{"version":3,"file":"PencilBrush.mjs","names":[],"sources":["../../../src/brushes/PencilBrush.ts"],"sourcesContent":["import type { ModifierKey, TEvent } from '../EventTypeDefs';\nimport type { Point } from '../Point';\nimport { Shadow } from '../Shadow';\nimport { Path } from '../shapes/Path';\nimport { getSmoothPathFromPoints, joinPath } from '../util/path';\nimport type { Canvas } from '../canvas/Canvas';\nimport { BaseBrush } from './BaseBrush';\nimport type { TSimplePathData } from '../util/path/typedefs';\n\n/**\n * @private\n * @param {TSimplePathData} pathData SVG path commands\n * @returns {boolean}\n */\nfunction isEmptySVGPath(pathData: TSimplePathData): boolean {\n  return joinPath(pathData) === 'M 0 0 Q 0 0 0 0 L 0 0';\n}\n\nexport class PencilBrush extends BaseBrush {\n  /**\n   * Discard points that are less than `decimate` pixel distant from each other\n   * @type Number\n   * @default 0.4\n   */\n  decimate = 0.4;\n\n  /**\n   * Draws a straight line between last recorded point to current pointer\n   * Used for `shift` functionality\n   *\n   * @type boolean\n   * @default false\n   */\n  drawStraightLine = false;\n\n  /**\n   * The event modifier key that makes the brush draw a straight line.\n   * If `null` or 'none' or any other string that is not a modifier key the feature is disabled.\n   * @type {ModifierKey | undefined | null}\n   */\n  straightLineKey: ModifierKey | undefined | null = 'shiftKey';\n\n  declare protected _points: Point[];\n  declare protected _hasStraightLine: boolean;\n  declare protected oldEnd?: Point;\n\n  constructor(canvas: Canvas) {\n    super(canvas);\n    this._points = [];\n    this._hasStraightLine = false;\n  }\n\n  needsFullRender() {\n    return super.needsFullRender() || this._hasStraightLine;\n  }\n\n  static drawSegment(ctx: CanvasRenderingContext2D, p1: Point, p2: Point) {\n    const midPoint = p1.midPointFrom(p2);\n    ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);\n    return midPoint;\n  }\n\n  /**\n   * Invoked on mouse down\n   * @param {Point} pointer\n   */\n  onMouseDown(pointer: Point, { e }: TEvent) {\n    if (!this.canvas._isMainEvent(e)) {\n      return;\n    }\n    this.drawStraightLine = !!this.straightLineKey && e[this.straightLineKey];\n    this._prepareForDrawing(pointer);\n    // capture coordinates immediately\n    // this allows to draw dots (when movement never occurs)\n    this._addPoint(pointer);\n    this._render();\n  }\n\n  /**\n   * Invoked on mouse move\n   * @param {Point} pointer\n   */\n  onMouseMove(pointer: Point, { e }: TEvent) {\n    if (!this.canvas._isMainEvent(e)) {\n      return;\n    }\n    this.drawStraightLine = !!this.straightLineKey && e[this.straightLineKey];\n    if (this.limitedToCanvasSize === true && this._isOutSideCanvas(pointer)) {\n      return;\n    }\n    if (this._addPoint(pointer) && this._points.length > 1) {\n      if (this.needsFullRender()) {\n        // redraw curve\n        // clear top canvas\n        this.canvas.clearContext(this.canvas.contextTop);\n        this._render();\n      } else {\n        const points = this._points,\n          length = points.length,\n          ctx = this.canvas.contextTop;\n        // draw the curve update\n        this._saveAndTransform(ctx);\n        if (this.oldEnd) {\n          ctx.beginPath();\n          ctx.moveTo(this.oldEnd.x, this.oldEnd.y);\n        }\n        this.oldEnd = PencilBrush.drawSegment(\n          ctx,\n          points[length - 2],\n          points[length - 1],\n        );\n        ctx.stroke();\n        ctx.restore();\n      }\n    }\n  }\n\n  /**\n   * Invoked on mouse up\n   */\n  onMouseUp({ e }: TEvent) {\n    if (!this.canvas._isMainEvent(e)) {\n      return true;\n    }\n    this.drawStraightLine = false;\n    this.oldEnd = undefined;\n    this._finalizeAndAddPath();\n\n    return false;\n  }\n\n  /**\n   * @private\n   * @param {Point} pointer Actual mouse position related to the canvas.\n   */\n  _prepareForDrawing(pointer: Point) {\n    this._reset();\n    this._addPoint(pointer);\n    this.canvas.contextTop.moveTo(pointer.x, pointer.y);\n  }\n\n  /**\n   * @private\n   * @param {Point} point Point to be added to points array\n   */\n  _addPoint(point: Point) {\n    if (\n      this._points.length > 1 &&\n      point.eq(this._points[this._points.length - 1])\n    ) {\n      return false;\n    }\n    if (this.drawStraightLine && this._points.length > 1) {\n      this._hasStraightLine = true;\n      this._points.pop();\n    }\n    this._points.push(point);\n    return true;\n  }\n\n  /**\n   * Clear points array and set contextTop canvas style.\n   * @private\n   */\n  _reset() {\n    this._points = [];\n    this._setBrushStyles(this.canvas.contextTop);\n    this._setShadow();\n    this._hasStraightLine = false;\n  }\n\n  /**\n   * Draw a smooth path on the topCanvas using quadraticCurveTo\n   * @private\n   * @param {CanvasRenderingContext2D} [ctx]\n   */\n  _render(ctx: CanvasRenderingContext2D = this.canvas.contextTop) {\n    let p1 = this._points[0],\n      p2 = this._points[1];\n    this._saveAndTransform(ctx);\n    ctx.beginPath();\n    //if we only have 2 points in the path and they are the same\n    //it means that the user only clicked the canvas without moving the mouse\n    //then we should be drawing a dot. A path isn't drawn between two identical dots\n    //that's why we set them apart a bit\n    if (this._points.length === 2 && p1.x === p2.x && p1.y === p2.y) {\n      const width = this.width / 1000;\n      p1.x -= width;\n      p2.x += width;\n    }\n    ctx.moveTo(p1.x, p1.y);\n\n    for (let i = 1; i < this._points.length; i++) {\n      // we pick the point between pi + 1 & pi + 2 as the\n      // end point and p1 as our control point.\n      PencilBrush.drawSegment(ctx, p1, p2);\n      p1 = this._points[i];\n      p2 = this._points[i + 1];\n    }\n    // Draw last line as a straight line while\n    // we wait for the next point to be able to calculate\n    // the bezier control point\n    ctx.lineTo(p1.x, p1.y);\n    ctx.stroke();\n    ctx.restore();\n  }\n\n  /**\n   * Converts points to SVG path\n   * @param {Point[]} points Array of points\n   * @return {TSimplePathData} SVG path commands\n   */\n  convertPointsToSVGPath(points: Point[]): TSimplePathData {\n    const correction = this.width / 1000;\n    return getSmoothPathFromPoints(points, correction);\n  }\n\n  /**\n   * Creates a Path object to add on canvas\n   * @param {TSimplePathData} pathData Path data\n   * @return {Path} Path to add on canvas\n   */\n  createPath(pathData: TSimplePathData): Path {\n    const path = new Path(pathData, {\n      fill: null,\n      stroke: this.color,\n      strokeWidth: this.width,\n      strokeLineCap: this.strokeLineCap,\n      strokeMiterLimit: this.strokeMiterLimit,\n      strokeLineJoin: this.strokeLineJoin,\n      strokeDashArray: this.strokeDashArray,\n    });\n    if (this.shadow) {\n      this.shadow.affectStroke = true;\n      path.shadow = new Shadow(this.shadow);\n    }\n\n    return path;\n  }\n\n  /**\n   * Decimate points array with the decimate value\n   */\n  decimatePoints(points: Point[], distance: number) {\n    if (points.length <= 2) {\n      return points;\n    }\n    let lastPoint = points[0],\n      cDistance;\n    const zoom = this.canvas.getZoom(),\n      adjustedDistance = Math.pow(distance / zoom, 2),\n      l = points.length - 1,\n      newPoints = [lastPoint];\n    // TODO investigate why this is not i < l\n    for (let i = 1; i < l - 1; i++) {\n      cDistance =\n        Math.pow(lastPoint.x - points[i].x, 2) +\n        Math.pow(lastPoint.y - points[i].y, 2);\n      if (cDistance >= adjustedDistance) {\n        lastPoint = points[i];\n        newPoints.push(lastPoint);\n      }\n    }\n    // Add the last point from the original line to the end of the array.\n    // This ensures decimate doesn't delete the last point on the line, and ensures the line is > 1 point.\n    newPoints.push(points[l]);\n    return newPoints;\n  }\n\n  /**\n   * On mouseup after drawing the path on contextTop canvas\n   * we use the points captured to create an new Path object\n   * and add it to the canvas.\n   */\n  _finalizeAndAddPath() {\n    const ctx = this.canvas.contextTop;\n    ctx.closePath();\n    if (this.decimate) {\n      this._points = this.decimatePoints(this._points, this.decimate);\n    }\n    const pathData = this.convertPointsToSVGPath(this._points);\n    if (isEmptySVGPath(pathData)) {\n      // do not create 0 width/height paths, as they are\n      // rendered inconsistently across browsers\n      // Firefox 4, for example, renders a dot,\n      // whereas Chrome 10 renders nothing\n      this.canvas.requestRenderAll();\n      return;\n    }\n\n    const path = this.createPath(pathData);\n    this.canvas.clearContext(this.canvas.contextTop);\n    this.canvas.fire('before:path:created', { path: path });\n    this.canvas.add(path);\n    this.canvas.requestRenderAll();\n    path.setCoords();\n    this._resetShadow();\n\n    // fire event 'path' created\n    this.canvas.fire('path:created', { path: path });\n  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