Can edit stroke colors through selection
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f6c4eeb9f3
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a73f5e2122
18 changed files with 283 additions and 51 deletions
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@ -14,19 +14,19 @@
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#define DEFAULT_SMOOTHNESS 5
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void BrushStrokeCanvasComponent::save(cereal::PortableBinaryOutputArchive& a) const {
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a(d->points, d->color, d->hasRoundCaps);
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a(*d.points, d.color, d.hasRoundCaps);
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}
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void BrushStrokeCanvasComponent::load(cereal::PortableBinaryInputArchive& a) {
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a(d->points, d->color, d->hasRoundCaps);
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a(*d.points, d.color, d.hasRoundCaps);
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}
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void BrushStrokeCanvasComponent::save_file(cereal::PortableBinaryOutputArchive& a) const {
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a(d->points, d->color, d->hasRoundCaps);
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a(*d.points, d.color, d.hasRoundCaps);
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}
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void BrushStrokeCanvasComponent::load_file(cereal::PortableBinaryInputArchive& a, VersionNumber version) {
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a(d->points, d->color, d->hasRoundCaps);
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a(*d.points, d.color, d.hasRoundCaps);
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}
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std::unique_ptr<CanvasComponent> BrushStrokeCanvasComponent::get_data_copy() const {
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@ -39,9 +39,17 @@ CanvasComponentType BrushStrokeCanvasComponent::get_type() const {
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return CanvasComponentType::BRUSHSTROKE;
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}
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void BrushStrokeCanvasComponent::change_stroke_color(const Vector4f& newStrokeColor) {
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d.color = newStrokeColor;
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}
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std::optional<Vector4f> BrushStrokeCanvasComponent::get_stroke_color() const {
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return d.color;
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}
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void BrushStrokeCanvasComponent::draw(SkCanvas* canvas, const DrawData& drawData) const {
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SkPaint paint;
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paint.setColor4f(SkColor4f{d->color.x(), d->color.y(), d->color.z(), d->color.w()});
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paint.setColor4f(SkColor4f{d.color.x(), d.color.y(), d.color.z(), d.color.w()});
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unsigned mipmapLevel = compContainer ? compContainer->get_mipmap_level(drawData) : 0;
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@ -57,8 +65,8 @@ void BrushStrokeCanvasComponent::set_data_from(const CanvasComponent& other) {
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}
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void BrushStrokeCanvasComponent::initialize_draw_data(DrawingProgram& drawP) {
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if(!d->points.empty()) {
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std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d->points.size() - 1, DEFAULT_SMOOTHNESS);
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if(!d.points->empty()) {
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std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d.points->size() - 1, DEFAULT_SMOOTHNESS);
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auto triangleFunc = [&](Vector2f a, Vector2f b, Vector2f c) {
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return false;
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};
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@ -94,7 +102,7 @@ std::vector<size_t> BrushStrokeCanvasComponent::get_wedge_indices(const std::vec
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}
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std::vector<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::smooth_points(size_t beginIndex, size_t endIndex, unsigned numOfDivisions) const {
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std::vector<BrushStrokeCanvasComponentPoint>& points = d->points;
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std::vector<BrushStrokeCanvasComponentPoint>& points = *d.points;
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size_t pointsSize = endIndex - beginIndex + 1;
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if(pointsSize < 2)
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@ -138,7 +146,7 @@ std::vector<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::smooth_
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}
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std::vector<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::smooth_points_avg(size_t beginIndex, size_t endIndex, unsigned numOfDivisions) const {
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std::vector<BrushStrokeCanvasComponentPoint>& points = d->points;
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std::vector<BrushStrokeCanvasComponentPoint>& points = *d.points;
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size_t pointsSize = endIndex - beginIndex + 1;
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if(pointsSize < 2)
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@ -180,11 +188,11 @@ std::vector<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::every_n
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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 {
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const int ARC_SMOOTHNESS = 10;
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const int CIRCLE_SMOOTHNESS = 20;
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const std::vector<BrushStrokeCanvasComponentPoint>& pointsN = d->points;
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const std::vector<BrushStrokeCanvasComponentPoint>& pointsN = *d.points;
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std::vector<SkPoint> topPoints;
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std::vector<SkPoint> bottomPoints;
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if(pointsN.size() == 1 && d->hasRoundCaps) {
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if(pointsN.size() == 1 && d.hasRoundCaps) {
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std::vector<Vector2f> circlePoints = gen_circle_points(pointsN.front().pos, pointsN.front().width / 2.0f, CIRCLE_SMOOTHNESS);
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for(size_t i = 0; i < circlePoints.size(); i++) {
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if(passTriangleFunc(pointsN.front().pos, circlePoints[i], circlePoints[(i + 1) % circlePoints.size()])) return;
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@ -218,7 +226,7 @@ void BrushStrokeCanvasComponent::create_triangles(const std::function<bool(Vecto
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bottomPoints.emplace_back(convert_vec2<SkPoint>(vertArray[1]));
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newIndex = 2;
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if(d->hasRoundCaps && pointsBegin == 0) {
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if(d.hasRoundCaps && pointsBegin == 0) {
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Vector2f arcDirStart = (convert_vec2<Vector2f>(vertArray[0]) - points[0].pos).normalized();
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Vector2f arcDirEnd = (convert_vec2<Vector2f>(vertArray[1]) - points[0].pos).normalized();
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Vector2f arcDirCenter = (points[0].pos - points[1].pos).normalized();
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@ -326,7 +334,7 @@ void BrushStrokeCanvasComponent::create_triangles(const std::function<bool(Vecto
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else
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bottomPoints.emplace_back(convert_vec2<SkPoint>(arcPoints.back()));
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}
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else if(d->hasRoundCaps) { // It's the last point, cap it off
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else if(d.hasRoundCaps) { // It's the last point, cap it off
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Vector2f arcDirStart = (convert_vec2<Vector2f>(vertArray[(newIndex + 1) % 3]) - points.back().pos).normalized();
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Vector2f arcDirEnd = (convert_vec2<Vector2f>(vertArray[(newIndex + 2) % 3]) - points.back().pos).normalized();
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Vector2f arcDirCenter = -rectDir;
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@ -349,10 +357,10 @@ void BrushStrokeCanvasComponent::create_triangles(const std::function<bool(Vecto
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void BrushStrokeCanvasComponent::create_collider() {
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using namespace SCollision;
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if(d->points.empty())
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if(d.points->empty())
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return;
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ColliderCollection<float> strokeObjects;
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std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d->points.size() - 1, DEFAULT_SMOOTHNESS);
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std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d.points->size() - 1, DEFAULT_SMOOTHNESS);
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create_triangles([&](Vector2f a, Vector2f b, Vector2f c) {
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strokeObjects.triangle.emplace_back(a, b, c);
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return false;
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@ -392,7 +400,7 @@ bool BrushStrokeCanvasComponent::collides_within_coords(const SCollision::Collid
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return false;
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bool toRet = false;
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std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d->points.size() - 1, DEFAULT_SMOOTHNESS);
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std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d.points->size() - 1, DEFAULT_SMOOTHNESS);
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create_triangles([&](Vector2f a, Vector2f b, Vector2f c) {
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toRet = SCollision::collide(checkAgainst, SCollision::Triangle<float>{a, b, c});
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return toRet;
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