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|
open StdLabels
open Brr
type mode =
| Edit
| Selection of Selection.t
| Out
(** Events *)
type canva_events =
[ `MouseDown of float * float
| `Out of float * float
]
type button_events =
[ `Delete
| `Export
]
type render_event =
[
`Rendering of Layer.Paths.printer
]
type worker_event = Worker_messages.from_worker
type events =
[ canva_events
| button_events
| render_event
| worker_event
| `Point of float * (float * float)
| `Width of float
| `Angle of float
]
(*
The state cant hold functionnal values, and thus cannot be used to store
elements like timer
*)
type state =
{ mode : mode
; paths : Outline.t list
; current : Path.Path_Builder.t
; width : float
; angle : float
; rendering : Layer.Paths.printer
; mouse_down_position : Gg.v2
}
let post
: Brr_webworkers.Worker.t -> Worker_messages.to_worker -> unit
= Brr_webworkers.Worker.post
let insert_or_replace state ((x, y) as p) stamp path =
let width = state.width
and angle = state.angle in
let point = Path.Point.create ~x ~y ~angle ~width ~stamp in
match Path.Path_Builder.peek path with
| None ->
Path.Path_Builder.add_point
point
path
| Some p1 ->
let open Gg.V2 in
let p1' = Path.Point.get_coord p1 in
let dist = (norm (p1' - (of_tuple p))) in
if dist < 5. then (
path
) else (
Path.Path_Builder.add_point
point
path
)
(** Select the given segment, and modify angle and width accordingly *)
let select_segment _ (_, selected, p0, p1) state dist =
let point' = Path.Point.mix dist (Path.Point.get_coord p0) p0 p1 in
let angle = (Float.round @@ 10. *. Path.Point.get_angle point') /. 10.
and width = (Float.round @@ 10. *. Path.Point.get_width point') /. 10. in
let id = Selection.select_path selected in
{ state with
mode = (Selection id)
; angle
; width }
(** Delete the selected element *)
let delete state worker =
match state.mode with
| Selection (Path id) ->
let paths = List.filter
state.paths
~f:(fun p ->
p.Outline.id != id
) in
{ state with paths ; mode = Out}
| Selection (Point (id, point)) ->
List.iter
state.paths
~f:(fun p ->
let id' = p.Outline.id in
match id' = id with
| false -> ()
| true -> post worker (`DeletePoint (point, p))
);
{ state with mode = Selection (Path id) }
| _ ->
state
(** Tick event
Tick only occurs when drawing a new path
*)
let tick (delay, point) state =
match state.mode with
| Edit ->
(* Add the point in the list *)
let current = insert_or_replace
state
point
delay
state.current in
{ state with current }
| _ -> state
let update_property worker state value f = function
| None -> state
| Some (Selection.Path outline) ->
(* Change width for the whole path *)
let outline = { outline with
Outline.path = Path.Fixed.map outline.Outline.path (fun p ->
f p value)
} in
post worker (`Back outline);
state
| Some (Point (outline, point)) ->
let path = Path.Fixed.map
outline.path
(fun pt ->
match Path.Point.id pt = Path.Point.id point with
| false -> pt
| true -> f pt value)
in
let outline = {outline with path} in
post worker (`Back outline);
state
let width worker width state =
match state.mode with
| Selection t ->
let state = { state with width } in
Selection.find_selection t state.paths
|> update_property worker state width Path.Point.set_width
| _ -> { state with width }
let angle worker angle state =
match state.mode with
| Selection t ->
let state = { state with angle } in
Selection.find_selection t state.paths
|> update_property worker state angle Path.Point.set_angle
| _ -> { state with angle }
(** Short click on any element, just do nothing (each element is on MouseDown
event) *)
let click state = function
| _ -> state
(** Long click, move the selected element if any *)
let longClick mouse_coord state worker = function
| Selection t ->
let mouse_v2 = Gg.V2.of_tuple mouse_coord in
begin match Selection.find_selection t state.paths with
| None -> state
| Some (Point (path, point)) ->
let point' = Path.Point.copy point mouse_v2 in
post worker (`TranslatePoint (point', path));
(* Just replace the position of the selected point *)
{ state with mode = Selection (Point (path.id, point')) }
| Some (Path path) ->
let delta = Gg.V2.(mouse_v2 - state.mouse_down_position) in
post worker (`TranslatePath (path, delta));
state
end
(* TODO Long click in out mode should translate the slate *)
| _ -> state
let do_action
: Brr_webworkers.Worker.t -> Elements.Timer.t -> events -> state -> state
= fun worker timer event state ->
match event, state.mode with
| `Point (delay, point), _ ->
tick (delay, point) state
(* Click anywhere while in Out mode, we switch in edition *)
| `MouseDown ((x, y) as p), Out ->
Elements.Timer.start timer 0.3;
let width = state.width
and angle = state.angle in
let stamp = 0. in
let point =
match Selection.get_from_paths p state.paths with
| _, None ->
(* Start a new path with the point clicked *)
Path.Point.create ~x ~y ~angle ~width ~stamp
| _, Some (p, _, _, _) ->
(* If the point is close to an existing path, we use the closest
point in the path instead *)
let x, y = Gg.V2.to_tuple p in
Path.Point.create ~x ~y ~angle ~width ~stamp
in
let current = Path.Path_Builder.add_point
point
state.current in
{ state with
current
; mode = Edit
; mouse_down_position = Gg.V2.of_tuple (x, y)}
(* Click anywhere while in selection mode, we either select another path,
or switch to Out mode*)
| `MouseDown position, (Selection (Path id))
| `MouseDown position, (Selection (Point (id, _))) ->
let get_any () =
begin match Selection.get_from_paths position state.paths with
| _, None ->
{ state with
mode = Out
; mouse_down_position = Gg.V2.of_tuple position }
| dist, Some selection ->
let _, outline, _, _ = selection in
if outline.Outline.id != id then (
let mouse_down_position = Gg.V2.of_tuple position in
select_segment position selection { state with mouse_down_position } dist
) else
(* On the same segment, check for a point *)
let selection = Selection.select_point outline (Gg.V2.of_tuple position) in
match selection with
| Path _ ->
{ state with
mode = Selection selection
; mouse_down_position = Gg.V2.of_tuple position }
| Point (_, pt) ->
(* In order to handle the point move, start the timer *)
Elements.Timer.start timer 0.3;
{ state with
mode = Selection selection
; angle = Path.Point.get_angle pt
; width = Path.Point.get_width pt
; mouse_down_position = Gg.V2.of_tuple position }
end
in
(* First, check for a point in the selected path. If any of them in
found, check anything to select in all the elements *)
begin match Outline.find state.paths id with
| None -> get_any ()
| Some outline ->
begin match Selection.select_point outline (Gg.V2.of_tuple position) with
| Path _ -> get_any ()
| other ->
Elements.Timer.start timer 0.3;
{state with
mode = Selection other
; mouse_down_position = Gg.V2.of_tuple position }
end
end
| `Out point, Edit ->
let stamp = Elements.Timer.delay timer in
Elements.Timer.stop timer;
begin match Path.Path_Builder.peek2 state.current with
(* If there is at last two points selected, handle this as a curve
creation. And we add the new point in the current path *)
| Some _ ->
let current = insert_or_replace state point stamp state.current in
let path = Path.Fixed.to_fixed
(module Path.Path_Builder)
current in
(* Create a copy from the path with all the interior points *)
let back = Path.Fixed.map
path
(fun pt -> Path.Point.copy pt @@ Path.Point.get_coord' pt) in
let last =
Outline.{ path
; back
; id = Outline.get_id ()
}
in
(* Send to the worker for a full review *)
let () = post worker (`Complete last) in
let state =
{ state with
mode = Out
; paths = last::state.paths
; current = Path.Path_Builder.empty } in
state
(* Else, check if there is a curve under the cursor, and remove it *)
| None ->
let current = Path.Path_Builder.empty in
begin match Selection.get_from_paths point state.paths with
| _, None ->
{ state with
mode = Out
; current
}
| dist, Some selection ->
select_segment point selection { state with current } dist
end
end
| `Out _, mode when Elements.Timer.delay timer < 0.3 ->
click state mode
| `Out mouse_coord, mode ->
longClick mouse_coord state worker mode
| `Delete, _ ->
delete state worker
| `Export, _ ->
let my_host = Uri.host @@ Window.location @@ G.window in
if (Hashtbl.hash my_host) = Blog.Hash_host.expected_host then (
(* Convert the path into an sVG element *)
let svg = Layer.Svg.svg
~at:Brr.At.[
v (Jstr.v "xmlns") (Jstr.v "http://www.w3.org/2000/svg")
; v (Jstr.v "xmlns:xlink") (Jstr.v "http://www.w3.org/1999/xlink") ]
(List.map state.paths
~f:(fun path ->
Layer.Paths.to_svg
~color:Blog.Nord.nord0
(module Path.Fixed)
Outline.(path.path, path.back)
state.rendering
)) in
let content = El.prop Elements.Prop.outerHTML svg in
Elements.Transfert.send
~mime_type:(Jstr.v "image/svg+xml")
~filename:(Jstr.v "out.svg")
content);
state
| `Angle value , _ ->
angle worker value state
| `Width value, _ ->
width worker value state
| `Rendering rendering, _ ->
{ state with rendering}
| `Other t, _ ->
Console.(log [t]);
state
| `Complete newPath, _ ->
let paths = List.map
state.paths
~f:(fun line ->
match Outline.(newPath.id = line.id) with
| true -> newPath
| false -> line) in
{ state with paths }
(* Some non possible cases *)
| `MouseDown _, Edit
-> state
let init =
{ paths = []
; current = Path.Path_Builder.empty
; mode = Out
; angle = 30.
; width = 10.
; rendering = `Fill
; mouse_down_position = Gg.V2.ox
}
|