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<!DOCTYPE html>
<html>

<head>
    <style type="text/css">
        #board {
            touch-action: none;
            border: 0.5px solid rgba(0, 0, 0, 0.1);
            box-shadow: 1px 1px 1px 0.5px rgba(0, 0, 0, 0.1);
            cursor: crosshair;
        }
    </style>

    <script type="application/javascript" src="js/main.js"></script>
    <script type="application/javascript" src="js/Board.js"></script>
    <script type="application/javascript" src="js/Pen.js"></script>
    <script type="application/javascript" src="js/Pointer.js"></script>

    <script type="application/javascript">
        let redrawAllTimeout;
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        function init() {
            Board.init("board");
            Pen.init(Board.ctx);

            // Attach event listener
            var pointerDown = function (e) {
                //console.log("down");
                clearTimeout(redrawAllTimeout);
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                if (e.pointerType == "pen") {
                    // Initialise pointer
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                    pointer.set(Board.getPointerPos(e));

                    // start new stroke
                    Board.strokeData.push([]);
                    collectStrokeInfo(e, pointer, Pen);
                } else if (e.pointerType == "touch") {
                    // Initialise pointer
                    var pointer = new Pointer(e);
                    pointer.set(Board.getPointerPos(e));
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                }
            }

            var pointerMove = function (e) {
                //console.log("move");
                var pointer = Pointer.get(e.pointerId);
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                    collectStrokeInfo(e, pointer, Pen);
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                }
            }
            var pointerCancel = function (e) {
                //console.log("cancel");
                var pointer = Pointer.get(e.pointerId);
                if (pointer.pointerType == "pen") {
                    drawCurve(Board.ctx, Board.strokeData[Board.strokeData.length - 1]);

                    clearTimeout(redrawAllTimeout);
                    redrawAllTimeout = setTimeout(redrawAll, 1000);
                }
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                Pointer.destruct(e.pointerId);
            }
            Board.canvas.addEventListener("pointerdown", pointerDown);
            Board.canvas.addEventListener("pointermove", pointerMove);
            Board.canvas.addEventListener("pointerup", pointerCancel);
            Board.canvas.addEventListener("pointerleave", pointerCancel);
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            setInterval(_ => {
                if (Board.strokeData[Board.strokeData.length - 1] && Board.strokeData[Board.strokeData.length - 1].length) {
                    drawCurve(Board.ctx, Board.strokeData[Board.strokeData.length - 1])
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        function redrawAll() {
            Board.ctx.clearRect(0, 0, Board.canvas.width, Board.canvas.height);
            for (var stroke of Board.strokeData) {
                drawCurve(Board.ctx, stroke);
            }
        }
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        // Draw method
        function collectStrokeInfo(e, pointerObj, Pen) {
            if (pointerObj) {
                pointerObj.set(Board.getPointerPos(e));
                Pen.setPen(Board.ctx, e);
                if (pointerObj.pos0.x < 0) {
                    pointerObj.pos0.x = pointerObj.pos1.x - 1;
                    pointerObj.pos0.y = pointerObj.pos1.y - 1;
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                }
                // save stroke info
                Board.strokeData[Board.strokeData.length - 1].push({ x: pointerObj.pos1.x, y: pointerObj.pos1.y, width: getLineWidth(e) });
                pointerObj.pos0.x = pointerObj.pos1.x;
                pointerObj.pos0.y = pointerObj.pos1.y;
            }
        }
        function drawCurve(ctx, ptsa, tension, isClosed, numOfSegments, showPoints) {
            ctx.beginPath();
            drawLines(ctx, getCurvePoints(ptsa, tension, isClosed, numOfSegments));
            if (showPoints) {
                ctx.beginPath();
                for (var i = 0; i < ptsa.length - 1; i += 2)
                    ctx.rect(ptsa[i] - 2, ptsa[i + 1] - 2, 4, 4);
            ctx.stroke();
        }
        function getCurvePoints(pts, tension, isClosed, numOfSegments) {
            // use input value if provided, or use a default value	 
            tension = (typeof tension != "undefined") ? tension : 0.5;
            isClosed = isClosed ? isClosed : false;
            numOfSegments = numOfSegments ? numOfSegments : 16;

            var _pts = [], res = [],    // clone array
                x, y,                   // our x,y coords
                t1x, t2x, t1y, t2y,     // tension vectors
                c1, c2, c3, c4,         // cardinal points
                st, t, i;               // steps based on num. of segments

            // clone array so we don"t change the original
            _pts = pts.slice(0);

            // The algorithm require a previous and next point to the actual point array.
            // Check if we will draw closed or open curve.
            // If closed, copy end points to beginning and first points to end
            // If open, duplicate first points to befinning, end points to end
            if (isClosed) {
                _pts.unshift(pts[pts.length - 1]);
                _pts.unshift(pts[pts.length - 1]);
                _pts.push(pts[0]);
            }
            else {
                _pts.unshift(pts[0]);	        //copy 1. point and insert at beginning
                _pts.push(pts[pts.length - 1]);	//copy last point and append
            }
            // ok, lets start..
            // 1. loop goes through point array
            // 2. loop goes through each segment between the 2 pts + 1e point before and after
            for (var i = 1; i < (_pts.length - 2); i++) {
                for (var t = 0; t <= numOfSegments; t++) {
                    // calc tension vectors
                    t1x = (_pts[i + 1].x - _pts[i - 1].x) * tension;
                    t2x = (_pts[i + 2].x - _pts[i].x) * tension;
                    t1y = (_pts[i + 1].y - _pts[i - 1].y) * tension;
                    t2y = (_pts[i + 2].y - _pts[i].y) * tension;
                    // calc step
                    st = t / numOfSegments;
                    // calc cardinals
                    c1 = 2 * Math.pow(st, 3) - 3 * Math.pow(st, 2) + 1;
                    c2 = -(2 * Math.pow(st, 3)) + 3 * Math.pow(st, 2);
                    c3 = Math.pow(st, 3) - 2 * Math.pow(st, 2) + st;
                    c4 = Math.pow(st, 3) - Math.pow(st, 2);
                    // calc x and y cords with common control vectors
                    x = c1 * _pts[i].x + c2 * _pts[i + 1].x + c3 * t1x + c4 * t2x;
                    y = c1 * _pts[i].y + c2 * _pts[i + 1].y + c3 * t1y + c4 * t2y;
                    //store points in array
                    res.push({ x: x, y: y, width: lerp(_pts[i].width, _pts[i + 1].width, t / numOfSegments)});
        function lerp (start, end, pos){
            return (1 - pos) * start + pos * end;
        }

        function drawLines(ctx, pts) {
            for (i = 0; i < pts.length - 2; i++) {
                ctx.beginPath();
                ctx.lineWidth = pts[i].width;
                ctx.moveTo(pts[i].x, pts[i].y);
                ctx.lineTo(pts[i + 1].x, pts[i + 1].y);
                ctx.stroke();
        function getLineWidth(e) {
            switch (e.pointerType) {
                case "touch":
                    if (e.width < 10 && e.height < 10) {
                        return (e.width + e.height) * 2 + 10;
                    } else {
                        return (e.width + e.height - 40) / 2;
                    }
                case "pen":
                    return e.pressure * 8;
                default:
                    return (e.pressure) ? e.pressure * 8 : 4;
            }
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        }
    </script>
</head>

<body onload="init();">
    <canvas touch-action="none" id="board" width="640" height="640" style="width:320px; height:320px;">
        Opps, you cannot play draw N guess with this browser!
    </canvas>
    <button style="z-index: 9001; position:absolute; top:20px; left: 20px; width: 80px; height: 80px;" onclick="Board.save();">save</button>
    <button style="z-index: 9001; position:absolute; top:20px; left: 120px; width: 80px; height: 80px;" onclick="Board.clear();">clear</button>
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</body>

</html>