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PaintPlay/Controls/Paint/Tools/Pipe.js
adrianvic 59426d62fb first
2023-12-21 14:33:34 -03:00

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JavaScript

////////////////////////////////////////////////////////////
//// © 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);