Virtual whiteboard for sketching hand-drawn like diagrams
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import React from "react";
import ReactDOM from "react-dom";
import rough from "roughjs/dist/rough.umd.js";
import "./styles.css";
var elements = [];
function isInsideAnElement(x, y) {
return (element) => {
const x1 = getElementAbsoluteX1(element)
const x2 = getElementAbsoluteX2(element)
const y1 = getElementAbsoluteY1(element)
const y2 = getElementAbsoluteY2(element)
return (x >= x1 && x <= x2) && (y >= y1 && y <= y2)
}
}
function newElement(type, x, y, width = 0, height = 0) {
const element = {
type: type,
x: x,
y: y,
width: width,
height: height,
isSelected: false
};
return element;
}
function exportAsPNG({ background, visibleOnly, padding = 10 }) {
clearSelection();
drawScene();
let subCanvasX1 = Infinity;
let subCanvasX2 = 0;
let subCanvasY1 = Infinity;
let subCanvasY2 = 0;
elements.forEach(element => {
subCanvasX1 = Math.min(subCanvasX1, getElementAbsoluteX1(element));
subCanvasX2 = Math.max(subCanvasX2, getElementAbsoluteX2(element));
subCanvasY1 = Math.min(subCanvasY1, getElementAbsoluteY1(element));
subCanvasY2 = Math.max(subCanvasY2, getElementAbsoluteY2(element));
});
let targetCanvas = canvas;
if ( visibleOnly ) {
targetCanvas = document.createElement('canvas');
targetCanvas.style.display = 'none';
document.body.appendChild(targetCanvas);
targetCanvas.width = subCanvasX2 - subCanvasX1 + padding * 2;
targetCanvas.height = subCanvasY2 - subCanvasY1 + padding * 2;
const targetCanvas_ctx = targetCanvas.getContext('2d');
if ( background ) {
targetCanvas_ctx.fillStyle = "#FFF";
targetCanvas_ctx.fillRect(0, 0, canvas.width, canvas.height);
}
targetCanvas_ctx.drawImage(
canvas,
subCanvasX1 - padding, // x
subCanvasY1 - padding, // y
subCanvasX2 - subCanvasX1 + padding * 2, // width
subCanvasY2 - subCanvasY1 + padding * 2, // height
0,
0,
targetCanvas.width,
targetCanvas.height
);
}
const link = document.createElement('a');
link.setAttribute('download', 'excalibur.png');
link.setAttribute('href', targetCanvas.toDataURL("image/png"));
link.click();
link.remove();
if ( targetCanvas !== canvas ) targetCanvas.remove();
}
function rotate(x1, y1, x2, y2, angle) {
// 𝑎′𝑥=(𝑎𝑥−𝑐𝑥)cos𝜃−(𝑎𝑦−𝑐𝑦)sin𝜃+𝑐𝑥
// 𝑎′𝑦=(𝑎𝑥−𝑐𝑥)sin𝜃+(𝑎𝑦−𝑐𝑦)cos𝜃+𝑐𝑦.
// https://math.stackexchange.com/questions/2204520/how-do-i-rotate-a-line-segment-in-a-specific-point-on-the-line
return [
(x1 - x2) * Math.cos(angle) - (y1 - y2) * Math.sin(angle) + x2,
(x1 - x2) * Math.sin(angle) + (y1 - y2) * Math.cos(angle) + y2
];
}
var generator = rough.generator();
function generateDraw(element) {
if (element.type === "selection") {
element.draw = (rc, context) => {
const fillStyle = context.fillStyle;
context.fillStyle = "rgba(0, 0, 255, 0.10)";
context.fillRect(element.x, element.y, element.width, element.height);
context.fillStyle = fillStyle;
};
} else if (element.type === "rectangle") {
const shape = generator.rectangle(0, 0, element.width, element.height);
element.draw = (rc, context) => {
context.translate(element.x, element.y);
rc.draw(shape);
context.translate(-element.x, -element.y);
};
} else if (element.type === "ellipse") {
const shape = generator.ellipse(
element.width / 2,
element.height / 2,
element.width,
element.height
);
element.draw = (rc, context) => {
context.translate(element.x, element.y);
rc.draw(shape);
context.translate(-element.x, -element.y);
};
} else if (element.type === "arrow") {
const x1 = 0;
const y1 = 0;
const x2 = element.width;
const y2 = element.height;
const size = 30; // pixels
const distance = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
// Scale down the arrow until we hit a certain size so that it doesn't look weird
const minSize = Math.min(size, distance / 2);
const xs = x2 - ((x2 - x1) / distance) * minSize;
const ys = y2 - ((y2 - y1) / distance) * minSize;
const angle = 20; // degrees
const [x3, y3] = rotate(xs, ys, x2, y2, (-angle * Math.PI) / 180);
const [x4, y4] = rotate(xs, ys, x2, y2, (angle * Math.PI) / 180);
const shapes = [
// \
generator.line(x3, y3, x2, y2),
// -----
generator.line(x1, y1, x2, y2),
// /
generator.line(x4, y4, x2, y2)
];
element.draw = (rc, context) => {
context.translate(element.x, element.y);
shapes.forEach(shape => rc.draw(shape));
context.translate(-element.x, -element.y);
};
return;
} else if (element.type === "text") {
element.draw = (rc, context) => {
const font = context.font;
context.font = element.font;
context.fillText(
element.text,
element.x,
element.y + element.measure.actualBoundingBoxAscent
);
context.font = font;
};
} else {
throw new Error("Unimplemented type " + element.type);
}
}
// If the element is created from right to left, the width is going to be negative
// This set of functions retrieves the absolute position of the 4 points.
// We can't just always normalize it since we need to remember the fact that an arrow
// is pointing left or right.
function getElementAbsoluteX1(element) {
return element.width >= 0 ? element.x : element.x + element.width;
}
function getElementAbsoluteX2(element) {
return element.width >= 0 ? element.x + element.width : element.x;
}
function getElementAbsoluteY1(element) {
return element.height >= 0 ? element.y : element.y + element.height;
}
function getElementAbsoluteY2(element) {
return element.height >= 0 ? element.y + element.height : element.y;
}
function setSelection(selection) {
const selectionX1 = getElementAbsoluteX1(selection);
const selectionX2 = getElementAbsoluteX2(selection);
const selectionY1 = getElementAbsoluteY1(selection);
const selectionY2 = getElementAbsoluteY2(selection);
elements.forEach(element => {
const elementX1 = getElementAbsoluteX1(element);
const elementX2 = getElementAbsoluteX2(element);
const elementY1 = getElementAbsoluteY1(element);
const elementY2 = getElementAbsoluteY2(element);
element.isSelected =
element.type !== "selection" &&
selectionX1 <= elementX1 &&
selectionY1 <= elementY1 &&
selectionX2 >= elementX2 &&
selectionY2 >= elementY2;
});
}
function clearSelection() {
elements.forEach(element => {
element.isSelected = false;
});
}
class App extends React.Component {
componentDidMount() {
this.onKeyDown = event => {
if (event.key === "Backspace" && event.target.nodeName !== "INPUT") {
for (var i = elements.length - 1; i >= 0; --i) {
if (elements[i].isSelected) {
elements.splice(i, 1);
}
}
drawScene();
event.preventDefault();
} else if (
event.key === "ArrowLeft" ||
event.key === "ArrowRight" ||
event.key === "ArrowUp" ||
event.key === "ArrowDown"
) {
const step = event.shiftKey ? 5 : 1;
elements.forEach(element => {
if (element.isSelected) {
if (event.key === "ArrowLeft") element.x -= step;
else if (event.key === "ArrowRight") element.x += step;
else if (event.key === "ArrowUp") element.y -= step;
else if (event.key === "ArrowDown") element.y += step;
}
});
drawScene();
event.preventDefault();
}
};
document.addEventListener("keydown", this.onKeyDown, false);
}
componentWillUnmount() {
document.removeEventListener("keydown", this.onKeyDown, false);
}
constructor() {
super();
this.state = {
draggingElement: null,
elementType: "selection",
exportBackground: false,
exportVisibleOnly: true,
exportPadding: 10
};
}
render() {
const ElementOption = ({ type, children }) => {
return (
<label>
<input
type="radio"
checked={this.state.elementType === type}
onChange={() => {
this.setState({ elementType: type });
clearSelection();
drawScene();
}}
/>
{children}
</label>
);
};
return <>
<div className="exportWrapper">
<button onClick={() => {
exportAsPNG({
background: this.state.exportBackground,
visibleOnly: this.state.exportVisibleOnly,
padding: this.state.exportPadding
})
}}>Export to png</button>
<label>
<input type="checkbox"
checked={this.state.exportBackground}
onChange={e => {
this.setState({ exportBackground: e.target.checked })
}}
/> background
</label>
<label>
<input type="checkbox"
checked={this.state.exportVisibleOnly}
onChange={e => {
this.setState({ exportVisibleOnly: e.target.checked })
}}
/>
visible area only
</label>
(padding:
<input type="number" value={this.state.exportPadding}
onChange={e => {
this.setState({ exportPadding: e.target.value });
}}
disabled={!this.state.exportVisibleOnly}/>
px)
</div>
<div>
{/* Can't use the <ElementOption> form because ElementOption is re-defined
on every render, which would blow up and re-create the entire DOM tree,
which in addition to being inneficient, messes up with browser text
selection */}
{ElementOption({ type: "rectangle", children: "Rectangle" })}
{ElementOption({ type: "ellipse", children: "Ellipse" })}
{ElementOption({ type: "arrow", children: "Arrow" })}
{ElementOption({ type: "text", children: "Text" })}
{ElementOption({ type: "selection", children: "Selection" })}
<canvas
id="canvas"
width={window.innerWidth}
height={window.innerHeight}
onMouseDown={e => {
const x = e.clientX - e.target.offsetLeft;
const y = e.clientY - e.target.offsetTop;
const element = newElement(this.state.elementType, x, y);
let isDraggingElements = false;
const cursorStyle = document.documentElement.style.cursor;
if (this.state.elementType === "selection") {
const selectedElement = elements.find(element => {
const isSelected = isInsideAnElement(x, y)(element)
if (isSelected) {
element.isSelected = true
}
return isSelected
})
if (selectedElement) {
this.setState({ draggingElement: selectedElement });
} else {
clearSelection()
}
isDraggingElements = elements.some(element => element.isSelected);
if (isDraggingElements) {
document.documentElement.style.cursor = "move";
}
}
if (this.state.elementType === "text") {
const text = prompt("What text do you want?");
if (text === null) {
return;
}
element.text = text;
element.font = "20px Virgil";
const font = context.font;
context.font = element.font;
element.measure = context.measureText(element.text);
context.font = font;
const height =
element.measure.actualBoundingBoxAscent +
element.measure.actualBoundingBoxDescent;
// Center the text
element.x -= element.measure.width / 2;
element.y -= element.measure.actualBoundingBoxAscent;
element.width = element.measure.width;
element.height = height;
}
generateDraw(element);
elements.push(element);
if (this.state.elementType === "text") {
this.setState({
draggingElement: null,
elementType: "selection"
});
element.isSelected = true;
} else {
this.setState({ draggingElement: element });
}
let lastX = x;
let lastY = y;
const onMouseMove = e => {
if (isDraggingElements) {
const selectedElements = elements.filter(el => el.isSelected);
if (selectedElements.length) {
const x = e.clientX - e.target.offsetLeft;
const y = e.clientY - e.target.offsetTop;
selectedElements.forEach(element => {
element.x += x - lastX;
element.y += y - lastY;
});
lastX = x;
lastY = y;
drawScene();
return;
}
}
// It is very important to read this.state within each move event,
// otherwise we would read a stale one!
const draggingElement = this.state.draggingElement;
if (!draggingElement) return;
let width = e.clientX - e.target.offsetLeft - draggingElement.x;
let height = e.clientY - e.target.offsetTop - draggingElement.y;
draggingElement.width = width;
// Make a perfect square or circle when shift is enabled
draggingElement.height = e.shiftKey ? width : height;
generateDraw(draggingElement);
if (this.state.elementType === "selection") {
setSelection(draggingElement);
}
drawScene();
};
const onMouseUp = e => {
const { draggingElement, elementType } = this.state
window.removeEventListener("mousemove", onMouseMove);
window.removeEventListener("mouseup", onMouseUp);
document.documentElement.style.cursor = cursorStyle;
// if no element is clicked, clear the selection and redraw
if (draggingElement === null ) {
clearSelection()
drawScene();
return
}
if (elementType === "selection") {
if (isDraggingElements) {
isDraggingElements = false;
}
elements.pop()
} else {
draggingElement.isSelected = true;
}
this.setState({
draggingElement: null,
elementType: "selection"
});
drawScene();
};
window.addEventListener("mousemove", onMouseMove);
window.addEventListener("mouseup", onMouseUp);
drawScene();
}}
/>
</div>
</>;
}
}
const rootElement = document.getElementById("root");
ReactDOM.render(<App />, rootElement);
const canvas = document.getElementById("canvas");
const rc = rough.canvas(canvas);
const context = canvas.getContext("2d");
// Big hack to ensure that all the 1px lines are drawn at 1px instead of 2px
// https://stackoverflow.com/questions/13879322/drawing-a-1px-thick-line-in-canvas-creates-a-2px-thick-line/13879402#comment90766599_13879402
context.translate(0.5, 0.5);
function drawScene() {
ReactDOM.render(<App />, rootElement);
context.clearRect(-0.5, -0.5, canvas.width, canvas.height);
elements.forEach(element => {
element.draw(rc, context);
if (element.isSelected) {
const margin = 4;
const elementX1 = getElementAbsoluteX1(element);
const elementX2 = getElementAbsoluteX2(element);
const elementY1 = getElementAbsoluteY1(element);
const elementY2 = getElementAbsoluteY2(element);
const lineDash = context.getLineDash();
context.setLineDash([8, 4]);
context.strokeRect(
elementX1 - margin,
elementY1 - margin,
elementX2 - elementX1 + margin * 2,
elementY2 - elementY1 + margin * 2
);
context.setLineDash(lineDash);
}
});
}
drawScene();