-
Notifications
You must be signed in to change notification settings - Fork 34
/
p5.js
776 lines (730 loc) · 19.3 KB
/
p5.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
/*
This file was derived from the p5.js source code at
https://github.com/processing/p5.js
Copyright (c) the p5.js contributors and Andre Seidelt <[email protected]>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
/**
* This module provides compatibility with p5js. Use Include('p5'); on the first line of your script to activate.
*
* @module p5compat
*/
Include('p5const');
Include('p5color');
Include('p5env');
Include('p5input');
Include('p5math');
Include('p5shape');
Include('p5typo');
Include('p5util');
Include('p5vect');
Include('p5trans');
exports.__VERSION__ = 2;
exports._loop = true;
exports._lastButtons = 0;
exports._env = [];
exports._currentEnv = {
_fill: EGA.WHITE,
_stroke: EGA.BLACK,
_colorMode: RGB,
_colorMaxes: {
rgb: [255, 255, 255, 255],
hsb: [360, 100, 100, 1],
hsl: [360, 100, 100, 1]
},
_txtAlignX: LEFT,
_txtAlignY: TOP,
_font: new Font(),
_rectMode: CORNER,
_ellipseMode: CENTER,
_imageMode: CORNER,
_strokeWeight: 1,
_matrix: null
};
// TODO: implement matrix preservation for setup() and draw()
/**
* deep copy the current environment.
*/
exports._cloneEnv = function () {
if (_currentEnv._matrix) {
// deep copy matrix
var matrix = [
_currentEnv._matrix[0].slice(0),
_currentEnv._matrix[1].slice(0),
_currentEnv._matrix[2].slice(0)
]
} else {
var matrix = null;
}
return {
_fill: _currentEnv._fill,
_stroke: _currentEnv._stroke,
_colorMode: _currentEnv._colorMode,
_colorMaxes: {
// deep copy color settings
rgb: _currentEnv._colorMaxes.rgb.slice(0),
hsb: _currentEnv._colorMaxes.hsb.slice(0),
hsl: _currentEnv._colorMaxes.hsl.slice(0)
},
_txtAlignX: _currentEnv._txtAlignX,
_txtAlignY: _currentEnv._txtAlignY,
_font: _currentEnv._font,
_rectMode: _currentEnv._rectMode,
_ellipseMode: _currentEnv._ellipseMode,
_imageMode: _currentEnv._imageMode,
_strokeWeight: _currentEnv._strokeWeight,
_matrix: matrix
};
}
/*
* not documented here.
*/
exports.Setup = function () {
windowWidth = displayWidth = width = SizeX();
windowHeight = displayHeight = height = SizeY();
frameCount = 0;
_hasMouseInteracted = false;
mouseX = pmouseX = winMouseX = pwinMouseX = SizeX();
mouseY = pmouseY = winMouseY = pwinMouseY = SizeY();
MouseWarp(mouseX, mouseY);
frameRate(60);
setup();
};
/*
* not documented here.
*/
exports.Loop = function () {
if (_loop) {
redraw();
}
if (keyIsPressed) {
keyIsPressed = false;
if (typeof global['keyReleased'] != 'undefined') {
keyReleased();
}
}
};
/*
* not documented here.
*/
exports.Input = function (e) {
// update mouse coordinates
pwinMouseX = pmouseX = mouseX;
pwinMouseY = pmouseY = mouseY;
winMouseX = mouseX = e.x;
winMouseY = mouseY = e.y;
_hasMouseInteracted = true;
if (typeof global['mouseMoved'] != 'undefined') {
mouseMoved(e);
}
if (mouseIsPressed) {
if (typeof global['mouseDragged'] != 'undefined') {
mouseDragged(e);
}
}
if (e.buttons > _lastButtons) {
if (typeof global['mousePressed'] != 'undefined') {
mousePressed(e);
}
mouseIsPressed = true;
if (e.button & MOUSE.Buttons.LEFT) {
mouseButton = LEFT;
}
if (e.button & MOUSE.Buttons.MIDDLE) {
mouseButton = MIDDLE;
}
if (e.button & MOUSE.Buttons.RIGHT) {
mouseButton = RIGHT;
}
}
if (e.buttons < _lastButtons) {
mouseButton = 0;
if (mouseIsPressed && typeof global['mouseReleased'] != 'undefined') {
mouseReleased(e);
}
if (mouseIsPressed && typeof global['mouseClicked'] != 'undefined') {
mouseClicked(e);
}
mouseIsPressed = false;
}
_lastButtons = e.buttons;
// this does not work like with p5 as we don't get a key release
if (e.key != -1) {
key = e.key & 0xFF; // TODO:
keyCode = e.key; // TODO:
if (typeof global['keyPressed'] != 'undefined') {
keyPressed(e);
}
if (typeof global['keyTyped'] != 'undefined') {
keyTyped(e);
}
keyIsPressed = true;
}
};
/**
* ignored
*/
exports.size = function () { };
/**
* ignored
*/
exports.createCanvas = function () { };
/**
* ignored
*/
exports.smooth = function () { };
/**
* ignored
*/
exports.noSmooth = function () { };
/**
* ignored
*/
exports.settings = function () { };
/**
* ignored
*/
exports.tint = function () { };
/**
* ignored
*/
exports.noTint = function () { };
/**
* exit the script after the current Loop().
*/
exports.exit = function () {
Stop();
};
/**
* By default, p5.js loops through draw() continuously, executing the code
* within it. However, the draw() loop may be stopped by calling noLoop().
* In that case, the draw() loop can be resumed with loop().
*
* Avoid calling loop() from inside setup().
*
* @method loop
* @example
* let x = 0;
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* x = x + 0.1;
* if (x > width) {
* x = 0;
* }
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* loop();
* }
*
* function mouseReleased() {
* noLoop();
* }
*/
exports.loop = function () {
_loop = true;
};
/**
* Stops p5.js from continuously executing the code within draw().
* If loop() is called, the code in draw() begins to run continuously again.
* If using noLoop() in setup(), it should be the last line inside the block.
* <br><br>
* When noLoop() is used, it's not possible to manipulate or access the
* screen inside event handling functions such as mousePressed() or
* keyPressed(). Instead, use those functions to call redraw() or loop(),
* which will run draw(), which can update the screen properly. This means
* that when noLoop() has been called, no drawing can happen, and functions
* like saveFrame() or loadPixels() may not be used.
* <br><br>
* Note that if the sketch is resized, redraw() will be called to update
* the sketch, even after noLoop() has been specified. Otherwise, the sketch
* would enter an odd state until loop() was called.
*
* @method noLoop
* @example
* function setup() {
* createCanvas(100, 100);
* background(200);
* noLoop();
* }
*
* function draw() {
* line(10, 10, 90, 90);
* }
*
* let x = 0;
* function setup() {
* createCanvas(100, 100);
* }
*
* function draw() {
* background(204);
* x = x + 0.1;
* if (x > width) {
* x = 0;
* }
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* noLoop();
* }
*
* function mouseReleased() {
* loop();
* }
*/
exports.noLoop = function () {
_loop = false;
};
/**
*
* Executes the code within draw() one time. This functions allows the
* program to update the display window only when necessary, for example
* when an event registered by mousePressed() or keyPressed() occurs.
* <br><br>
* In structuring a program, it only makes sense to call redraw() within
* events such as mousePressed(). This is because redraw() does not run
* draw() immediately (it only sets a flag that indicates an update is
* needed).
* <br><br>
* The redraw() function does not work properly when called inside draw().
* To enable/disable animations, use loop() and noLoop().
* <br><br>
* In addition you can set the number of redraws per method call. Just
* add an integer as single parameter for the number of redraws.
*
* @method redraw
* @param {Integer} [n] Redraw for n-times. The default value is 1.
* @example
* let x = 0;
*
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* x += 1;
* redraw();
* }
*
* let x = 0;
*
* function setup() {
* createCanvas(100, 100);
* noLoop();
* }
*
* function draw() {
* background(204);
* x += 1;
* line(x, 0, x, height);
* }
*
* function mousePressed() {
* redraw(5);
* }
*/
exports.redraw = function () {
resetMatrix(); // TODO: fix!
draw();
frameCount++;
};
/**
* Returns the pixel density of the current display the sketch is running on (always 1 for DOjS).
*
* @method displayDensity
* @returns {Number} current pixel density of the display
* @example
* function setup() {
* let density = displayDensity();
* pixelDensity(density);
* createCanvas(100, 100);
* background(200);
* ellipse(width / 2, height / 2, 50, 50);
* }
*/
exports.displayDensity = function () {
return 1;
};
exports.cursor = function () {
MouseShowCursor(true);
};
/**
* Hides the cursor from view.
*
* @method noCursor
* @example
* function setup() {
* noCursor();
* }
*
* function draw() {
* background(200);
* ellipse(mouseX, mouseY, 10, 10);
* }
*/
exports.noCursor = function () {
MouseShowCursor(false);
};
exports.delay = function (ms) {
Sleep(ms);
};
exports.printArray = function (what) {
for (var i = 0; i < what.length; i++) {
Println("[" + i + "] " + what[i]);
}
};
/**
* Writes an array of Strings to a text file, one line per String.
* The file saving process and location of the saved file will
* vary between web browsers.
*
* @method saveStrings
* @param {String[]} list string array to be written
* @param {String} filename filename for output
* @param {String} [extension] the filename's extension
* @example
* let words = 'apple bear cat dog';
*
* // .split() outputs an Array
* let list = split(words, ' ');
*
* function setup() {
* createCanvas(100, 100);
* background(200);
* text('click here to save', 10, 10, 70, 80);
* }
*
* function mousePressed() {
* if (mouseX > 0 && mouseX < width && mouseY > 0 && mouseY < height) {
* saveStrings(list, 'nouns.txt');
* }
* }
*
* // Saves the following to a file called 'nouns.txt':
* //
* // apple
* // bear
* // cat
* // dog
*/
exports.saveStrings = function (fname, data) {
var f = new File();
data.forEach(function (d) {
f.WriteLine(d);
});
f.Close();
};
exports.saveBytes = function (fname, data) {
var f = new File();
data.forEach(function (d) {
f.WriteByte(d);
});
f.Close();
};
/**
* Reads the contents of a file and creates a String array of its individual
* lines. If the name of the file is used as the parameter, as in the above
* example, the file must be located in the sketch directory/folder.
* <br><br>
* Alternatively, the file maybe be loaded from anywhere on the local
* computer using an absolute path (something that starts with / on Unix and
* Linux, or a drive letter on Windows), or the filename parameter can be a
* URL for a file found on a network.
* <br><br>
* This method is asynchronous, meaning it may not finish before the next
* line in your sketch is executed.
*
* This method is suitable for fetching files up to size of 64MB.
* @method loadStrings
* @param {String} filename name of the file or url to load
* @return {String[]} Array of Strings
* @example
*
* let result;
* function preload() {
* result = loadStrings('assets/test.txt');
* }
* function setup() {
* background(200);
* let ind = floor(random(result.length));
* text(result[ind], 10, 10, 80, 80);
* }
*
* function setup() {
* loadStrings('assets/test.txt', pickString);
* }
*
* function pickString(result) {
* background(200);
* let ind = floor(random(result.length));
* text(result[ind], 10, 10, 80, 80);
* }
*/
exports.loadStrings = function (fname) {
try {
var ret = [];
var f = new File(fname);
var l = f.ReadLine();
while (l != null) {
ret.push(l);
l = f.ReadLine();
}
f.Close();
return ret;
} catch (e) {
Println(e);
return null;
}
};
/**
* This method is suitable for fetching files up to size of 64MB.
* @method loadBytes
* @param {string} file name of the file or URL to load
* @returns {number[]} an object whose 'bytes' property will be the loaded buffer
*
* @example
* let data;
*
* function preload() {
* data = loadBytes('assets/mammals.xml');
* }
*
* function setup() {
* for (let i = 0; i < 5; i++) {
* console.log(data.bytes[i].toString(16));
* }
* }
*/
exports.loadBytes = function (fname) {
try {
var ret = [];
var f = new File(fname);
var ch = g.ReadByte();
while (ch != null) {
ret.push(ch);
ch = f.ReadByte();
}
f.Close();
return ret;
} catch (e) {
Println(e);
return null;
}
};
/**
* The push() function saves the current drawing style settings and
* transformations, while pop() restores these settings. Note that these
* functions are always used together. They allow you to change the style
* and transformation settings and later return to what you had. When a new
* state is started with push(), it builds on the current style and transform
* information. The push() and pop() functions can be embedded to provide
* more control. (See the second example for a demonstration.)
* <br><br>
* push() stores information related to the current transformation state
* and style settings controlled by the following functions: fill(),
* stroke(), tint(), strokeWeight(), strokeCap(), strokeJoin(),
* imageMode(), rectMode(), ellipseMode(), colorMode(), textAlign(),
* textFont(), textSize(), textLeading().
*
* @method push
* @example
* ellipse(0, 50, 33, 33); // Left circle
*
* push(); // Start a new drawing state
* strokeWeight(10);
* fill(204, 153, 0);
* translate(50, 0);
* ellipse(0, 50, 33, 33); // Middle circle
* pop(); // Restore original state
*
* ellipse(100, 50, 33, 33); // Right circle
* </code>
* </div>
* <div>
* <code>
* ellipse(0, 50, 33, 33); // Left circle
*
* push(); // Start a new drawing state
* strokeWeight(10);
* fill(204, 153, 0);
* ellipse(33, 50, 33, 33); // Left-middle circle
*
* push(); // Start another new drawing state
* stroke(0, 102, 153);
* ellipse(66, 50, 33, 33); // Right-middle circle
* pop(); // Restore previous state
*
* pop(); // Restore original state
*
* ellipse(100, 50, 33, 33); // Right circle
*/
exports.push = function () {
_env.push(_cloneEnv());
};
/**
* The push() function saves the current drawing style settings and
* transformations, while pop() restores these settings. Note that these
* functions are always used together. They allow you to change the style
* and transformation settings and later return to what you had. When a new
* state is started with push(), it builds on the current style and transform
* information. The push() and pop() functions can be embedded to provide
* more control. (See the second example for a demonstration.)
* <br><br>
* push() stores information related to the current transformation state
* and style settings controlled by the following functions: fill(),
* stroke(), tint(), strokeWeight(), strokeCap(), strokeJoin(),
* imageMode(), rectMode(), ellipseMode(), colorMode(), textAlign(),
* textFont(), textSize(), textLeading().
*
* @method pop
* @example
* ellipse(0, 50, 33, 33); // Left circle
*
* push(); // Start a new drawing state
* translate(50, 0);
* strokeWeight(10);
* fill(204, 153, 0);
* ellipse(0, 50, 33, 33); // Middle circle
* pop(); // Restore original state
*
* ellipse(100, 50, 33, 33); // Right circle
* </code>
* </div>
* <div>
* <code>
* ellipse(0, 50, 33, 33); // Left circle
*
* push(); // Start a new drawing state
* strokeWeight(10);
* fill(204, 153, 0);
* ellipse(33, 50, 33, 33); // Left-middle circle
*
* push(); // Start another new drawing state
* stroke(0, 102, 153);
* ellipse(66, 50, 33, 33); // Right-middle circle
* pop(); // Restore previous state
*
* pop(); // Restore original state
*
* ellipse(100, 50, 33, 33); // Right circle
*/
exports.pop = function () {
if (_env.length > 0) {
_currentEnv = _env.pop();
} else {
console.warn('pop() was called without matching push()');
}
};
/**
* Blends the pixels in the display window according to the defined mode.
* There is a choice of the following modes to blend the source pixels (A)
* with the ones of pixels already in the display window (B):
* <ul>
* <li><code>BLEND</code> - linear interpolation of colours: C =
* A*factor + B. <b>This is the default blending mode.</b></li>
* <li><code>ADD</code> - sum of A and B</li>
* <li><code>DARKEST</code> - only the darkest colour succeeds: C =
* min(A*factor, B).</li>
* <li><code>LIGHTEST</code> - only the lightest colour succeeds: C =
* max(A*factor, B).</li>
* <li><code>DIFFERENCE</code> - subtract colors from underlying image.</li>
* <li><code>EXCLUSION</code> - similar to <code>DIFFERENCE</code>, but less
* extreme.</li>
* <li><code>MULTIPLY</code> - multiply the colors, result will always be
* darker.</li>
* <li><code>SCREEN</code> - opposite multiply, uses inverse values of the
* colors.</li>
* <li><code>REPLACE</code> - the pixels entirely replace the others and
* don't utilize alpha (transparency) values.</li>
* <li><code>REMOVE</code> - removes pixels from B with the alpha strength of A.</li>
* <li><code>OVERLAY</code> - mix of <code>MULTIPLY</code> and <code>SCREEN
* </code>. Multiplies dark values, and screens light values. <em>(2D)</em></li>
* <li><code>HARD_LIGHT</code> - <code>SCREEN</code> when greater than 50%
* gray, <code>MULTIPLY</code> when lower. <em>(2D)</em></li>
* <li><code>SOFT_LIGHT</code> - mix of <code>DARKEST</code> and
* <code>LIGHTEST</code>. Works like <code>OVERLAY</code>, but not as harsh. <em>(2D)</em>
* </li>
* <li><code>DODGE</code> - lightens light tones and increases contrast,
* ignores darks. <em>(2D)</em></li>
* <li><code>BURN</code> - darker areas are applied, increasing contrast,
* ignores lights. <em>(2D)</em></li>
* <li><code>SUBTRACT</code> - remainder of A and B <em>(3D)</em></li>
* </ul>
*
* @method blendMode
* @param {Constant} mode blend mode to set for canvas.
* either BLEND, DARKEST, LIGHTEST, DIFFERENCE, MULTIPLY,
* EXCLUSION, SCREEN, REPLACE, OVERLAY, HARD_LIGHT,
* SOFT_LIGHT, DODGE, BURN, ADD, REMOVE or SUBTRACT
* @example
* blendMode(LIGHTEST);
* strokeWeight(30);
* stroke(80, 150, 255);
* line(25, 25, 75, 75);
* stroke(255, 50, 50);
* line(75, 25, 25, 75);
*
* blendMode(MULTIPLY);
* strokeWeight(30);
* stroke(80, 150, 255);
* line(25, 25, 75, 75);
* stroke(255, 50, 50);
* line(75, 25, 25, 75);
*/
exports.blendMode = function (mode) {
var bm = BLEND.ALPHA;
if (mode === ADD) {
bm = BLEND.ADD;
} else if (mode === DARKEST) {
bm = BLEND.DARKEST;
} else if (mode === LIGHTEST) {
bm = BLEND.LIGHTEST;
} else if (mode === DIFFERENCE) {
bm = BLEND.DIFFERENCE;
} else if (mode === EXCLUSION) {
bm = BLEND.EXCLUSION;
} else if (mode === MULTIPLY) {
bm = BLEND.MULTIPLY;
} else if (mode === SCREEN) {
bm = BLEND.SCREEN;
} else if (mode === REPLACE) {
bm = BLEND.REPLACE;
} else if (mode === OVERLAY) {
bm = BLEND.OVERLAY;
} else if (mode === HARD_LIGHT) {
bm = BLEND.HARD_LIGHT;
} else if (mode === DODGE) {
bm = BLEND.DODGE;
} else if (mode === BURN) {
bm = BLEND.BURN;
} else if (mode === SUBTRACT) {
bm = BLEND.SUBTRACT;
}
// } else if (mode === SOFT_LIGHT) {
// } else if (mode === REMOVE) {
TransparencyEnabled(bm);
};