircle
if (path.starting) {
path.calculateStartCurve(wEnd / 2, wEnd / 2, 3, wEnd);
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.closePath();
this.fillCrayon(ctx);
}
if (path.drawable) {
// Start at first point of shape, then bezier to second
ctx.beginPath();
path.calculateBezier(wStart / 2, wEnd / 2);
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
// Line to third point of shape, then bezier to fourth, then close the path
path.calculateBezier(-1 * wStart / 2, -1 * wEnd / 2);
ctx.lineTo(path.pEnd.x, path.pEnd.y);
ctx.bezierCurveTo(path.cpEnd.x, path.cpEnd.y, path.cpStart.x, path.cpStart.y, path.pStart.x, path.pStart.y);
ctx.closePath();
// Set fill Style and fill shape
this.fillCrayon(ctx);
}
},
// Renders the end of the path with the current style
renderStop: function (path, painter) {
var ctx = painter.canvas.context;
// Get start and end widths for the stroke part
var wStart = this.width;
var wEnd = this.width;
if (this.autoWidth){
path.calculateWidth();
wStart = path.wStart;
wEnd = path.wEnd;
}
// If haven't drawn starting effect yet
if (path.created || path.starting) {
ctx.beginPath();
ctx.arc(path.p3.x, path.p3.y, wEnd / 2, 0, Math.PI * 2, true);
ctx.closePath();
this.fillCrayon(ctx);
} else { // Otherwise, draw a curve to end the path
path.calculateStopCurve(wEnd / 2, wEnd / 2, 3, wEnd);
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.closePath();
this.fillCrayon(ctx);
}
},
fillCrayon: function (ctx) {
// Set fill Style and fill shape
ctx.fillStyle = this.texturePattern;
ctx.save();
var rand = Math.random();
ctx.rotate(rand * 2 * Math.PI);
ctx.translate(rand * 10, rand * 10);
ctx.fill();
ctx.restore();
},
update: function (painter) {
this._color = painter.color.copy();
if (this.texture) {
this.texture.update(this._color, this._density);
}
},
setTexture: function (textureImage) {
this.texture = new AppNS.Painter.Graphics.Texture(textureImage);
this.texture.update(this._color, this._density);
}
}
);
WinJS.Namespace.defineWithParent(AppNS, "Painter.Tools", {
Crayon: Crayon
});
})(Microsoft.Paint);

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////////////////////////////////////////////////////////////
//// © Microsoft. All rights reserved. ////
////////////////////////////////////////////////////////////
(function (AppNS) {
'use strict';
// The Marker tool is the simplest tool.
// It simply connect users points smoothly with a solid color, usually slightly transparent.
var Eraser = WinJS.Class.define(
// Constructor
function () {
this.autoWidth = false; // Whether or not width is based on path touch-box data or manual width value
this.width = 20; // The default line manual width
},
// Variables and Methods
{
// Begins rendering the beginning of the path
renderStart: function (path, painter) {
var ctx = painter.canvas.context;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.shadowBlur = 0;
ctx.globalCompositeOperation = "destination-out";
ctx.globalAlpha = 1;
ctx.fillStyle = "rgba(0,0,0,1)";
// Start effect
var x = path.p3.x;
var y = path.p3.y;
painter.canvas.drawCircle(x, y, this.width / 2);
},
// Renders the given path using the current Marker style
render: function (path, painter) {
if (path.drawable) {
var ctx = painter.canvas.context;
// Get start and end widths for the stroke part
var wStart = this.width;
var wEnd = this.width;
if (this.autoWidth) {
path.calculateWidth();
wStart = path.wStart;
wEnd = path.wEnd;
}
// Start at first point of shape, then bezier to second
ctx.beginPath();
path.calculateBezier(wStart / 2, wEnd / 2, 0.5);
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
// Line to third point of shape, then bezier to fourth, then close the path
path.calculateBezier(-1 * wStart / 2, -1 * wEnd / 2, 0.5);
ctx.lineTo(path.pEnd.x, path.pEnd.y);
ctx.bezierCurveTo(path.cpEnd.x, path.cpEnd.y, path.cpStart.x, path.cpStart.y, path.pStart.x, path.pStart.y);
ctx.closePath();
ctx.fill();
}
},
// Begins rendering the beginning of the path
renderStop: function (path, painter) {
var ctx = painter.canvas.context;
// Get start and end widths for the stroke part
var wStart = this.width;
var wEnd = this.width;
if (this.autoWidth){
path.calculateWidth();
wStart = path.wStart;
wEnd = path.wEnd;
}
// Start at first point of shape, then bezier to second
ctx.beginPath();
path.calculateEndBezier(wStart / 2, wEnd / 2);
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
// Line to third point of shape, then bezier to fourth, then close the path
path.calculateEndBezier(-1 * wStart / 2, -1 * wEnd / 2);
ctx.lineTo(path.pEnd.x, path.pEnd.y);
ctx.bezierCurveTo(path.cpEnd.x, path.cpEnd.y, path.cpStart.x, path.cpStart.y, path.pStart.x, path.pStart.y);
ctx.closePath();
ctx.fill();
painter.canvas.drawCircle(path.p3.x, path.p3.y, this.width / 2);
},
}
);
WinJS.Namespace.defineWithParent(AppNS, "Painter.Tools", {
Eraser: Eraser
});
})(Microsoft.Paint);

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////////////////////////////////////////////////////////////
//// © Microsoft. All rights reserved. ////
////////////////////////////////////////////////////////////
(function (AppNS) {
'use strict';
// The Marker tool is the simplest tool.
// It simply connect users points smoothly with a solid color, usually slightly transparent.
var Marker = WinJS.Class.define(
// Constructor
function () {
this.opacity = 0.85; // The default opacity is 85%
this.autoWidth = false; // Whether or not width is based on path touch-box data or manual width value
this.width = 30; // The default line manual width is 1px
},
// Variables and Methods
{
// Renders the beginning of the path
renderStart: function (path, painter) {
var ctx = painter.canvas.context;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.shadowBlur = 0;
ctx.globalCompositeOperation = "source-over";
ctx.globalAlpha = this.opacity;
ctx.fillStyle = painter.color.toString();
},
// Renders the given path using the current Marker style
render: function (path, painter) {
var ctx = painter.canvas.context;
// Get start and end widths for the stroke part
var wStart = this.width;
var wEnd = this.width;
if (this.autoWidth){
path.calculateWidth();
wStart = path.wStart;
wEnd = path.wEnd;
}
// If just starting the path, draw semicircle
if (path.starting) {
path.calculateStartCurve(wEnd / 2, wEnd / 2, 3, wEnd, Math.pow(this.opacity, 2) * 0.22);
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.closePath();
ctx.fill();
}
if (path.drawable) {
// Start at first point of shape, then bezier to second
ctx.beginPath();
path.calculateBezier(wStart / 2, wEnd / 2, Math.pow(this.opacity, 2) * 0.22);
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
// Line to third point of shape, then bezier to fourth, then close the path
path.calculateBezier(-1 * wStart / 2, -1 * wEnd / 2, Math.pow(this.opacity, 2) * 0.22);
ctx.lineTo(path.pEnd.x, path.pEnd.y);
ctx.bezierCurveTo(path.cpEnd.x, path.cpEnd.y, path.cpStart.x, path.cpStart.y, path.pStart.x, path.pStart.y);
ctx.closePath();
// Set fill Style and fill shape
ctx.fill();
}
},
// Renders the end of the path with the current style
renderStop: function (path, painter) {
var ctx = painter.canvas.context;
// Get start and end widths for the stroke part
var wStart = this.width;
var wEnd = this.width;
if (this.autoWidth){
path.calculateWidth();
wStart = path.wStart;
wEnd = path.wEnd;
}
// If haven't drawn starting effect yet
if (path.created || path.starting) {
painter.canvas.drawCircle(path.p3.x, path.p3.y, wEnd / 2);
} else {
// Otherwise, draw a curve to end the path
path.calculateStopCurve(wEnd / 2, wEnd / 2, 3, wEnd, Math.pow(this.opacity, 2) * 0.22);
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.closePath();
ctx.fill();
}
}
}
);
WinJS.Namespace.defineWithParent(AppNS, "Painter.Tools", {
Marker: Marker
});
})(Microsoft.Paint);

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////////////////////////////////////////////////////////////
//// © Microsoft. All rights reserved. ////
////////////////////////////////////////////////////////////
(function (AppNS) {
'use strict';
// The Neon tool has a glow effect
var Neon = WinJS.Class.define(
// Constructor
function () {
this.autoWidth = false; // Whether or not width is based on path touch-box data or manual width value
this.width = 20; // The default line manual width
this.glow = 20; // The amount of shadow blur used to generate the glow
},
// Variables and Methods
{
// Begins rendering the beginning of the path
renderStart: function (path, painter) {
var ctx = painter.canvas.context;
ctx.fillStyle = painter.color.toString();
ctx.shadowColor = painter.color.toString();
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.shadowBlur = this.glow;
ctx.globalCompositeOperation = "source-over";
ctx.globalAlpha = 1.0;
},
// Renders the given path using the current style
render: function (path, painter) {
var ctx = painter.canvas.context;
// Get start and end widths for the stroke part
var wStart = this.width;
var wEnd = this.width;
if (this.autoWidth) {
path.calculateWidth();
wStart = path.wStart;
wEnd = path.wEnd;
}
// If just starting the path, draw semicircle
if (path.starting) {
path.calculateStartCurve(wEnd / 2, wEnd / 2, 3, wEnd);
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.closePath();
ctx.fill();
}
if (path.drawable) {
// Start at first point of shape, then bezier to second
ctx.beginPath();
path.calculateBezier(wStart / 2, wEnd / 2, 0.5);
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
// Line to third point of shape, then bezier to fourth, then close the path
path.calculateBezier(-wStart / 2, -wEnd / 2, 0.5);
ctx.lineTo(path.pEnd.x, path.pEnd.y);
ctx.bezierCurveTo(path.cpEnd.x, path.cpEnd.y, path.cpStart.x, path.cpStart.y, path.pStart.x, path.pStart.y);
ctx.closePath();
ctx.fill();
}
},
// Renders the end of the path with the current style
renderStop: function (path, painter) {
var ctx = painter.canvas.context;
// Get start and end widths for the stroke part
var wStart = this.width;
var wEnd = this.width;
if (this.autoWidth){
path.calculateWidth();
wStart = path.wStart;
wEnd = path.wEnd;
}
// If haven't drawn starting effect yet
if (path.created || path.starting) {
painter.canvas.drawCircle(path.p3.x, path.p3.y, wEnd / 2);
} else {
// Otherwise, draw a curve to end the path
path.calculateStopCurve(wEnd / 2, wEnd / 2, 3, wEnd);
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.closePath();
ctx.fill();
}
}
}
);
WinJS.Namespace.defineWithParent(AppNS, "Painter.Tools", {
Neon: Neon
});
})(Microsoft.Paint);

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////////////////////////////////////////////////////////////
//// © Microsoft. All rights reserved. ////
////////////////////////////////////////////////////////////
(function (AppNS) {
'use strict';
// The Pipe tool has a 3D look to it
var Pipe = WinJS.Class.define(
// Constructor
function () {
this.autoWidth = false; // Whether or not width is based on path touch-box data or manual width value
this.width = 20; // The default line manual width
this.height = 6; // The 'height' of the 3D pipe look, in pixels
this.maxHeight = 6;
this.numBristles = 0; // Number of bristles on each side of the pipe
this.bristles = []; // All of the pipe bristles
this.pxPerBristle = 1; // The width of each bristle in pixels
this.middleBristle = new AppNS.Painter.Tools.Bristle();
},
// Variables and Methods
{
// Begins rendering the beginning of the path
renderStart: function (path, painter) {
var color = new AppNS.Painter.Graphics.Color();
color.fromColor(painter.color);
// If the color is dark, we lighten it
if (color.red + color.green + color.blue < 255 * 3 / 2) {
color.lighten(0.2);
}
// Inner Bristles
this.numBristles = Math.floor(0.25 * this.width / this.pxPerBristle);
if (this.numBristles <= 0) {
this.numBristles = 1;
}
for (var i = 0; i < this.numBristles; i++) {
this.bristles[i] = new AppNS.Painter.Tools.Bristle();
this.bristles[i].color.fromColor(color);
this.bristles[i].color.scale(1 - ((i + 1) / this.numBristles) * (this.height / this.maxHeight));
this.bristles[i].width = this.pxPerBristle;
}
// Large inner bristle
this.middleBristle.width = this.width - (this.numBristles * this.pxPerBristle * 2);
this.middleBristle.color.fromColor(color);
var ctx = painter.canvas.context;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.shadowBlur = 0;
ctx.globalCompositeOperation = "source-over";
ctx.globalAlpha = 1.0;
},
// Renders the given path using the current style
render: function (path, painter) {
var ctx = painter.canvas.context;
// Get start and end widths for the stroke part
var wStart = this.width;
var wEnd = this.width;
if (this.autoWidth) {
path.calculateWidth();
wStart = path.wStart;
wEnd = path.wEnd;
}
var outerStart = this.middleBristle.width / 2;
var outerEnd = this.middleBristle.width / 2;
if (path.starting) {
// Draw each simulated bristle as a bezier curve
for (var i = this.numBristles - 1; i >= 0; i--) {
var offsetStart = (i + 0.5) * this.pxPerBristle + this.middleBristle.width / 2;
var offsetEnd = (i + 0.5) * this.pxPerBristle + this.middleBristle.width / 2;
ctx.strokeStyle = this.bristles[i].color.toString();
ctx.fillStyle = this.bristles[i].color.toString();
ctx.lineWidth = this.bristles[i].width;
// Draw the Bristle
path.calculateStartCurve(offsetStart, offsetEnd, 3, wEnd);
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.closePath();
ctx.fill();
}
// Draw middle
path.calculateStartCurve(this.middleBristle.width / 2, this.middleBristle.width / 2, 3, wEnd);
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.closePath();
ctx.fillStyle = this.middleBristle.color.toString();
ctx.fill();
}
if (path.drawable) {
ctx.lineWidth = this.pxPerBristle + 0.5;
// Draw each simulated bristle as a bezier curve
for (var i = this.numBristles - 1; i >= 0; i--) {
var offsetStart = (i + 0.5) * this.pxPerBristle + outerStart;
var offsetEnd = (i + 0.5) * this.pxPerBristle + outerEnd;
var overlap = 1.5 * (1 - i / this.numBristles);
// Draw the middle bristle.
// Start at first point of shape, then bezier to second.
ctx.beginPath();
path.calculateBezier(offsetStart, offsetEnd, overlap);
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
// Line to third point of shape, then bezier to fourth, then close the path
path.calculateBezier(-offsetStart, -offsetEnd, overlap);
ctx.lineTo(path.pEnd.x, path.pEnd.y);
ctx.bezierCurveTo(path.cpEnd.x, path.cpEnd.y, path.cpStart.x, path.cpStart.y, path.pStart.x, path.pStart.y);
ctx.closePath();
// Set fill Style and fill shape
ctx.fillStyle = this.bristles[i].color.toString();
ctx.fill();
}
// Draw the middle bristle.
// Start at first point of shape, then bezier to second.
ctx.beginPath();
path.calculateBezier(outerStart, outerEnd, 2);
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
// Line to third point of shape, then bezier to fourth, then close the path
path.calculateBezier(-outerStart, -outerEnd, 2);
ctx.lineTo(path.pEnd.x, path.pEnd.y);
ctx.bezierCurveTo(path.cpEnd.x, path.cpEnd.y, path.cpStart.x, path.cpStart.y, path.pStart.x, path.pStart.y);
ctx.closePath();
// Set fill Style and fill shape
ctx.fillStyle = this.middleBristle.color.toString();
ctx.fill();
}
},
// Renders the end of the path with the current style
renderStop: function (path, painter) {
var ctx = painter.canvas.context;
// Get start and end widths for the stroke part
var wStart = this.width;
var wEnd = this.width;
if (this.autoWidth){
path.calculateWidth();
wStart = path.wStart;
wEnd = path.wEnd;
}
// If haven't drawn starting effect yet
if (path.created || path.starting) {
var x = path.p3.x;
var y = path.p3.y;
// Draw bristles
for (var i = this.numBristles - 1; i >= 0; i--) {
var radius = (i + 0.5) * this.pxPerBristle + this.middleBristle.width / 2;
// Draw the Bristle
ctx.fillStyle = this.bristles[i].color.toString();
painter.canvas.drawCircle(x, y, radius);
}
// Draw middle
ctx.fillStyle = this.middleBristle.color.toString();
painter.canvas.drawCircle(x, y, this.middleBristle.width / 2);
} else { // Otherwise, draw a curve to end the path
// Draw each simulated bristle as a bezier curve
for (var i = this.numBristles - 1; i >= 0; i--) {
var offsetStart = (i + 0.5) * this.pxPerBristle + this.middleBristle.width / 2;
var offsetEnd = (i + 0.5) * this.pxPerBristle + this.middleBristle.width / 2;
var overlap = 1.5 * (1 - i / this.numBristles);
ctx.fillStyle = this.bristles[i].color.toString();
ctx.lineWidth = this.bristles[i].width;
// Draw the Bristle
path.calculateStopCurve(offsetStart, offsetEnd, 3, wEnd, overlap);
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.closePath();
ctx.fill();
}
// Draw middle
path.calculateStopCurve(this.middleBristle.width / 2, this.middleBristle.width / 2, 3, wEnd, 2);
ctx.beginPath();
ctx.moveTo(path.pStart.x, path.pStart.y);
ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
ctx.closePath();
ctx.fillStyle = this.middleBristle.color.toString();
ctx.fill();
}
}
}
);
WinJS.Namespace.defineWithParent(AppNS, "Painter.Tools", {
Pipe: Pipe
});
})(Microsoft.Paint);