Can edit stroke colors through selection

This commit is contained in:
Yousef Khadadeh 2026-01-27 16:55:09 +03:00
parent f6c4eeb9f3
commit a73f5e2122
18 changed files with 283 additions and 51 deletions

View file

@ -14,19 +14,19 @@
#define DEFAULT_SMOOTHNESS 5
void BrushStrokeCanvasComponent::save(cereal::PortableBinaryOutputArchive& a) const {
a(d->points, d->color, d->hasRoundCaps);
a(*d.points, d.color, d.hasRoundCaps);
}
void BrushStrokeCanvasComponent::load(cereal::PortableBinaryInputArchive& a) {
a(d->points, d->color, d->hasRoundCaps);
a(*d.points, d.color, d.hasRoundCaps);
}
void BrushStrokeCanvasComponent::save_file(cereal::PortableBinaryOutputArchive& a) const {
a(d->points, d->color, d->hasRoundCaps);
a(*d.points, d.color, d.hasRoundCaps);
}
void BrushStrokeCanvasComponent::load_file(cereal::PortableBinaryInputArchive& a, VersionNumber version) {
a(d->points, d->color, d->hasRoundCaps);
a(*d.points, d.color, d.hasRoundCaps);
}
std::unique_ptr<CanvasComponent> BrushStrokeCanvasComponent::get_data_copy() const {
@ -39,9 +39,17 @@ CanvasComponentType BrushStrokeCanvasComponent::get_type() const {
return CanvasComponentType::BRUSHSTROKE;
}
void BrushStrokeCanvasComponent::change_stroke_color(const Vector4f& newStrokeColor) {
d.color = newStrokeColor;
}
std::optional<Vector4f> BrushStrokeCanvasComponent::get_stroke_color() const {
return d.color;
}
void BrushStrokeCanvasComponent::draw(SkCanvas* canvas, const DrawData& drawData) const {
SkPaint paint;
paint.setColor4f(SkColor4f{d->color.x(), d->color.y(), d->color.z(), d->color.w()});
paint.setColor4f(SkColor4f{d.color.x(), d.color.y(), d.color.z(), d.color.w()});
unsigned mipmapLevel = compContainer ? compContainer->get_mipmap_level(drawData) : 0;
@ -57,8 +65,8 @@ void BrushStrokeCanvasComponent::set_data_from(const CanvasComponent& other) {
}
void BrushStrokeCanvasComponent::initialize_draw_data(DrawingProgram& drawP) {
if(!d->points.empty()) {
std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d->points.size() - 1, DEFAULT_SMOOTHNESS);
if(!d.points->empty()) {
std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d.points->size() - 1, DEFAULT_SMOOTHNESS);
auto triangleFunc = [&](Vector2f a, Vector2f b, Vector2f c) {
return false;
};
@ -94,7 +102,7 @@ std::vector<size_t> BrushStrokeCanvasComponent::get_wedge_indices(const std::vec
}
std::vector<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::smooth_points(size_t beginIndex, size_t endIndex, unsigned numOfDivisions) const {
std::vector<BrushStrokeCanvasComponentPoint>& points = d->points;
std::vector<BrushStrokeCanvasComponentPoint>& points = *d.points;
size_t pointsSize = endIndex - beginIndex + 1;
if(pointsSize < 2)
@ -138,7 +146,7 @@ std::vector<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::smooth_
}
std::vector<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::smooth_points_avg(size_t beginIndex, size_t endIndex, unsigned numOfDivisions) const {
std::vector<BrushStrokeCanvasComponentPoint>& points = d->points;
std::vector<BrushStrokeCanvasComponentPoint>& points = *d.points;
size_t pointsSize = endIndex - beginIndex + 1;
if(pointsSize < 2)
@ -180,11 +188,11 @@ std::vector<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::every_n
void BrushStrokeCanvasComponent::create_triangles(const std::function<bool(Vector2f, Vector2f, Vector2f)>& passTriangleFunc, const std::vector<BrushStrokeCanvasComponentPoint>& smoothedPoints, size_t skipVertexCount, std::shared_ptr<SkPathBuilder> bPathBuilder) const {
const int ARC_SMOOTHNESS = 10;
const int CIRCLE_SMOOTHNESS = 20;
const std::vector<BrushStrokeCanvasComponentPoint>& pointsN = d->points;
const std::vector<BrushStrokeCanvasComponentPoint>& pointsN = *d.points;
std::vector<SkPoint> topPoints;
std::vector<SkPoint> bottomPoints;
if(pointsN.size() == 1 && d->hasRoundCaps) {
if(pointsN.size() == 1 && d.hasRoundCaps) {
std::vector<Vector2f> circlePoints = gen_circle_points(pointsN.front().pos, pointsN.front().width / 2.0f, CIRCLE_SMOOTHNESS);
for(size_t i = 0; i < circlePoints.size(); i++) {
if(passTriangleFunc(pointsN.front().pos, circlePoints[i], circlePoints[(i + 1) % circlePoints.size()])) return;
@ -218,7 +226,7 @@ void BrushStrokeCanvasComponent::create_triangles(const std::function<bool(Vecto
bottomPoints.emplace_back(convert_vec2<SkPoint>(vertArray[1]));
newIndex = 2;
if(d->hasRoundCaps && pointsBegin == 0) {
if(d.hasRoundCaps && pointsBegin == 0) {
Vector2f arcDirStart = (convert_vec2<Vector2f>(vertArray[0]) - points[0].pos).normalized();
Vector2f arcDirEnd = (convert_vec2<Vector2f>(vertArray[1]) - points[0].pos).normalized();
Vector2f arcDirCenter = (points[0].pos - points[1].pos).normalized();
@ -326,7 +334,7 @@ void BrushStrokeCanvasComponent::create_triangles(const std::function<bool(Vecto
else
bottomPoints.emplace_back(convert_vec2<SkPoint>(arcPoints.back()));
}
else if(d->hasRoundCaps) { // It's the last point, cap it off
else if(d.hasRoundCaps) { // It's the last point, cap it off
Vector2f arcDirStart = (convert_vec2<Vector2f>(vertArray[(newIndex + 1) % 3]) - points.back().pos).normalized();
Vector2f arcDirEnd = (convert_vec2<Vector2f>(vertArray[(newIndex + 2) % 3]) - points.back().pos).normalized();
Vector2f arcDirCenter = -rectDir;
@ -349,10 +357,10 @@ void BrushStrokeCanvasComponent::create_triangles(const std::function<bool(Vecto
void BrushStrokeCanvasComponent::create_collider() {
using namespace SCollision;
if(d->points.empty())
if(d.points->empty())
return;
ColliderCollection<float> strokeObjects;
std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d->points.size() - 1, DEFAULT_SMOOTHNESS);
std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d.points->size() - 1, DEFAULT_SMOOTHNESS);
create_triangles([&](Vector2f a, Vector2f b, Vector2f c) {
strokeObjects.triangle.emplace_back(a, b, c);
return false;
@ -392,7 +400,7 @@ bool BrushStrokeCanvasComponent::collides_within_coords(const SCollision::Collid
return false;
bool toRet = false;
std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d->points.size() - 1, DEFAULT_SMOOTHNESS);
std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d.points->size() - 1, DEFAULT_SMOOTHNESS);
create_triangles([&](Vector2f a, Vector2f b, Vector2f c) {
toRet = SCollision::collide(checkAgainst, SCollision::Triangle<float>{a, b, c});
return toRet;