274 lines
8.4 KiB
JavaScript
274 lines
8.4 KiB
JavaScript
import State from './state';
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import Vector from './vector';
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import * as c from './constants';
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/**
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* Handles view operations, state and management of the screen.
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*/
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export default class View {
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/**
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* @param {State} state
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*/
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constructor(state) {
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/** @type {State} */ this.state = state;
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/** @type {Element} */ this.canvas = document.getElementById('ascii-canvas');
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/** @type {Object} */ this.context = this.canvas.getContext('2d');
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/** @type {number} */ this.zoom = 1;
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/** @type {Vector} */ this.offset = new Vector(
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c.MAX_GRID_WIDTH * c.CHAR_PIXELS_H / 2,
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c.MAX_GRID_HEIGHT * c.CHAR_PIXELS_V / 2);
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/** @type {boolean} */ this.dirty = true;
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// TODO: Should probably save this setting in a cookie or something.
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/** @type {boolean} */ this.useLines = false;
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this.resizeCanvas();
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}
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/**
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* Resizes the canvas, should be called if the viewport size changes.
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*/
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resizeCanvas() {
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this.canvas.width = document.documentElement.clientWidth;
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this.canvas.height = document.documentElement.clientHeight;
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this.dirty = true;
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}
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/**
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* Starts the animation loop for the canvas. Should only be called once.
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*/
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animate() {
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if (this.dirty || this.state.dirty) {
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this.dirty = false;
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this.state.dirty = false;
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this.render();
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}
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var view = this;
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window.requestAnimationFrame(function() { view.animate(); });
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}
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/**
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* Renders the given state to the canvas.
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* TODO: Room for efficiency here still. Drawing should be incremental,
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* however performance is currently very acceptable on test devices.
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*/
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render() {
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var context = this.context;
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context.setTransform(1, 0, 0, 1, 0, 0);
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// Clear the visible area.
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context.clearRect(0, 0, this.canvas.width, this.canvas.height);
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context.scale(this.zoom, this.zoom);
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context.translate(
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this.canvas.width / 2 / this.zoom,
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this.canvas.height / 2 / this.zoom);
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// Only render grid lines and cells that are visible.
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var startOffset = this.screenToCell(new Vector(
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0,
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0))
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.subtract(new Vector(
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c.RENDER_PADDING_CELLS, c.RENDER_PADDING_CELLS));
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var endOffset = this.screenToCell(new Vector(
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this.canvas.width,
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this.canvas.height))
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.add(new Vector(
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c.RENDER_PADDING_CELLS, c.RENDER_PADDING_CELLS));
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startOffset.x = Math.max(0, Math.min(startOffset.x, c.MAX_GRID_WIDTH));
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endOffset.x = Math.max(0, Math.min(endOffset.x, c.MAX_GRID_WIDTH));
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startOffset.y = Math.max(0, Math.min(startOffset.y, c.MAX_GRID_HEIGHT));
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endOffset.y = Math.max(0, Math.min(endOffset.y, c.MAX_GRID_HEIGHT));
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// Render the grid.
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context.lineWidth = '1';
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context.strokeStyle = '#EEEEEE';
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context.beginPath();
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for (var i = startOffset.x; i < endOffset.x; i++) {
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context.moveTo(
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i * c.CHAR_PIXELS_H - this.offset.x,
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0 - this.offset.y);
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context.lineTo(
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i * c.CHAR_PIXELS_H - this.offset.x,
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this.state.cells.length * c.CHAR_PIXELS_V - this.offset.y);
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}
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for (var j = startOffset.y; j < endOffset.y; j++) {
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context.moveTo(
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0 - this.offset.x,
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j * c.CHAR_PIXELS_V - this.offset.y);
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context.lineTo(
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this.state.cells.length * c.CHAR_PIXELS_H - this.offset.x,
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j * c.CHAR_PIXELS_V - this.offset.y);
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}
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this.context.stroke();
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this.renderText(context, startOffset, endOffset, !this.useLines);
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if (this.useLines) {
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this.renderCellsAsLines(context, startOffset, endOffset);
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}
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}
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renderText(context, startOffset, endOffset, drawSpecials) {
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// Render cells.
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context.font = '15px Courier New';
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for (var i = startOffset.x; i < endOffset.x; i++) {
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for (var j = startOffset.y; j < endOffset.y; j++) {
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var cell = this.state.getCell(new Vector(i, j));
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// Highlight the cell if it is special (grey) or it is part
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// of a visible edit (blue).
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if (cell.isSpecial() ||
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(cell.hasScratch() && cell.getRawValue() != ' ')) {
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this.context.fillStyle = cell.hasScratch() ? '#DEF' : '#F5F5F5';
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context.fillRect(
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i * c.CHAR_PIXELS_H - this.offset.x,
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(j - 1) * c.CHAR_PIXELS_V - this.offset.y,
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c.CHAR_PIXELS_H, c.CHAR_PIXELS_V);
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}
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var cellValue = this.state.getDrawValue(new Vector(i, j));
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if (cellValue != null && (!cell.isSpecial() || drawSpecials)) {
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this.context.fillStyle = '#000000';
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context.fillText(cellValue,
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i * c.CHAR_PIXELS_H - this.offset.x,
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j * c.CHAR_PIXELS_V - this.offset.y - 3);
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}
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}
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}
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}
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renderCellsAsLines(context, startOffset, endOffset) {
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context.lineWidth = '1';
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context.strokeStyle = '#000000';
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context.beginPath();
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for (var i = startOffset.x; i < endOffset.x; i++) {
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var startY = false;
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for (var j = startOffset.y; j < endOffset.y; j++) {
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var cell = this.state.getCell(new Vector(i, j));
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if ((!cell.isSpecial() || j == endOffset.y - 1) && startY) {
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context.moveTo(
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i * c.CHAR_PIXELS_H - this.offset.x + c.CHAR_PIXELS_H/2,
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startY * c.CHAR_PIXELS_V - this.offset.y - c.CHAR_PIXELS_V/2);
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context.lineTo(
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i * c.CHAR_PIXELS_H - this.offset.x + c.CHAR_PIXELS_H/2,
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(j - 1) * c.CHAR_PIXELS_V - this.offset.y - c.CHAR_PIXELS_V/2);
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startY = false;
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}
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if (cell.isSpecial() && !startY) {
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startY = j;
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}
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}
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}
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for (var j = startOffset.y; j < endOffset.y; j++) {
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var startX = false;
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for (var i = startOffset.x; i < endOffset.x; i++) {
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var cell = this.state.getCell(new Vector(i, j));
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if ((!cell.isSpecial() || i == endOffset.x - 1) && startX) {
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context.moveTo(
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startX * c.CHAR_PIXELS_H - this.offset.x + c.CHAR_PIXELS_H/2,
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j * c.CHAR_PIXELS_V - this.offset.y - c.CHAR_PIXELS_V/2);
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context.lineTo(
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(i -1) * c.CHAR_PIXELS_H - this.offset.x + c.CHAR_PIXELS_H/2,
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j * c.CHAR_PIXELS_V - this.offset.y - c.CHAR_PIXELS_V/2);
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startX = false;
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}
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if (cell.isSpecial() && !startX) {
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startX = i;
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}
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}
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}
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this.context.stroke();
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}
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/**
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* @param {number} zoom
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*/
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setZoom(zoom) {
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this.zoom = zoom;
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this.dirty = true;
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}
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/**
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* @param {Vector} offset
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*/
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setOffset(offset) {
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this.offset = offset;
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this.dirty = true;
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};
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/**
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* @param {boolean} useLines
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*/
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setUseLines(useLines) {
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this.useLines = useLines;
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this.dirty = true;
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}
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/**
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* Given a screen coordinate, find the frame coordinates.
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* @param {Vector} vector
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* @return {Vector}
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*/
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screenToFrame(vector) {
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return new Vector(
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(vector.x - this.canvas.width / 2) / this.zoom + this.offset.x,
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(vector.y - this.canvas.height / 2) / this.zoom + this.offset.y);
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}
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/**
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* Given a frame coordinate, find the screen coordinates.
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* @param {Vector} vector
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* @return {Vector}
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*/
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frameToScreen(vector) {
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return new Vector(
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(vector.x - this.offset.x) * this.zoom + this.canvas.width / 2,
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(vector.y - this.offset.y) * this.zoom + this.canvas.height / 2);
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}
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/**
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* Given a frame coordinate, return the indices for the nearest cell.
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* @param {Vector} vector
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* @return {Vector}
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*/
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frameToCell(vector) {
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// We limit the edges in a bit, as most drawing needs a full context to work.
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return new Vector(
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Math.min(Math.max(1,
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Math.round((vector.x - c.CHAR_PIXELS_H / 2) / c.CHAR_PIXELS_H)),
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c.MAX_GRID_WIDTH - 2),
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Math.min(Math.max(1,
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Math.round((vector.y + c.CHAR_PIXELS_V / 2) / c.CHAR_PIXELS_V)),
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c.MAX_GRID_HEIGHT - 2));
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}
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/**
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* Given a cell coordinate, return the frame coordinates.
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* @param {Vector} vector
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* @return {Vector}
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*/
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cellToFrame(vector) {
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return new Vector(
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Math.round(vector.x * c.CHAR_PIXELS_H),
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Math.round(vector.y * c.CHAR_PIXELS_V));
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}
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/**
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* Given a screen coordinate, return the indices for the nearest cell.
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* @param {Vector} vector
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* @return {Vector}
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*/
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screenToCell(vector) {
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return this.frameToCell(this.screenToFrame(vector));
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}
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/**
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* Given a cell coordinate, return the on screen coordinates.
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* @param {Vector} vector
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* @return {Vector}
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*/
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cellToScreen(vector) {
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return this.frameToScreen(this.cellToFrame(vector));
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}
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}
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