2018-10-24 11:14:46 -04:00
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var canvas = current_canvas = (function(){
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var cols = 100
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var rows = 30
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var canvas = new Matrix (cols, rows, function(x,y){
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var lex = new Lex (x,y)
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lex.build()
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return lex
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})
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canvas.bind = function(){
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canvas.forEach(function(lex, x, y){
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if (lex.bound) return
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lex.bound = true
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var point = [x,y]
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lex.span.addEventListener('contextmenu', function(e){
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e.preventDefault()
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})
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lex.span.addEventListener('mousedown', function(e){
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e.preventDefault()
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dragging = true
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current_canvas = canvas
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if (e.altKey) {
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if (e.shiftKey) {
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blit.copy_from(canvas, brush, floor(x-brush.w/2), floor(y-brush.h/2))
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brush.mask(brush)
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draw.set_last_point(e, point)
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}
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else {
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brush.load(lex)
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brush.generate()
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dragging = false
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}
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return
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}
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else if (drawing) {
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undo.new()
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draw.down(e, lex, point)
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}
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else if (selecting) {
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selection.down(e, lex, point)
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}
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else if (transforming) {
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transform.down(e, lex, point)
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}
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else if (filling) {
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undo.new()
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draw.fill(brush, x, y)
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}
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canvas.focus(x, y)
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})
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lex.span.addEventListener("mousemove", function(e){
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mouse.x = x
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mouse.y = y
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if (! dragging) return
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if (drawing) {
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draw.move(e, lex, point)
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}
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else if (selecting) {
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selection.move(e, lex, point)
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}
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else if (transforming) {
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transform.move(e, lex, point)
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}
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canvas.focus(x, y)
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})
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})
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}
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canvas.min = 1
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canvas.max = 999
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// canvas.resize(1, 1, true) // wont create undo state
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canvas.resize = function(w, h, no_undo){
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var old_w = this.w, old_h = this.h
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w = this.w = clamp(w, this.min, this.max)
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h = this.h = clamp(h, this.min, this.max)
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if (old_w === w && old_h === h) return;
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if (!no_undo){
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undo.new()
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undo.save_resize(w, h, old_w, old_h)
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2018-11-24 02:49:02 -05:00
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}
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2018-10-24 11:14:46 -04:00
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canvas.__proto__.resize.call(canvas, w, h)
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controls.canvas_w.char = "" + w
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controls.canvas_w.build()
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controls.canvas_h.char = "" + h
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controls.canvas_h.build()
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}
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canvas.size_add = function(w, h){
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canvas.resize(canvas.w + w, canvas.h + h)
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}
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return canvas
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})()
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