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paint_tools.py
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import pygame
from canvas import Canvas
_brush_size = 3
class Tool:
brush_size = 3
def __init__(self) -> None:
pass
@classmethod
def increase_brush_size(cls) -> None:
Tool.brush_size += 1
@classmethod
def decrease_brush_size(cls) -> None:
Tool.brush_size -= 1
if Tool.brush_size < 1:
Tool.brush_size = 1
def activate(self) -> None:
pass
def deactivate(self) -> None:
pass
def handle_event(self, event: pygame.event.Event, canvas: Canvas) -> None:
pass
class LineTool(Tool):
mouse_down = False
point1 = (0, 0)
def __init__(self) -> None:
super().__init__()
self.mouse_down = False
self.point1 = (0, 0)
def activate(self) -> None:
self.mouse_down = False
self.point1 = (0, 0)
def deactivate(self) -> None:
pass
def handle_event(self, event: pygame.event.Event, canvas: Canvas) -> None:
mouse_pos = pygame.mouse.get_pos()
if event.type == pygame.MOUSEBUTTONDOWN:
self.mouse_down = True
self.point1 = mouse_pos
pygame.draw.line(
canvas.get_surface_for_drawing(),
(0, 0, 0),
self.point1,
self.point1,
self.brush_size,
)
if event.type == pygame.MOUSEMOTION and self.mouse_down:
pygame.draw.line(
canvas.get_surface_for_drawing(),
(0, 0, 0),
self.point1,
mouse_pos,
self.brush_size,
)
if event.type == pygame.MOUSEBUTTONUP:
self.mouse_down = False
pygame.draw.line(
canvas.get_surface_for_drawing(),
(0, 0, 0),
self.point1,
mouse_pos,
self.brush_size,
)
canvas.save_surface_to_screen()
# self.stop_drawing()
# self.screen.blit(self.canvas, (0, 0))
class PenTool(Tool):
mouse_down = False
internal_canvas = None
def __init__(self) -> None:
super().__init__()
self.mouse_down = False
self.internal_canvas = None
def activate(self) -> None:
self.mouse_down = False
self.internal_canvas = None
def deactivate(self) -> None:
pass
def handle_event(self, event: pygame.event.Event, canvas: Canvas) -> None:
mouse_pos = pygame.mouse.get_pos()
if event.type == pygame.MOUSEBUTTONDOWN:
self.internal_canvas = canvas.get_surface_for_drawing().copy()
self.draw(canvas, mouse_pos)
self.mouse_down = True
if event.type == pygame.MOUSEMOTION and self.mouse_down:
self.draw(canvas, mouse_pos)
if event.type == pygame.MOUSEBUTTONUP:
self.draw(canvas, mouse_pos)
self.internal_canvas = None
self.mouse_down = False
canvas.save_surface_to_screen()
def draw(self, canvas: Canvas, mouse_pos: tuple) -> None:
pygame.draw.circle(self.internal_canvas, (0, 0, 0), mouse_pos, self.brush_size)
canvas.get_surface_for_drawing().blit(self.internal_canvas, (0, 0))
class RectTool(Tool):
mouse_down = False
point1 = (0, 0)
def __init__(self) -> None:
super().__init__()
self.mouse_down = False
self.point1 = (0, 0)
def activate(self) -> None:
self.mouse_down = False
self.point1 = (0, 0)
def deactivate(self) -> None:
pass
def handle_event(self, event: pygame.event.Event, canvas: Canvas) -> None:
mouse_pos = pygame.mouse.get_pos()
if event.type == pygame.MOUSEBUTTONDOWN:
self.mouse_down = True
self.point1 = mouse_pos
left = min(self.point1[0], mouse_pos[0])
top = min(self.point1[1], mouse_pos[1])
width = abs(self.point1[0] - mouse_pos[0])
height = abs(self.point1[1] - mouse_pos[1])
pygame.draw.rect(
canvas.get_surface_for_drawing(),
(0, 0, 0),
pygame.Rect(left, top, width, height),
self.brush_size,
)
if event.type == pygame.MOUSEMOTION and self.mouse_down:
left = min(self.point1[0], mouse_pos[0])
top = min(self.point1[1], mouse_pos[1])
width = abs(self.point1[0] - mouse_pos[0])
height = abs(self.point1[1] - mouse_pos[1])
pygame.draw.rect(
canvas.get_surface_for_drawing(),
(0, 0, 0),
pygame.Rect(left, top, width, height),
self.brush_size,
)
if event.type == pygame.MOUSEBUTTONUP:
self.mouse_down = False
left = min(self.point1[0], mouse_pos[0])
top = min(self.point1[1], mouse_pos[1])
width = abs(self.point1[0] - mouse_pos[0])
height = abs(self.point1[1] - mouse_pos[1])
pygame.draw.rect(
canvas.get_surface_for_drawing(),
(0, 0, 0),
pygame.Rect(left, top, width, height),
self.brush_size,
)
canvas.save_surface_to_screen()
class CircleTool(Tool):
mouse_down = False
point1 = (0, 0)
def __init__(self) -> None:
super().__init__()
self.mouse_down = False
self.point1 = (0, 0)
def activate(self) -> None:
self.mouse_down = False
self.point1 = (0, 0)
def deactivate(self) -> None:
pass
def handle_event(self, event: pygame.event.Event, canvas: Canvas) -> None:
mouse_pos = pygame.mouse.get_pos()
if event.type == pygame.MOUSEBUTTONDOWN:
self.mouse_down = True
self.point1 = mouse_pos
radius = 0
pygame.draw.circle(
canvas.get_surface_for_drawing(),
(0, 0, 0),
self.point1,
radius,
self.brush_size,
)
if event.type == pygame.MOUSEMOTION and self.mouse_down:
distance_x = mouse_pos[0] - self.point1[0]
distance_y = mouse_pos[1] - self.point1[1]
radius = int((distance_x**2 + distance_y**2) ** 0.5)
pygame.draw.circle(
canvas.get_surface_for_drawing(),
(0, 0, 0),
self.point1,
radius,
self.brush_size,
)
if event.type == pygame.MOUSEBUTTONUP:
self.mouse_down = False
distance_x = mouse_pos[0] - self.point1[0]
distance_y = mouse_pos[1] - self.point1[1]
radius = int((distance_x**2 + distance_y**2) ** 0.5)
pygame.draw.circle(
canvas.get_surface_for_drawing(),
(0, 0, 0),
self.point1,
radius,
self.brush_size,
)
canvas.save_surface_to_screen()
class EraserTool(Tool):
mouse_down = False
internal_canvas = None
def __init__(self) -> None:
super().__init__()
self.mouse_down = False
self.internal_canvas = None
def activate(self) -> None:
self.mouse_down = False
self.internal_canvas = None
def deactivate(self) -> None:
pass
def handle_event(self, event: pygame.event.Event, canvas: Canvas) -> None:
mouse_pos = pygame.mouse.get_pos()
if event.type == pygame.MOUSEBUTTONDOWN:
self.internal_canvas = canvas.get_surface_for_drawing().copy()
self.draw(canvas, mouse_pos)
self.mouse_down = True
if event.type == pygame.MOUSEMOTION and self.mouse_down:
self.draw(canvas, mouse_pos)
if event.type == pygame.MOUSEBUTTONUP:
self.draw(canvas, mouse_pos)
self.internal_canvas = None
self.mouse_down = False
canvas.save_surface_to_screen()
def draw(self, canvas: Canvas, mouse_pos: tuple) -> None:
pygame.draw.circle(
self.internal_canvas, (255, 255, 255), mouse_pos, self.brush_size
)
canvas.get_surface_for_drawing().blit(self.internal_canvas, (0, 0))
class EllipseTool(Tool):
mouse_down = False
point1 = (0, 0)
def __init__(self) -> None:
super().__init__()
self.mouse_down = False
self.point1 = (0, 0)
def activate(self) -> None:
self.mouse_down = False
self.point1 = (0, 0)
def deactivate(self) -> None:
pass
def handle_event(self, event: pygame.event.Event, canvas: Canvas) -> None:
mouse_pos = pygame.mouse.get_pos()
if event.type == pygame.MOUSEBUTTONDOWN:
self.mouse_down = True
self.point1 = mouse_pos
radius = 0
pygame.draw.ellipse(
canvas.get_surface_for_drawing(),
(0, 0, 0),
pygame.Rect(self.point1[0], self.point1[1], 0, 0),
self.brush_size,
)
if event.type == pygame.MOUSEMOTION and self.mouse_down:
distance_x = mouse_pos[0] - self.point1[0]
distance_y = mouse_pos[1] - self.point1[1]
radius = int((distance_x**2 + distance_y**2) ** 0.5)
distance_x = distance_x if distance_x > 0 else -distance_x
distance_y = distance_y if distance_y > 0 else -distance_y
pygame.draw.ellipse(
canvas.get_surface_for_drawing(),
(0, 0, 0),
pygame.Rect(
self.point1[0] - 0.5 * distance_x,
self.point1[1] - 0.5 * distance_y,
distance_x,
distance_y,
),
self.brush_size,
)
if event.type == pygame.MOUSEBUTTONUP:
self.mouse_down = False
distance_x = mouse_pos[0] - self.point1[0]
distance_y = mouse_pos[1] - self.point1[1]
radius = int((distance_x**2 + distance_y**2) ** 0.5)
distance_x = distance_x if distance_x > 0 else -distance_x
distance_y = distance_y if distance_y > 0 else -distance_y
pygame.draw.ellipse(
canvas.get_surface_for_drawing(),
(0, 0, 0),
pygame.Rect(
self.point1[0] - 0.5 * distance_x,
self.point1[1] - 0.5 * distance_y,
distance_x,
distance_y,
),
self.brush_size,
)
canvas.save_surface_to_screen()
class PolylineTool(Tool):
mouse_down = False
points = []
def __init__(self) -> None:
super().__init__()
self.mouse_down = False
self.points = []
self.actively_drawing = False
self.temp_canvas = None
def activate(self) -> None:
self.mouse_down = False
self.points = []
def deactivate(self) -> None:
pass
def handle_event(self, event: pygame.event.Event, canvas: Canvas) -> None:
mouse_pos = pygame.mouse.get_pos()
if event.type == pygame.MOUSEBUTTONDOWN:
if not self.actively_drawing:
self.internal_canvas = canvas.get_surface_for_drawing().copy()
self.actively_drawing = True
self.points.append(mouse_pos)
self.draw(canvas, mouse_pos)
if event.type == pygame.MOUSEMOTION and self.actively_drawing:
self.draw(canvas, mouse_pos)
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
pygame.draw.lines(
canvas.get_surface_for_drawing(),
(0, 0, 0),
False,
self.points,
self.brush_size,
)
self.points = []
self.actively_drawing = False
canvas.save_surface_to_screen()
def draw(self, canvas: Canvas, mouse_pos: tuple) -> None:
if len(self.points) > 1:
pygame.draw.lines(
self.internal_canvas, (0, 0, 0), False, self.points, self.brush_size
)
if not self.temp_canvas:
self.temp_canvas = self.internal_canvas.copy()
self.temp_canvas.blit(self.internal_canvas, (0, 0))
if len(self.points) > 0:
pygame.draw.line(
self.temp_canvas, (0, 0, 0), self.points[-1], mouse_pos, self.brush_size
)
canvas.get_surface_for_drawing().blit(self.temp_canvas, (0, 0))
class SplineTool(Tool):
mouse_down = False
points = []
def __init__(self) -> None:
super().__init__()
self.mouse_down = False
self.points = []
self.actively_drawing = False
self.temp_canvas = None
def activate(self) -> None:
self.mouse_down = False
self.points = []
def deactivate(self) -> None:
pass
def handle_event(self, event: pygame.event.Event, canvas: Canvas) -> None:
mouse_pos = pygame.mouse.get_pos()
if event.type == pygame.MOUSEBUTTONDOWN:
if not self.actively_drawing:
self.internal_canvas = canvas.get_surface_for_drawing().copy()
self.actively_drawing = True
self.points.append(mouse_pos)
self.draw(canvas, mouse_pos)
if event.type == pygame.MOUSEMOTION and self.actively_drawing:
self.draw(canvas, mouse_pos)
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
canvas.get_surface_for_drawing() # Hack to reset the temp canvas
if len(self.points) >= 4:
vertices = self.get_bspline_vertices()
pygame.draw.lines(
canvas.get_surface_for_drawing(),
(0, 0, 0),
False,
vertices,
self.brush_size,
)
self.points = []
self.actively_drawing = False
canvas.save_surface_to_screen()
def draw(self, canvas: Canvas, mouse_pos: tuple) -> None:
if len(self.points) > 1:
pygame.draw.lines(
self.internal_canvas, (0, 0, 0), False, self.points, self.brush_size
)
if not self.temp_canvas:
self.temp_canvas = self.internal_canvas.copy()
self.temp_canvas.blit(self.internal_canvas, (0, 0))
if len(self.points) > 0:
pygame.draw.line(
self.temp_canvas, (0, 0, 0), self.points[-1], mouse_pos, self.brush_size
)
canvas.get_surface_for_drawing().blit(self.temp_canvas, (0, 0))
def get_bspline_vertices(self):
segments = 100
if len(self.points) < 4:
raise Exception("Splines must have at least four control points.")
self.points = [self.points[0]] + self.points + [self.points[-1]]
vertices = []
for i in range(len(self.points) - 3):
control_points = self.points[i : i + 4]
for t in range(segments):
t = t / segments
B0 = (1 / 6) * (1 - t) ** 3
B1 = (1 / 6) * (3 * t**3 - 6 * t**2 + 4)
B2 = (1 / 6) * (-3 * t**3 + 3 * t**2 + 3 * t + 1)
B3 = (1 / 6) * (t**3)
bernstein_basis = [B0, B1, B2, B3]
vertex = [
dot4D(bernstein_basis, control_point)
for control_point in zip(*control_points)
]
vertices.append(vertex)
return vertices
def dot4D(v, w):
return sum(v_i * w_i for v_i, w_i in zip(v, w))