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176
Controls/Paint/Tools/Brush.js
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176
Controls/Paint/Tools/Brush.js
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////////////////////////////////////////////////////////////
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//// © Microsoft. All rights reserved. ////
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////////////////////////////////////////////////////////////
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(function (AppNS) {
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'use strict';
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// The Brush tool simulates a PaintBrush, with color blending and paint loss over distance.
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var Brush = WinJS.Class.define(
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// Constructor
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function () {
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this.blends = false; // Sets whether or not this brush blends with underlying color
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this.fade = 1000; // How quickly the brush fades, in pixels (0 = no fade)
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this.numBristles = 0; // Number of bristles on each side of the brush.
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this.bristles = []; // All of the Brush Bristles
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this.pxPerBristle = 3; // The width of each bristle
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this.maxA = 1.0; // Maximum beginning opacity
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this.minA = 0.8; // Minimum beginning opacity
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this.autoWidth = false; // Whether or not width is based on path touch-box data or manual width value
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this._width = 0;
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this.width = 20;
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},
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// Variables and Methods
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{
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// The width of the brush, to be approximated using bristles
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width: {
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get: function () {
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return this._width;
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},
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set: function (w) {
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this.numBristles = Math.floor(0.3 * w / this.pxPerBristle);
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if (this.numBristles <= 0) {
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this.numBristles = 0;
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}
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this._width = (2 * this.numBristles + 1) * this.pxPerBristle;
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}
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},
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// Begins rendering the beginning of the path
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renderStart: function (path, painter) {
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var ctx = painter.canvas.context;
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ctx.shadowOffsetX = 0;
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ctx.shadowOffsetY = 0;
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ctx.shadowBlur = 0;
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ctx.globalCompositeOperation = "source-over";
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ctx.globalAlpha = 1.0;
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var startColor = painter.color.copy();
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startColor.alpha = this.maxA;
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ctx.fillStyle = startColor.toString();
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for (var i = -this.numBristles; i <= this.numBristles; i++) {
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this.bristles[i] = new AppNS.Painter.Tools.Bristle();
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this.bristles[i].color.fromColor(startColor);
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this.bristles[i].width = this.pxPerBristle + 0.5;
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}
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},
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// Renders the given path using the current Marker style
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render: function (path, painter) {
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var ctx = painter.canvas.context;
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// If just starting the path, draw semicircle
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if (path.starting) {
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path.calculateStartCurve(this.width / 2, this.width / 2, 3, this.width);
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ctx.beginPath();
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ctx.moveTo(path.pStart.x, path.pStart.y);
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ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
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ctx.closePath();
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ctx.fill();
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}
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if (path.drawable) {
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// Colors
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var blendColor = new AppNS.Painter.Graphics.Color();
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var oldColor = new AppNS.Painter.Graphics.Color();
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// Draw each simulated bristle as a bezier curve
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for (var i = -this.numBristles; i <= this.numBristles; i++) {
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// The color at the beginning of the stroke segment
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oldColor.fromColor(this.bristles[i].color);
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var offsetStart = i * this.pxPerBristle;
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var offsetEnd = i * this.pxPerBristle;
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path.calculateBezier(offsetStart, offsetEnd, Math.pow(oldColor.alpha, 2) * 0.25);
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// Blend bristle's color with canvas color
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if (this.blends) {
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painter.canvas.getColorAt(blendColor, path.cpStart.x, path.cpStart.y);
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this.bristles[i].color.blendWith(blendColor);
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}
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// Update opacity
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var currA = this.bristles[i].color.alpha;
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var perturb = 0;
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if (this.fade) { // Cause the brush to lose ink over distance
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perturb = Math.random() * -(Math.pow(0.2 * i / (this.numBristles + 1), 4) + path.dist / this.fade);
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currA = currA + perturb;
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} else { // Cause the brush to randomly gain or lose ink per bristle, within minA and maxA
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currA = Math.random() * (this.maxA - this.minA) + this.minA;
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}
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this.bristles[i].color.alpha = this.bristles[i].color.clipAlpha(currA);
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this.bristles[i].width = this.pxPerBristle + Math.pow(oldColor.alpha, 2) * 0.5;
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// Create a linear gradient from the start of the stoke segment to the end,
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// giving a smooth transition of color.
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var gradient = ctx.createLinearGradient(path.pStart.x, path.pStart.y, path.pEnd.x, path.pEnd.y);
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gradient.addColorStop(0, oldColor.toString());
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gradient.addColorStop(1, this.bristles[i].color.toString());
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ctx.beginPath();
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ctx.moveTo(path.pStart.x, path.pStart.y);
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ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
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ctx.lineWidth = this.bristles[i].width;
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ctx.strokeStyle = gradient;
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ctx.stroke();
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}
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}
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},
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// Stops the path with the current style
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renderStop: function (path, painter) {
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var ctx = painter.canvas.context;
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if (path.created || path.starting) {
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painter.canvas.drawCircle(path.p3.x, path.p3.y, this.width / 2);
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} else {
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// Colors
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var blendColor = new AppNS.Painter.Graphics.Color();
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var oldColor = new AppNS.Painter.Graphics.Color();
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// Draw each simulated bristle as a bezier curve
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for (var i = -this.numBristles; i <= this.numBristles; i++) {
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var offsetStart = i * this.pxPerBristle;
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var offsetEnd = i * this.pxPerBristle;
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path.calculateEndBezier(offsetStart, offsetEnd, 20);
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// The color at the beginning of the stroke segment
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oldColor.fromColor(this.bristles[i].color);
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// Blend bristle's color with canvas color
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if (this.blends) {
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painter.canvas.getColorAt(blendColor, path.cpStart.x, path.cpStart.y);
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this.bristles[i].color.blendWith(blendColor);
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}
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// Update opacity
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this.bristles[i].color.alpha = 0;
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// Create a linear gradient from the start of the stoke segment to the end,
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// giving a smooth transition of color.
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var gradient = ctx.createLinearGradient(path.pStart.x, path.pStart.y, path.pEnd.x, path.pEnd.y);
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gradient.addColorStop(0, oldColor.toString());
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gradient.addColorStop(1, this.bristles[i].color.toString());
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ctx.beginPath();
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ctx.moveTo(path.pStart.x, path.pStart.y);
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ctx.bezierCurveTo(path.cpStart.x, path.cpStart.y, path.cpEnd.x, path.cpEnd.y, path.pEnd.x, path.pEnd.y);
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ctx.lineWidth = this.bristles[i].width;
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ctx.strokeStyle = gradient;
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ctx.stroke();
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}
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}
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}
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}
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);
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WinJS.Namespace.defineWithParent(AppNS, "Painter.Tools", {
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Brush: Brush
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});
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})(Microsoft.Paint);
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