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index.js
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index.js
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const $force = document.querySelectorAll('#force')[0]
const $touches = document.querySelectorAll('#touches')[0]
const canvas = document.querySelectorAll('canvas')[0]
const context = canvas.getContext('2d')
let lineWidth = 0
let isMousedown = false
let points = []
canvas.width = window.innerWidth * 2
canvas.height = window.innerHeight * 2
const strokeHistory = []
const requestIdleCallback = window.requestIdleCallback || function (fn) { setTimeout(fn, 1) };
/**
* This function takes in an array of points and draws them onto the canvas.
* @param {array} stroke array of points to draw on the canvas
* @return {void}
*/
function drawOnCanvas (stroke) {
context.strokeStyle = 'black'
context.lineCap = 'round'
context.lineJoin = 'round'
const l = stroke.length - 1
if (stroke.length >= 3) {
const xc = (stroke[l].x + stroke[l - 1].x) / 2
const yc = (stroke[l].y + stroke[l - 1].y) / 2
context.lineWidth = stroke[l - 1].lineWidth
context.quadraticCurveTo(stroke[l - 1].x, stroke[l - 1].y, xc, yc)
context.stroke()
context.beginPath()
context.moveTo(xc, yc)
} else {
const point = stroke[l];
context.lineWidth = point.lineWidth
context.strokeStyle = point.color
context.beginPath()
context.moveTo(point.x, point.y)
context.stroke()
}
}
/**
* Remove the previous stroke from history and repaint the entire canvas based on history
* @return {void}
*/
function undoDraw () {
strokeHistory.pop()
context.clearRect(0, 0, canvas.width, canvas.height)
strokeHistory.map(function (stroke) {
if (strokeHistory.length === 0) return
context.beginPath()
let strokePath = [];
stroke.map(function (point) {
strokePath.push(point)
drawOnCanvas(strokePath)
})
})
}
for (const ev of ["touchstart", "mousedown"]) {
canvas.addEventListener(ev, function (e) {
let pressure = 0.1;
let x, y;
if (e.touches && e.touches[0] && typeof e.touches[0]["force"] !== "undefined") {
if (e.touches[0]["force"] > 0) {
pressure = e.touches[0]["force"]
}
x = e.touches[0].pageX * 2
y = e.touches[0].pageY * 2
} else {
pressure = 1.0
x = e.pageX * 2
y = e.pageY * 2
}
isMousedown = true
lineWidth = Math.log(pressure + 1) * 40
context.lineWidth = lineWidth// pressure * 50;
points.push({ x, y, lineWidth })
drawOnCanvas(points)
})
}
for (const ev of ['touchmove', 'mousemove']) {
canvas.addEventListener(ev, function (e) {
if (!isMousedown) return
e.preventDefault()
let pressure = 0.1
let x, y
if (e.touches && e.touches[0] && typeof e.touches[0]["force"] !== "undefined") {
if (e.touches[0]["force"] > 0) {
pressure = e.touches[0]["force"]
}
x = e.touches[0].pageX * 2
y = e.touches[0].pageY * 2
} else {
pressure = 1.0
x = e.pageX * 2
y = e.pageY * 2
}
// smoothen line width
lineWidth = (Math.log(pressure + 1) * 40 * 0.2 + lineWidth * 0.8)
points.push({ x, y, lineWidth })
drawOnCanvas(points);
requestIdleCallback(() => {
$force.textContent = 'force = ' + pressure
const touch = e.touches ? e.touches[0] : null
if (touch) {
$touches.innerHTML = `
touchType = ${touch.touchType} ${touch.touchType === 'direct' ? '👆' : '✍️'} <br/>
radiusX = ${touch.radiusX} <br/>
radiusY = ${touch.radiusY} <br/>
rotationAngle = ${touch.rotationAngle} <br/>
altitudeAngle = ${touch.altitudeAngle} <br/>
azimuthAngle = ${touch.azimuthAngle} <br/>
`
}
})
})
}
for (const ev of ['touchend', 'touchleave', 'mouseup']) {
canvas.addEventListener(ev, function (e) {
let pressure = 0.1;
let x, y;
if (e.touches && e.touches[0] && typeof e.touches[0]["force"] !== "undefined") {
if (e.touches[0]["force"] > 0) {
pressure = e.touches[0]["force"]
}
x = e.touches[0].pageX * 2
y = e.touches[0].pageY * 2
} else {
pressure = 1.0
x = e.pageX * 2
y = e.pageY * 2
}
isMousedown = false
requestIdleCallback(function () { strokeHistory.push([...points]); points = []})
lineWidth = 0
})
};