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chessboard-arrows.js
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chessboard-arrows.js
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/*
A library that extends any chessboard library to allow users to draw arrows and circles.
Right-click to draw arrows and circles, left-click to clear the drawings.
Author: Brendon McBain
Date: 07/04/2020
*/
var ChessboardArrows = function (id, RES_FACTOR = 2, COLOUR = 'rgb(50, 104, 168)') {
const NUM_SQUARES = 8;
var resFactor, colour, drawCanvas, drawContext, primaryCanvas, primaryContext, initialPoint, mouseDown
resFactor = RES_FACTOR;
colour = COLOUR;
// drawing canvas
drawCanvas = document.getElementById('drawing_canvas');
drawContext = changeResolution(drawCanvas, resFactor);
setContextStyle(drawContext);
// primary canvas
primaryCanvas = document.getElementById('primary_canvas');
primaryContext = changeResolution(primaryCanvas, resFactor);
setContextStyle(primaryContext);
// setup mouse event callbacks
var board = document.getElementById(id);
board.addEventListener("mousedown", function(event) { onMouseDown(event); });
board.addEventListener("mouseup", function(event) { onMouseUp(event); });
board.addEventListener("mousemove", function(event) { onMouseMove(event); });
board.addEventListener('contextmenu', function (e) { e.preventDefault(); }, false);
// initialise vars
initialPoint = { x: null, y: null };
finalPoint = { x: null, y: null };
arrowWidth = 15;
mouseDown = false;
// source: https://stackoverflow.com/questions/808826/draw-arrow-on-canvas-tag
function drawArrow(context, fromx, fromy, tox, toy, r) {
var x_center = tox;
var y_center = toy;
var angle, x, y;
context.beginPath();
angle = Math.atan2(toy-fromy,tox-fromx)
x = r*Math.cos(angle) + x_center;
y = r*Math.sin(angle) + y_center;
context.moveTo(x, y);
angle += (1/3)*(2*Math.PI)
x = r*Math.cos(angle) + x_center;
y = r*Math.sin(angle) + y_center;
context.lineTo(x, y);
angle += (1/3)*(2*Math.PI)
x = r*Math.cos(angle) + x_center;
y = r*Math.sin(angle) + y_center;
context.lineTo(x, y);
context.closePath();
context.fill();
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: Q(evt.clientX - rect.left),
y: Q(evt.clientY - rect.top)
};
}
function setContextStyle(context) {
context.strokeStyle = context.fillStyle = colour;
context.lineJoin = 'butt';
}
function onMouseDown(event) {
if (event.which == 3) { // right click
mouseDown = true;
initialPoint = finalPoint = getMousePos(drawCanvas, event);
drawCircle(drawContext, initialPoint.x, initialPoint.y, primaryCanvas.width/(resFactor*NUM_SQUARES*2) - 1);
}
}
function onMouseUp(event) {
if (event.which == 3) { // right click
mouseDown = false;
// if starting position == ending position, draw a circle to primary canvas
if (initialPoint.x == finalPoint.x && initialPoint.y == finalPoint.y) {
drawCircle(primaryContext, initialPoint.x, initialPoint.y, primaryCanvas.width/(resFactor*NUM_SQUARES*2) - 1); // reduce radius of square by 1px
}
// otherwise draw an arrow
else {
drawArrowToCanvas(primaryContext);
}
drawContext.clearRect(0, 0, drawCanvas.width, drawCanvas.height);
}
else if (event.which == 1) { // left click
// clear canvases
drawContext.clearRect(0, 0, drawCanvas.width, drawCanvas.height);
primaryContext.clearRect(0, 0, primaryCanvas.width, primaryCanvas.height);
}
}
function onMouseMove(event) {
finalPoint = getMousePos(drawCanvas, event);
if (!mouseDown) return;
if (initialPoint.x == finalPoint.x && initialPoint.y == finalPoint.y) return;
drawContext.clearRect(0, 0, drawCanvas.width, drawCanvas.height);
drawArrowToCanvas(drawContext);
}
function drawArrowToCanvas(context) {
// offset finalPoint so the arrow head hits the center of the square
var xFactor, yFactor, offsetSize;
if (finalPoint.x == initialPoint.x) {
yFactor = Math.sign(finalPoint.y - initialPoint.y)*arrowWidth;
xFactor = 0
}
else if (finalPoint.y == initialPoint.y) {
xFactor = Math.sign(finalPoint.x - initialPoint.x)*arrowWidth;
yFactor = 0;
}
else {
// find delta x and delta y to achieve hypotenuse of arrowWidth
slope_mag = Math.abs((finalPoint.y - initialPoint.y)/(finalPoint.x - initialPoint.x));
xFactor = Math.sign(finalPoint.x - initialPoint.x)*arrowWidth/Math.sqrt(1 + Math.pow(slope_mag, 2));
yFactor = Math.sign(finalPoint.y - initialPoint.y)*Math.abs(xFactor)*slope_mag;
}
// draw line
context.beginPath();
context.lineCap = "round";
context.lineWidth = 8;
context.moveTo(initialPoint.x, initialPoint.y);
context.lineTo(finalPoint.x - xFactor, finalPoint.y - yFactor);
context.stroke();
// draw arrow head
drawArrow(context, initialPoint.x, initialPoint.y, finalPoint.x - xFactor, finalPoint.y - yFactor, arrowWidth);
}
function Q(x, d) { // mid-tread quantiser
d = primaryCanvas.width/(resFactor*NUM_SQUARES);
return d*(Math.floor(x/d) + 0.5);
}
function drawCircle(context, x, y, r) {
context.beginPath();
context.lineWidth = 3;
context.arc(x, y, r, 0, 2 * Math.PI);
context.stroke();
}
// source: https://stackoverflow.com/questions/14488849/higher-dpi-graphics-with-html5-canvas
function changeResolution(canvas, scaleFactor) {
// Set up CSS size.
canvas.style.width = canvas.style.width || canvas.width + 'px';
canvas.style.height = canvas.style.height || canvas.height + 'px';
// Resize canvas and scale future draws.
canvas.width = Math.ceil(canvas.width * scaleFactor);
canvas.height = Math.ceil(canvas.height * scaleFactor);
var ctx = canvas.getContext('2d');
ctx.scale(scaleFactor, scaleFactor);
return ctx;
}
}