├── docs
├── kanji.gif
├── qt6fast.png
├── kanjiNewUI.gif
├── snaaaaaaake.gif
├── usePenAsMouse.png
├── followScreenOnBigCards.png
└── dontUseSoftwareRendering.png
├── AnkiDraw
├── manifest.json
├── PerfectFreehand.js
├── Caligrapher.js
└── __init__.py
├── .gitmodules
├── .gitignore
├── README.md
├── index.html
└── LICENSE
/docs/kanji.gif:
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https://raw.githubusercontent.com/Rytisgit/Anki-StylusDraw/HEAD/docs/kanji.gif
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/docs/qt6fast.png:
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https://raw.githubusercontent.com/Rytisgit/Anki-StylusDraw/HEAD/docs/qt6fast.png
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/docs/kanjiNewUI.gif:
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https://raw.githubusercontent.com/Rytisgit/Anki-StylusDraw/HEAD/docs/kanjiNewUI.gif
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/docs/snaaaaaaake.gif:
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https://raw.githubusercontent.com/Rytisgit/Anki-StylusDraw/HEAD/docs/snaaaaaaake.gif
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/docs/usePenAsMouse.png:
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https://raw.githubusercontent.com/Rytisgit/Anki-StylusDraw/HEAD/docs/usePenAsMouse.png
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/docs/followScreenOnBigCards.png:
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https://raw.githubusercontent.com/Rytisgit/Anki-StylusDraw/HEAD/docs/followScreenOnBigCards.png
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/docs/dontUseSoftwareRendering.png:
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https://raw.githubusercontent.com/Rytisgit/Anki-StylusDraw/HEAD/docs/dontUseSoftwareRendering.png
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/AnkiDraw/manifest.json:
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1 | {
2 | "package": "AnkiDraw - Draw and write using mouse and stylus with pressure support",
3 | "name": "AnkiDraw - Draw and write using mouse and stylus with pressure support"
4 | }
5 |
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/.gitmodules:
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1 | [submodule "caligrapher"]
2 | path = caligrapher
3 | url = https://github.com/Rytisgit/Calligrapher.git
4 | branch = prepare_for_integration
5 | [submodule "perfectFreehand"]
6 | path = perfectFreehand
7 | url = https://github.com/Rytisgit/perfect-freehand.git
8 | branch = compiled_js_for_import
9 |
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/.gitignore:
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1 | # Byte-compiled / optimized / DLL files
2 | __pycache__/
3 | *.py[cod]
4 | *$py.class
5 |
6 | # C extensions
7 | *.so
8 |
9 | # Distribution / packaging
10 | .Python
11 | build/
12 | develop-eggs/
13 | dist/
14 | downloads/
15 | eggs/
16 | .eggs/
17 | lib/
18 | lib64/
19 | parts/
20 | sdist/
21 | var/
22 | wheels/
23 | *.egg-info/
24 | .installed.cfg
25 | *.egg
26 | MANIFEST
27 |
28 | # PyInstaller
29 | # Usually these files are written by a python script from a template
30 | # before PyInstaller builds the exe, so as to inject date/other infos into it.
31 | *.manifest
32 | *.spec
33 |
34 | # Installer logs
35 | pip-log.txt
36 | pip-delete-this-directory.txt
37 |
38 | # Unit test / coverage reports
39 | htmlcov/
40 | .tox/
41 | .coverage
42 | .coverage.*
43 | .cache
44 | nosetests.xml
45 | coverage.xml
46 | *.cover
47 | .hypothesis/
48 | .pytest_cache/
49 |
50 | # Translations
51 | *.mo
52 | *.pot
53 |
54 | # Django stuff:
55 | *.log
56 | local_settings.py
57 | db.sqlite3
58 |
59 | # Flask stuff:
60 | instance/
61 | .webassets-cache
62 |
63 | # Scrapy stuff:
64 | .scrapy
65 |
66 | # Sphinx documentation
67 | docs/_build/
68 |
69 | # PyBuilder
70 | target/
71 |
72 | # Jupyter Notebook
73 | .ipynb_checkpoints
74 |
75 | # pyenv
76 | .python-version
77 |
78 | # celery beat schedule file
79 | celerybeat-schedule
80 |
81 | # SageMath parsed files
82 | *.sage.py
83 |
84 | # Environments
85 | .env
86 | .venv
87 | env/
88 | venv/
89 | ENV/
90 | env.bak/
91 | venv.bak/
92 |
93 | # Spyder project settings
94 | .spyderproject
95 | .spyproject
96 |
97 | # Rope project settings
98 | .ropeproject
99 |
100 | # mkdocs documentation
101 | /site
102 |
103 | # mypy
104 | .mypy_cache/
105 | /.vscode/*
106 | .DS_Store
107 | AnkiDraw.zip
108 |
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/README.md:
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1 | # Anki-StylusDraw
2 | Initially based on the Anki-TouchScreen addon, updated ui and added pressure pen/stylus capabilities, perfect freehand(line smoothing) and calligrapher functionality.
3 |
4 | Website to test the drawing functionality: https://rytisgit.github.io/Anki-StylusDraw/
5 |
6 |
7 |
8 |
9 |
10 | # Changes
11 | * Added background color selection
12 | * Added follow screen mode(menu option) and small canvas mode(alt + b) to increase drawing speed on very big cards
13 | * Added toolbar location configuration and other small fixes.
14 | * Fixed "resize not defined" error. Thanks huandney.
15 | * Updated UI, add option to convert dots, hide cursor and ui while drawing. Thanks rin-w
16 | * Added Perfect Freehand mode(https://github.com/steveruizok/perfect-freehand)
17 | * Added Calligrapher mode(https://github.com/atomanyih/Calligrapher)
18 | * Added pressure sensitivity
19 | * Increased drawing speed
20 | * Added , for showing/hiding, . for clearing, alt + c for calligrapher mode and alt + x for perfect freehand mode
21 | * Added standalone website to test drawing
22 | * Work around a Windows Pen bug which makes 2 primary pointers appear when drawing in Anki
23 |
24 | ## Hardware
25 | Tested to work with a Huion H1161, Windows Pen enabled.
26 | ### For best experience:
27 | * #### don't use software rendering(enable hardware acceleration)
28 | * #### turn on use pen as a mouse with Windows Pen
29 | * #### if drawing is slow on big cards turn on follow mode or small canvas
30 | https://docs.ankiweb.net/platform/windows/display-issues.html
31 | #### Run `echo auto > %APPDATA%\Anki2\gldriver6` in cmd for Qt6
32 |
33 |
Qt5 rendering change
34 |
35 |
36 |
37 |
38 | # Old Description
39 |
40 | Implements same drawing/writing mechanism as in AnkiDroid. Your writing is NOT intended to remain on the cards after review - same as in AnkiDroid.
41 |
42 | Use the menu `View` → `TouchScreen` to activate/change settings.
43 |
44 | Use Ctrl + R to toggle the touchscreen.
45 |
46 | Use icons which will show up in the top right corner of the review screen to temporarily hide/clean the board.
47 | Enjoy!
48 |
49 | Warning: the version for Anki 2.0 has limited functionality, and may sometimes not work as expected; since the release of Anki 2.1, the old version is not supported.
50 |
51 |
52 | #### Changelog:
53 | - 0.2.6 - make "undo" action available under Alt + Z
54 | - 0.2.4 - add support for enhanced image occlusion, add a fix for "a double click bug" by LaucianK
55 | - 0.2.3 - bug fix release, improvements to undo button, styling and performance
56 | - 0.2.1 - minor fix for the buttons/canvas positioning
57 | - 0.2 - added "undo" option, improved the support of long cards plus other minor improvements
58 |
59 | #### Disclaimer
60 | Important parts of Javascript code were inspired by creativejs tutorial. I recommend you check out the resource if you are interested in learning JS.
61 |
62 | This add-on works well with Anki Night Mode.
63 |
64 | #### For developers
65 | You are more than welcome to contribute! While I may not be able to support every user of this addon, I will do my best to help any developer willing to open PR implementing new features or fixing bugs.
66 |
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/index.html:
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/AnkiDraw/PerfectFreehand.js:
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1 | /* ------------------------------ PerfectFreehand ------------------------------*/
2 | /* ------------------------------ GetStroke.js ------------------------------*/
3 | /**
4 | * ## getStroke
5 | * @description Get an array of points describing a polygon that surrounds the input points.
6 | * @param points An array of points (as `[x, y, pressure]` or `{x, y, pressure}`). Pressure is optional in both cases.
7 | * @param options (optional) An object with options.
8 | * @param options.size The base size (diameter) of the stroke.
9 | * @param options.thinning The effect of pressure on the stroke's size.
10 | * @param options.smoothing How much to soften the stroke's edges.
11 | * @param options.easing An easing function to apply to each point's pressure.
12 | * @param options.simulatePressure Whether to simulate pressure based on velocity.
13 | * @param options.start Cap, taper and easing for the start of the line.
14 | * @param options.end Cap, taper and easing for the end of the line.
15 | * @param options.last Whether to handle the points as a completed stroke.
16 | */
17 | function getStroke(points, options) {
18 | if (options === void 0) { options = {}; }
19 | return getStrokeOutlinePoints(getStrokePoints(points, options), options);
20 | }
21 | //# sourceMappingURL=getStroke.js.map
22 | var __spreadArray = function (to, from, pack) {
23 | if (pack || arguments.length === 2) for (var i = 0, l = from.length, ar; i < l; i++) {
24 | if (ar || !(i in from)) {
25 | if (!ar) ar = Array.prototype.slice.call(from, 0, i);
26 | ar[i] = from[i];
27 | }
28 | }
29 | return to.concat(ar || Array.prototype.slice.call(from));
30 | };
31 | var min = Math.min, PI = Math.PI;
32 | // This is the rate of change for simulated pressure. It could be an option.
33 | var RATE_OF_PRESSURE_CHANGE = 0.275;
34 | // Browser strokes seem to be off if PI is regular, a tiny offset seems to fix it
35 | var FIXED_PI = PI + 0.0001;
36 | /**
37 | * ## getStrokeOutlinePoints
38 | * @description Get an array of points (as `[x, y]`) representing the outline of a stroke.
39 | * @param points An array of StrokePoints as returned from `getStrokePoints`.
40 | * @param options (optional) An object with options.
41 | * @param options.size The base size (diameter) of the stroke.
42 | * @param options.thinning The effect of pressure on the stroke's size.
43 | * @param options.smoothing How much to soften the stroke's edges.
44 | * @param options.easing An easing function to apply to each point's pressure.
45 | * @param options.simulatePressure Whether to simulate pressure based on velocity.
46 | * @param options.start Cap, taper and easing for the start of the line.
47 | * @param options.end Cap, taper and easing for the end of the line.
48 | * @param options.last Whether to handle the points as a completed stroke.
49 | */
50 | function getStrokeOutlinePoints(points, options) {
51 | if (options === void 0) { options = {}; }
52 | var _a = options.size, size = _a === void 0 ? 16 : _a, _b = options.smoothing, smoothing = _b === void 0 ? 0.5 : _b, _c = options.thinning, thinning = _c === void 0 ? 0.5 : _c, _d = options.simulatePressure, simulatePressure = _d === void 0 ? true : _d, _e = options.easing, easing = _e === void 0 ? function (t) { return t; } : _e, _f = options.start, start = _f === void 0 ? {} : _f, _g = options.end, end = _g === void 0 ? {} : _g, _h = options.last, isComplete = _h === void 0 ? false : _h;
53 | var _j = start.cap, capStart = _j === void 0 ? true : _j, _k = start.taper, taperStart = _k === void 0 ? 0 : _k, _l = start.easing, taperStartEase = _l === void 0 ? function (t) { return t * (2 - t); } : _l;
54 | var _m = end.cap, capEnd = _m === void 0 ? true : _m, _o = end.taper, taperEnd = _o === void 0 ? 0 : _o, _p = end.easing, taperEndEase = _p === void 0 ? function (t) { return --t * t * t + 1; } : _p;
55 | // We can't do anything with an empty array or a stroke with negative size.
56 | if (points.length === 0 || size <= 0) {
57 | return [];
58 | }
59 | // The total length of the line
60 | var totalLength = points[points.length - 1].runningLength;
61 | // The minimum allowed distance between points (squared)
62 | var minDistance = Math.pow(size * smoothing, 2);
63 | // Our collected left and right points
64 | var leftPts = [];
65 | var rightPts = [];
66 | // Previous pressure (start with average of first five pressures,
67 | // in order to prevent fat starts for every line. Drawn lines
68 | // almost always start slow!
69 | var prevPressure = points.slice(0, 10).reduce(function (acc, curr) {
70 | var pressure = curr.pressure;
71 | if (simulatePressure) {
72 | // Speed of change - how fast should the the pressure changing?
73 | var sp = min(1, curr.distance / size);
74 | // Rate of change - how much of a change is there?
75 | var rp = min(1, 1 - sp);
76 | // Accelerate the pressure
77 | pressure = min(1, acc + (rp - acc) * (sp * RATE_OF_PRESSURE_CHANGE));
78 | }
79 | return (acc + pressure) / 2;
80 | }, points[0].pressure);
81 | // The current radius
82 | var radius = getStrokeRadius(size, thinning, points[points.length - 1].pressure, easing);
83 | // The radius of the first saved point
84 | var firstRadius = undefined;
85 | // Previous vector
86 | var prevVector = points[0].vector;
87 | // Previous left and right points
88 | var pl = points[0].point;
89 | var pr = pl;
90 | // Temporary left and right points
91 | var tl = pl;
92 | var tr = pr;
93 | // let short = true
94 | /*
95 | Find the outline's left and right points
96 |
97 | Iterating through the points and populate the rightPts and leftPts arrays,
98 | skipping the first and last pointsm, which will get caps later on.
99 | */
100 | for (var i = 0; i < points.length; i++) {
101 | var pressure = points[i].pressure;
102 | var _q = points[i], point = _q.point, vector = _q.vector, distance = _q.distance, runningLength = _q.runningLength;
103 | // Removes noise from the end of the line
104 | if (i < points.length - 1 && totalLength - runningLength < 3) {
105 | continue;
106 | }
107 | /*
108 | Calculate the radius
109 |
110 | If not thinning, the current point's radius will be half the size; or
111 | otherwise, the size will be based on the current (real or simulated)
112 | pressure.
113 | */
114 | if (thinning) {
115 | if (simulatePressure) {
116 | // If we're simulating pressure, then do so based on the distance
117 | // between the current point and the previous point, and the size
118 | // of the stroke. Otherwise, use the input pressure.
119 | var sp = min(1, distance / size);
120 | var rp = min(1, 1 - sp);
121 | pressure = min(1, prevPressure + (rp - prevPressure) * (sp * RATE_OF_PRESSURE_CHANGE));
122 | }
123 | radius = getStrokeRadius(size, thinning, pressure, easing);
124 | }
125 | else {
126 | radius = size / 2;
127 | }
128 | if (firstRadius === undefined) {
129 | firstRadius = radius;
130 | }
131 | /*
132 | Apply tapering
133 |
134 | If the current length is within the taper distance at either the
135 | start or the end, calculate the taper strengths. Apply the smaller
136 | of the two taper strengths to the radius.
137 | */
138 | var ts = runningLength < taperStart
139 | ? taperStartEase(runningLength / taperStart)
140 | : 1;
141 | var te = totalLength - runningLength < taperEnd
142 | ? taperEndEase((totalLength - runningLength) / taperEnd)
143 | : 1;
144 | radius = Math.max(0.01, radius * Math.min(ts, te));
145 | /* Add points to left and right */
146 | // Handle the last point
147 | if (i === points.length - 1) {
148 | var offset_1 = mul(per(vector), radius);
149 | leftPts.push(sub(point, offset_1));
150 | rightPts.push(add(point, offset_1));
151 | continue;
152 | }
153 | var nextVector = points[i + 1].vector;
154 | var nextDpr = dpr(vector, nextVector);
155 | /*
156 | Handle sharp corners
157 |
158 | Find the difference (dot product) between the current and next vector.
159 | If the next vector is at more than a right angle to the current vector,
160 | draw a cap at the current point.
161 | */
162 | if (nextDpr < 0) {
163 | // It's a sharp corner. Draw a rounded cap and move on to the next point
164 | // Considering saving these and drawing them later? So that we can avoid
165 | // crossing future points.
166 | var offset_2 = mul(per(prevVector), radius);
167 | for (var step = 1 / 13, t = 0; t <= 1; t += step) {
168 | tl = rotAround(sub(point, offset_2), point, FIXED_PI * t);
169 | leftPts.push(tl);
170 | tr = rotAround(add(point, offset_2), point, FIXED_PI * -t);
171 | rightPts.push(tr);
172 | }
173 | pl = tl;
174 | pr = tr;
175 | continue;
176 | }
177 | /*
178 | Add regular points
179 |
180 | Project points to either side of the current point, using the
181 | calculated size as a distance. If a point's distance to the
182 | previous point on that side greater than the minimum distance
183 | (or if the corner is kinda sharp), add the points to the side's
184 | points array.
185 | */
186 | var offset = mul(per(lrp(nextVector, vector, nextDpr)), radius);
187 | tl = sub(point, offset);
188 | if (i <= 1 || dist2(pl, tl) > minDistance) {
189 | leftPts.push(tl);
190 | pl = tl;
191 | }
192 | tr = add(point, offset);
193 | if (i <= 1 || dist2(pr, tr) > minDistance) {
194 | rightPts.push(tr);
195 | pr = tr;
196 | }
197 | // Set variables for next iteration
198 | prevPressure = pressure;
199 | prevVector = vector;
200 | }
201 | /*
202 | Drawing caps
203 |
204 | Now that we have our points on either side of the line, we need to
205 | draw caps at the start and end. Tapered lines don't have caps, but
206 | may have dots for very short lines.
207 | */
208 | var firstPoint = points[0].point.slice(0, 2);
209 | var lastPoint = points.length > 1
210 | ? points[points.length - 1].point.slice(0, 2)
211 | : add(points[0].point, [1, 1]);
212 | var startCap = [];
213 | var endCap = [];
214 | /*
215 | Draw a dot for very short or completed strokes
216 |
217 | If the line is too short to gather left or right points and if the line is
218 | not tapered on either side, draw a dot. If the line is tapered, then only
219 | draw a dot if the line is both very short and complete. If we draw a dot,
220 | we can just return those points.
221 | */
222 | if (convertDotStrokes == true && points.length === 1) {
223 | if (!(taperStart || taperEnd) || isComplete) {
224 | var start_1 = prj(firstPoint, uni(per(sub(firstPoint, lastPoint))), -(firstRadius || radius));
225 | var dotPts = [];
226 | for (var step = 1 / 13, t = step; t <= 1; t += step) {
227 | dotPts.push(rotAround(start_1, firstPoint, FIXED_PI * 2 * t));
228 | }
229 | return dotPts;
230 | }
231 | }
232 | else {
233 | /*
234 | Draw a start cap
235 |
236 | Unless the line has a tapered start, or unless the line has a tapered end
237 | and the line is very short, draw a start cap around the first point. Use
238 | the distance between the second left and right point for the cap's radius.
239 | Finally remove the first left and right points. :psyduck:
240 | */
241 | if (taperStart || (taperEnd && points.length === 1)) {
242 | // The start point is tapered, noop
243 | }
244 | else if (capStart) {
245 | // Draw the round cap - add thirteen points rotating the right point around the start point to the left point
246 | for (var step = 1 / 13, t = step; t <= 1; t += step) {
247 | var pt = rotAround(rightPts[0], firstPoint, FIXED_PI * t);
248 | startCap.push(pt);
249 | }
250 | }
251 | else {
252 | // Draw the flat cap - add a point to the left and right of the start point
253 | var cornersVector = sub(leftPts[0], rightPts[0]);
254 | var offsetA = mul(cornersVector, 0.5);
255 | var offsetB = mul(cornersVector, 0.51);
256 | startCap.push(sub(firstPoint, offsetA), sub(firstPoint, offsetB), add(firstPoint, offsetB), add(firstPoint, offsetA));
257 | }
258 | /*
259 | Draw an end cap
260 |
261 | If the line does not have a tapered end, and unless the line has a tapered
262 | start and the line is very short, draw a cap around the last point. Finally,
263 | remove the last left and right points. Otherwise, add the last point. Note
264 | that This cap is a full-turn-and-a-half: this prevents incorrect caps on
265 | sharp end turns.
266 | */
267 | var direction = per(neg(points[points.length - 1].vector));
268 | if (taperEnd || (taperStart && points.length === 1)) {
269 | // Tapered end - push the last point to the line
270 | endCap.push(lastPoint);
271 | }
272 | else if (capEnd) {
273 | // Draw the round end cap
274 | var start_2 = prj(lastPoint, direction, radius);
275 | for (var step = 1 / 29, t = step; t < 1; t += step) {
276 | endCap.push(rotAround(start_2, lastPoint, FIXED_PI * 3 * t));
277 | }
278 | }
279 | else {
280 | // Draw the flat end cap
281 | endCap.push(add(lastPoint, mul(direction, radius)), add(lastPoint, mul(direction, radius * 0.99)), sub(lastPoint, mul(direction, radius * 0.99)), sub(lastPoint, mul(direction, radius)));
282 | }
283 | }
284 | /*
285 | Return the points in the correct winding order: begin on the left side, then
286 | continue around the end cap, then come back along the right side, and finally
287 | complete the start cap.
288 | */
289 | return leftPts.concat(endCap, rightPts.reverse(), startCap);
290 | }
291 |
292 | function getStrokePoints(points, options) {
293 | var _a;
294 | if (options === void 0) { options = {}; }
295 | var _b = options.streamline, streamline = _b === void 0 ? 0.5 : _b, _c = options.size, size = _c === void 0 ? 16 : _c, _d = options.last, isComplete = _d === void 0 ? false : _d;
296 | // If we don't have any points, return an empty array.
297 | if (points.length === 0)
298 | return [];
299 | // Find the interpolation level between points.
300 | var t = 0.15 + (1 - streamline) * 0.85;
301 | // Whatever the input is, make sure that the points are in number[][].
302 | var pts = Array.isArray(points[0])
303 | ? points
304 | : points.map(function (_a) {
305 | var x = _a.x, y = _a.y, _b = _a.pressure, pressure = _b === void 0 ? 0.5 : _b;
306 | return [x, y, pressure];
307 | });
308 | // Add extra points between the two, to help avoid "dash" lines
309 | // for strokes with tapered start and ends. Don't mutate the
310 | // input array!
311 | if (pts.length === 2) {
312 | var last = pts[1];
313 | pts = pts.slice(0, -1);
314 | for (var i = 1; i < 5; i++) {
315 | pts.push(lrp(pts[0], last, i / 4));
316 | }
317 | }
318 | // If there's only one point, add another point at a 1pt offset.
319 | // Don't mutate the input array!
320 | if (pts.length === 1) {
321 | pts = __spreadArray(__spreadArray([], pts, true), [__spreadArray(__spreadArray([], add(pts[0], [1, 1]), true), pts[0].slice(2), true)], false);
322 | }
323 | // The strokePoints array will hold the points for the stroke.
324 | // Start it out with the first point, which needs no adjustment.
325 | var strokePoints = [
326 | {
327 | point: [pts[0][0], pts[0][1]],
328 | pressure: pts[0][2] >= 0 ? pts[0][2] : 0.25,
329 | vector: [1, 1],
330 | distance: 0,
331 | runningLength: 0,
332 | },
333 | ];
334 | // A flag to see whether we've already reached out minimum length
335 | var hasReachedMinimumLength = false;
336 | // We use the runningLength to keep track of the total distance
337 | var runningLength = 0;
338 | // We're set this to the latest point, so we can use it to calculate
339 | // the distance and vector of the next point.
340 | var prev = strokePoints[0];
341 | var max = pts.length - 1;
342 | // Iterate through all of the points, creating StrokePoints.
343 | for (var i = 1; i < pts.length; i++) {
344 | var point = isComplete && i === max
345 | ? // If we're at the last point, and `options.last` is true,
346 | // then add the actual input point.
347 | pts[i].slice(0, 2)
348 | : // Otherwise, using the t calculated from the streamline
349 | // option, interpolate a new point between the previous
350 | // point the current point.
351 | lrp(prev.point, pts[i], t);
352 | // If the new point is the same as the previous point, skip ahead.
353 | if (isEqual(prev.point, point))
354 | continue;
355 | // How far is the new point from the previous point?
356 | var distance = dist(point, prev.point);
357 | // Add this distance to the total "running length" of the line.
358 | runningLength += distance;
359 | // At the start of the line, we wait until the new point is a
360 | // certain distance away from the original point, to avoid noise
361 | if (i < max && !hasReachedMinimumLength) {
362 | if (runningLength < size)
363 | continue;
364 | hasReachedMinimumLength = true;
365 | // TODO: Backfill the missing points so that tapering works correctly.
366 | }
367 | // Create a new strokepoint (it will be the new "previous" one).
368 | prev = {
369 | // The adjusted point
370 | point: point,
371 | // The input pressure (or .5 if not specified)
372 | pressure: pts[i][2] >= 0 ? pts[i][2] : 0.5,
373 | // The vector from the current point to the previous point
374 | vector: uni(sub(prev.point, point)),
375 | // The distance between the current point and the previous point
376 | distance: distance,
377 | // The total distance so far
378 | runningLength: runningLength,
379 | };
380 | // Push it to the strokePoints array.
381 | strokePoints.push(prev);
382 | }
383 | // Set the vector of the first point to be the same as the second point.
384 | strokePoints[0].vector = ((_a = strokePoints[1]) === null || _a === void 0 ? void 0 : _a.vector) || [0, 0];
385 | return strokePoints;
386 | }
387 | function getStrokeRadius(size, thinning, pressure, easing) {
388 | if (easing === void 0) { easing = function (t) { return t; }; }
389 | return size * easing(0.5 - thinning * (0.5 - pressure));
390 | }
391 |
392 | /**
393 | * Negate a vector.
394 | * @param A
395 | * @internal
396 | */
397 | function neg(A) {
398 | return [-A[0], -A[1]];
399 | }
400 | /**
401 | * Add vectors.
402 | * @param A
403 | * @param B
404 | * @internal
405 | */
406 | function add(A, B) {
407 | return [A[0] + B[0], A[1] + B[1]];
408 | }
409 | /**
410 | * Subtract vectors.
411 | * @param A
412 | * @param B
413 | * @internal
414 | */
415 | function sub(A, B) {
416 | return [A[0] - B[0], A[1] - B[1]];
417 | }
418 | /**
419 | * Vector multiplication by scalar
420 | * @param A
421 | * @param n
422 | * @internal
423 | */
424 | function mul(A, n) {
425 | return [A[0] * n, A[1] * n];
426 | }
427 | /**
428 | * Vector division by scalar.
429 | * @param A
430 | * @param n
431 | * @internal
432 | */
433 | function div(A, n) {
434 | return [A[0] / n, A[1] / n];
435 | }
436 | /**
437 | * Perpendicular rotation of a vector A
438 | * @param A
439 | * @internal
440 | */
441 | function per(A) {
442 | return [A[1], -A[0]];
443 | }
444 | /**
445 | * Dot product
446 | * @param A
447 | * @param B
448 | * @internal
449 | */
450 | function dpr(A, B) {
451 | return A[0] * B[0] + A[1] * B[1];
452 | }
453 | /**
454 | * Get whether two vectors are equal.
455 | * @param A
456 | * @param B
457 | * @internal
458 | */
459 | function isEqual(A, B) {
460 | return A[0] === B[0] && A[1] === B[1];
461 | }
462 | /**
463 | * Length of the vector
464 | * @param A
465 | * @internal
466 | */
467 | function len(A) {
468 | return Math.hypot(A[0], A[1]);
469 | }
470 | /**
471 | * Length of the vector squared
472 | * @param A
473 | * @internal
474 | */
475 | function len2(A) {
476 | return A[0] * A[0] + A[1] * A[1];
477 | }
478 | /**
479 | * Dist length from A to B squared.
480 | * @param A
481 | * @param B
482 | * @internal
483 | */
484 | function dist2(A, B) {
485 | return len2(sub(A, B));
486 | }
487 | /**
488 | * Get normalized / unit vector.
489 | * @param A
490 | * @internal
491 | */
492 | function uni(A) {
493 | return div(A, len(A));
494 | }
495 | /**
496 | * Dist length from A to B
497 | * @param A
498 | * @param B
499 | * @internal
500 | */
501 | function dist(A, B) {
502 | return Math.hypot(A[1] - B[1], A[0] - B[0]);
503 | }
504 | /**
505 | * Mean between two vectors or mid vector between two vectors
506 | * @param A
507 | * @param B
508 | * @internal
509 | */
510 | function med(A, B) {
511 | return mul(add(A, B), 0.5);
512 | }
513 | /**
514 | * Rotate a vector around another vector by r (radians)
515 | * @param A vector
516 | * @param C center
517 | * @param r rotation in radians
518 | * @internal
519 | */
520 | function rotAround(A, C, r) {
521 | var s = Math.sin(r);
522 | var c = Math.cos(r);
523 | var px = A[0] - C[0];
524 | var py = A[1] - C[1];
525 | var nx = px * c - py * s;
526 | var ny = px * s + py * c;
527 | return [nx + C[0], ny + C[1]];
528 | }
529 | /**
530 | * Interpolate vector A to B with a scalar t
531 | * @param A
532 | * @param B
533 | * @param t scalar
534 | * @internal
535 | */
536 | function lrp(A, B, t) {
537 | return add(A, mul(sub(B, A), t));
538 | }
539 | /**
540 | * Project a point A in the direction B by a scalar c
541 | * @param A
542 | * @param B
543 | * @param c
544 | * @internal
545 | */
546 | function prj(A, B, c) {
547 | return add(A, mul(B, c));
548 | }
--------------------------------------------------------------------------------
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673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/AnkiDraw/Caligrapher.js:
--------------------------------------------------------------------------------
1 | /*
2 | -------------------------------- Caligrapher ------------------------------------------
3 | Created By: August Toman-Yih
4 | Git Repository: https://github.com/atomanyih/Calligrapher
5 | */
6 | /* ------------------------------Unchanged Caligrapher Code------------------------------*/
7 | /* ------------------------------ Corners.js ------------------------------*/
8 | /**
9 | * @classDescription A shape made out of bezier curves. Hopefully connected
10 | * @param {Array} sections
11 | */
12 | function BezierShape(sections) {
13 | this.sections = sections;
14 | this.name = ""; //optional
15 | this.skeleton = [];
16 | }
17 |
18 | BezierShape.prototype.copy = function() {
19 | var newSections = [],
20 | newSkeleton = [];
21 | for(var i in this.sections) {
22 | newSections[i] = [];
23 | for(var j = 0; j<4; j++) {
24 | newSections[i][j] = this.sections[i][j].slice(0);
25 | }
26 | }
27 | for(var i in this.skeleton)
28 | newSkeleton[i] = this.skeleton[i].copy();
29 |
30 | var copy = new BezierShape(newSections);
31 | copy.name = this.name;
32 | copy.skeleton = newSkeleton;
33 | return copy;
34 | };
35 |
36 | /**
37 | * Draws the BezierShape NO SCALING OR NUFFIN. Probably only used internally
38 | * @param {Object} ctx
39 | */
40 | BezierShape.prototype.draw = function(ctx) {
41 | var x = this.sections[0][0][0], //ew
42 | y = this.sections[0][0][1];
43 | ctx.beginPath();
44 | ctx.moveTo(x,y);
45 | for(var i = 0; i < this.sections.length; i++) {
46 | var b = this.sections[i];
47 | ctx.bezierCurveTo(b[1][0],b[1][1],b[2][0],b[2][1],b[3][0],b[3][1]);
48 | }
49 | ctx.closePath();
50 |
51 | ctx.fill();
52 | };
53 |
54 | function Bone(points,offset) {
55 | this.points = points;
56 | this.offset = offset;
57 | }
58 |
59 | Bone.prototype.copy = function() {
60 | var nP = [];
61 | for(var i in this.points)
62 | nP[i] = this.points[i].slice(0);
63 | return new Bone(nP,this.offset);
64 | };
65 |
66 | function drawCornerScaled(corner,pos,dir,width,height,ctx) { //FIXME degree, radian inconsistency
67 | ctx.save();
68 | ctx.translate(pos[0],pos[1]);
69 | ctx.rotate(dir);
70 | ctx.scale(height,width);
71 |
72 | corner.draw(ctx);
73 | ctx.restore();
74 | }
75 |
76 | function drawCorner(corner,pos,dir,width,ctx) {
77 | drawCornerScaled(corner,pos,dir,width,width,ctx);
78 | }
79 |
80 | function drawDICorner(corner,attrs,width,ctx) {
81 | if(corner == null)
82 | return;
83 |
84 | // corner rotation
85 | var pos = attrs.point,
86 | inAngle = attrs.inAngle-corner.skeleton["armA"].offset, //This is so the whole corner is rotated //FIXME a little gross
87 | outAngle = attrs.outAngle,
88 | c = setBoneAngles(corner,[["armB",(outAngle-inAngle)/180*Math.PI]]);
89 |
90 | drawCorner(c,pos,inAngle/180*Math.PI,width,ctx);
91 | }
92 |
93 |
94 |
95 | // HERE ARE SOME CORNERS // some may need to be rotated
96 | kappa = 0.5522847498;
97 | // Circle-ish thing. Not a corner.
98 | CIRCLE = new BezierShape([
99 | [[-5,0],[-5,-5*kappa],[-5*kappa,-5],[0,-5]],
100 | [[0,-5],[5*kappa,-5],[5,-5*kappa],[5,0]],
101 | [[5,0],[5,5*kappa],[5*kappa,5],[0,5]],
102 | [[0,5],[-5*kappa,5],[-5,5*kappa],[-5,0]]
103 | ]);
104 |
105 |
106 | C1 = new BezierShape([
107 | [[15,6], [-3,4], [-11,5], [-20,0]]
108 | ,[[-20,0], [-15,-5], [4,-9], [13,-5]]
109 | ,[[13,-5], [20,0], [21,8], [15,6]]
110 | ]);
111 | C1.name = "C1";
112 |
113 | C2 = new BezierShape([
114 | [[2,5], [-2,5], [-12,2], [-13,-2]]
115 | ,[[-13,2], [-7,-5], [0,-5], [2,-5]]
116 | ,[[2,-5], [3,-5], [3,5], [2,5]]
117 | ]);
118 | C2.name = "C2";
119 |
120 | C3 = new BezierShape([
121 | [[-8,5], [-10,5], [-10,-5], [-8,-5]]
122 | ,[[-8,-5], [3,-5], [15,0], [15,5]]
123 | ,[[15,5], [10,7], [2,5], [-8,5]]
124 | ]);
125 | C3.name = "C3";
126 |
127 | C4 = new BezierShape([
128 | [[0,5], [-2,5], [-4,7], [-5,8]]
129 | ,[[-5,8], [-7,10], [-9,12], [-8,5]]
130 | ,[[-8,5], [-7,3], [-5,-5], [0,-5]]
131 | ,[[0,-5], [3,-5], [3,5], [0,5]]
132 | ]);
133 | C4.name = "C4";
134 |
135 | C5 = new BezierShape([
136 | [[0,-5], [-3,-5], [-3,5], [0,5]]
137 | ,[[0,5], [8,5], [10,5], [15,2]]
138 | ,[[15,2], [12,-2], [-2,-5], [0,-5]]
139 | ]);
140 | C5.name = "C5";
141 |
142 | C6 = new BezierShape([
143 | [[0,5], [-6,6], [-8,7], [-12,8]]
144 | ,[[-12,8], [-13,9], [-13,7], [-12,6]]
145 | ,[[-12,6], [-10,3], [-5,-4], [0,-5]]
146 | ,[[0,-5], [3,-5], [3,5], [0,5]]
147 | ]);
148 | C6.name = "C6";
149 |
150 | C7 = new BezierShape([
151 | [[-5,-5],[0,-5],[11,-7],[15,-6]]
152 | ,[[15,-6],[17,-5],[2,4],[1,5]]
153 | ,[[1,5],[0,5],[0,5],[-5,5]]
154 | ,[[-5,5],[-8,5],[-8,-5],[-5,-5]]
155 | ]);
156 | C7.name = "C7";
157 |
158 | SI_CORNERS = [C1,C2,C3,C4,C5,C6,C7];
159 |
160 | C8 = new BezierShape([
161 | [[-13,3], [-20,3], [-20,-3], [-13,-3]],
162 | [[-13,-3], [-5,-5], [-6,-7], [-4,-8]],
163 | [[-4,-8], [0,-8], [12,3], [7,5]],
164 | [[7,5], [5,6], [5,8], [3,13]],
165 | [[3,13], [3,20], [-3,20], [-3,13]],
166 | [[-3,13], [-5,5], [-10,5], [-13,3]]
167 | ]);
168 | C8.name = "C8";
169 | C8.skeleton["armA"] = new Bone([[0,0],[0,1],[0,2],[0,3],[1,0],[1,1],[5,2],[5,3]],0);
170 | C8.skeleton["armB"] = new Bone([[4,0],[4,1],[4,2],[4,3],[3,2],[3,3],[5,0],[5,1],
171 | [1,2],[1,3],[2,0],[2,1]],90);
172 |
173 | C8R = horizFlipCopy(C8);
174 |
175 | /*C9 = new BezierShape([ //TODO fix corner so that stem moves depending on angle
176 | [[-3,-10], [-3,-15], [3,-15], [3,-10]],
177 | [[3,-10], [5,-5], [6,6], [0,11]],
178 | [[0,11], [-5,15], [-3,5], [-10,3]],
179 | [[-10,3], [-15,3], [-15,-3], [-10,-3]],
180 | [[-10,-3], [-5,-5], [-5,-7], [-3,-10]]
181 | ]);
182 | C9.name = "C9";
183 | C9.skeleton["armA"] = new Bone([[0,0],[0,1],[0,2],[0,3],[1,0],[1,1],[4,2],[4,3]],90);
184 | C9.skeleton["armB"] = new Bone([[3,0],[3,1],[3,2],[3,3],[4,0],[4,1],[2,2],[2,3]],180);*/
185 |
186 | C9 = new BezierShape([ //note, 90º angles look a little weird
187 | [[-4,-12],[-4,-15],[4,-15],[5,-12]],
188 | [[5,-12],[5,-2],[6,3],[1,8]],
189 | [[-1,8],[-3,11],[-4,2],[-12,-5]],
190 | [[-12,-5],[-15,-7],[-15,-9],[-10,-8]],
191 | [[-10,-8],[-6,-8],[-4,-7],[-4,-12]]
192 | ]);
193 | C9.name = "C9";
194 | C9.skeleton["armA"] = new Bone([[0,0],[0,1],[0,2],[0,3],[1,0],[1,1],[4,2],[4,3],[1,2]],90); //not that this actually matters
195 | C9.skeleton["armB"] = new Bone([[3,0],[3,1],[3,2],[3,3],[4,0],[4,1],[2,2],[2,3]],210);
196 |
197 | C9R = vertFlipCopy(C9);
198 |
199 | C10 = new BezierShape([
200 | [[-5,5],[-6,5],[-6,-5],[-5,-5]],
201 | [[-5,-5],[-2,-7],[2,-7],[5,-5]],
202 | [[5,-5],[6,-5],[6,5],[5,5]],
203 | [[5,5],[2,7],[-2,7],[-5,5]]
204 | ]);
205 |
206 | C10.name = "C10";
207 | C10.skeleton["armA"] = new Bone([[0,0],[0,1],[0,2],[0,3],[1,0],[1,2],[3,2],[3,3]],0);
208 | C10.skeleton["armB"] = new Bone([[2,0],[2,1],[2,2],[2,3],[3,0],[3,1],[1,2],[1,3]],0);
209 |
210 | function linInterpolate(y0,y1,mu) {
211 | return y0*(1-mu) + y1*mu;
212 | }
213 |
214 | function cosInterpolate(y0,y1,mu) {
215 | var mu2 = (1-Math.cos(mu*Math.PI))/2;
216 | return y0*(1-mu2)+y1*mu2;
217 | }
218 |
219 | /**
220 | * Returns a function that linearly interpolates between the values given
221 | */
222 | function linFunction(points) {
223 | return function(t) {
224 | if(t==0)
225 | return points[0][1];
226 | for(var i = 1; ip0[0]) {
230 | var mu = (t-p0[0])/(p1[0]-p0[0]);
231 | return linInterpolate(p0[1],p1[1],mu); //cubic might be better
232 | }
233 | }
234 | };
235 | }
236 |
237 | /**
238 | * Returns a function that cosine interpolates between the values given
239 | */
240 | function cosFunction(points) {
241 | return function(t) {
242 | if(t==0)
243 | return points[0][1];
244 | for(var i = 1; ip0[0]) {
248 | var mu = (t-p0[0])/(p1[0]-p0[0]);
249 | return cosInterpolate(p0[1],p1[1],mu); //cubic might be better
250 | }
251 | }
252 | };
253 | }
254 |
255 | //example thickness functions
256 | function one(t) {
257 | return 1;
258 | }
259 |
260 | function test(t) {
261 | return t;
262 | }
263 |
264 | //These are ugly
265 | SEGMENT_I = cosFunction([[0,1],[.5,.7],[1,1]]); //FIXME, sometimes extends past corners
266 | SEGMENT_II = linFunction([[0,1],[.5,.8],[1,.2]]); //kinda ugly :||
267 | SEGMENT_III = linFunction([[0,.2],[.5,.8],[1,1]]);
268 |
269 | HEN = [C2,SEGMENT_I,C3];
270 | SHU1 = [C4,SEGMENT_I,C5];
271 | SHU2 = [C4,SEGMENT_II];
272 | NA = [C6,SEGMENT_I,C7];
273 | DIAN = [C1];
274 | OTHER = [C4,SEGMENT_II];
275 |
276 | function RAND(t) {
277 | return Math.random();
278 | }
279 |
280 | function setBoneAngles(c,dirList) {
281 | var c = c.copy();
282 |
283 | for(var i in dirList) {
284 | var dir = dirList[i][1],
285 | bone = dirList[i][0];
286 | for(var j in c.skeleton[bone].points) {
287 | var p = c.skeleton[bone].points[j],
288 | offset = c.skeleton[bone].offset/180*Math.PI,
289 | vec = c.sections[p[0]][p[1]];
290 | //console.log(vec);
291 | //console.log(dir-offset);
292 | //console.log(rotate(vec,dir-offset));
293 | c.sections[p[0]][p[1]] = rotate(vec,dir-offset);
294 |
295 | }
296 | }
297 |
298 | return c;
299 | }
300 |
301 | function vertFlipCopy(c) {
302 | var c = c.copy();
303 |
304 | for(var i in c.sections){
305 | for(var j in c.sections[i]) {
306 | c.sections[i][j][1] = -c.sections[i][j][1];
307 | }
308 | }
309 | for(var i in c.skeleton) {
310 | c.skeleton[i].offset = 360 - c.skeleton[i].offset;
311 | }
312 | return c
313 | }
314 |
315 | function horizFlipCopy(c) {
316 | var c = c.copy();
317 |
318 | for(var i in c.sections){
319 | for(var j in c.sections[i]) {
320 | c.sections[i][j][0] = -c.sections[i][j][0];
321 | }
322 | }
323 | for(var i in c.skeleton) {
324 | c.skeleton[i].offset = 180 - c.skeleton[i].offset;
325 | if(c.skeleton[i].offset<0)
326 | c.skeleton[i].offset += 360;
327 | }
328 | return c
329 | }
330 |
331 | /* ------------------------------ bezier.js ------------------------------*/
332 |
333 | //TODO use vectors for everything so it's less stupid
334 |
335 | // Generalized recurvsive BEZIER FUNCTIONS (why am I doing it this way I don't know)
336 | /**
337 | * returns a point on the bezier curve
338 | * @param {Array} ps Control points of bezier curve
339 | * @param {Numeric} t Location along bezier curve [0,1]
340 | * @return {Array} Returns the point on the bezier curve
341 | */
342 | function bezierPos(ps, t) {
343 | var size = ps.length;
344 | if(size == 1)
345 | return ps[0];
346 |
347 | //WARNING, changed direction on this. May cause problems
348 | var bx = (t) * bezierPos(ps.slice(1),t)[0] + (1-t) * bezierPos(ps.slice(0,size-1),t)[0],
349 | by = (t) * bezierPos(ps.slice(1),t)[1] + (1-t) * bezierPos(ps.slice(0,size-1),t)[1];
350 |
351 | return [bx,by];
352 | }
353 |
354 | function bezierSlo(ps, t) {
355 | var size = ps.length;
356 |
357 | if(size == 1)
358 | return ps[0];
359 |
360 | var dx = bezierPos(ps.slice(0,size-1),t)[0] - bezierPos(ps.slice(1),t)[0] ,
361 | dy = bezierPos(ps.slice(0,size-1),t)[1] - bezierPos(ps.slice(1),t)[1];
362 |
363 | return dy/dx;
364 | }
365 |
366 | // Bezier function class. Meant simply as a math thing (no drawing or any bullshit)
367 | /**
368 | * @class Bezier function class.
369 | * @return {Bezier} Returns the bezier function
370 | */
371 | function Bezier(controlPoints) {
372 | this.order = controlPoints.length-1; //useful? or obtuse? //Answer: not used anywhere
373 | this.controlPoints = controlPoints;
374 | }
375 |
376 | Bezier.prototype.getStart = function() {
377 | return this.controlPoints[0];
378 | };
379 |
380 | Bezier.prototype.getEnd = function() {
381 | return this.controlPoints[this.order];
382 | };
383 |
384 | Bezier.prototype.getPoint = function(t) {
385 | return bezierPos(this.controlPoints,t);
386 | };
387 |
388 | Bezier.prototype.drawPlain = function(ctx) {
389 | if(this.order == 3) {
390 | var c = this.controlPoints;
391 | ctx.beginPath();
392 | ctx.moveTo(c[0][0],c[0][1]);
393 | ctx.bezierCurveTo(c[1][0],c[1][1],c[2][0],c[2][1],c[3][0],c[3][1]);
394 | ctx.stroke();
395 | }
396 |
397 | };
398 |
399 | Bezier.prototype.getDerivativeVector = function(t) {
400 | var size = 0.001,
401 | p0 = null,
402 | p1 = null;
403 | if(t=1)
459 | return 1; //so we don't extrapolate or anything stupid
460 | }
461 | return t;
462 | };
463 |
464 | Bezier.prototype.getPointByLengthBack = function(l) {//doesn't actually return a point. bad name
465 | var t = 1,
466 | len = 0,
467 | point = this.getEnd();
468 | while(len < l) {
469 | var newPoint = this.getPoint(t)
470 | len += getDist(point,newPoint);
471 | point = newPoint;
472 | t -= 0.01;
473 | if(t<=0)
474 | return 1; //so we don't extrapolate or anything stupid
475 | }
476 | return t;
477 | };
478 |
479 | function getSlopeVector(slope,length) {
480 | var x = length * Math.cos(Math.atan(slope)),
481 | y = length * Math.sin(Math.atan(slope));
482 | return [x,y];
483 | }
484 |
485 | function scalePoint(s0,s1,p0,p1,v) { //Could probs be simplified, also currently not used
486 | var xScale = (p1[0]-p0[0])/(s1[0]-s0[0]), //scaling factos
487 | yScale = (p1[1]-p0[1])/(s1[1]-s0[1]),
488 | x = p0[0]+xScale*(v[0]-s0[0]), //Scaled x and y
489 | y = p0[1]+yScale*(v[1]-s0[1]);
490 | return [x,y];
491 | }
492 |
493 | //Draws a bezier curve scaled between the two points (good idea? bad idea? dunno.)
494 | /**
495 | * @param {Bezier} curve The bezier curve to be drawn
496 | * @param {Numerical} wid Nominal width
497 | * @param {Function} wF Width function
498 | * @param {Context} ctx Context to draw to
499 | */
500 | //FIXME width function gets "bunched up" around control points (detail below)
501 | // the bezier calculation means that more of t is spent near control points. turn on debug to see
502 | // this is good for detail b/c it means higher resolution at tight curves (a happy accident)
503 | // but the width contour gets a bit bunched up. solution: instead of wF(t), use wF(currentLength/totalLength)
504 |
505 | //FIXME Ugly (code)
506 | function drawBezier(curve,wid,wF,ctx) {
507 | var length = curve.getLength(),
508 | numPoints = Math.round(length/RESOLUTION),
509 | leftPoints = [],
510 | rightPoints = [],
511 | currentPoint = sub(scale(curve.getStart(),2),curve.controlPoints[1]);
512 |
513 | for(var i = 0; i <= numPoints; i++){
514 | var t = i/numPoints,
515 | centerPoint = curve.getPoint(t)
516 | offset = scale(perpNorm(sub(centerPoint,currentPoint)),wF(t)*wid/2);
517 |
518 | leftPoints.push(add(centerPoint,offset));
519 | rightPoints.push(sub(centerPoint,offset));
520 | currentPoint = centerPoint;
521 |
522 | }
523 | //Drawing the polygon
524 | var s = leftPoints[0];
525 | ctx.beginPath();
526 | ctx.moveTo(s[0],s[1]); //starting from start center
527 | for(var i = 0; i < leftPoints.length; i++){
528 | var p = leftPoints[i];
529 | ctx.lineTo(p[0],p[1]);
530 | }
531 | for(var i = rightPoints.length-1; i >= 0; i--){
532 | var p = rightPoints[i];
533 | ctx.lineTo(p[0],p[1]);
534 | }
535 | ctx.closePath();
536 | ctx.fill();
537 | }
538 |
539 | function drawBezierTransformed(p0,p1,curve,wid,wF,ctx) {
540 | var s0 = curve.getStart(),
541 | s1 = curve.getEnd(),
542 | xScale = (p1[0]-p0[0])/(s1[0]-s0[0]), //scaling factos
543 | yScale = (p1[1]-p0[1])/(s1[1]-s0[1]),
544 | controlPoints = [];
545 |
546 | for(var i = 0; i <= curve.order; i++) {
547 | var p = curve.controlPoints[i],
548 | x = p0[0]+xScale*(p[0]-s0[0]), //Scaled x and y
549 | y = p0[1]+yScale*(p[1]-s0[1]);
550 | controlPoints[i] = [x,y];
551 | }
552 | drawBezier(new Bezier(controlPoints),wid,wF,ctx);
553 |
554 | }
555 |
556 | /* ------------------------------ curveFitting.js ------------------------------*/
557 | function getLengths(chord) {
558 | var lens = [0]; //first is 0
559 |
560 | for(var i = 1; ilist[i]) {
588 | iMin = i;
589 | min = list[i];
590 | }
591 | }
592 | return [iMin,min];
593 | }
594 |
595 | function parameterize(chord) {
596 | /*var lens = getLengths(chord);
597 | return normalizeList(lens);*/
598 | var lens = [0]; //first is 0
599 |
600 | for(var i = 1; i max) {
664 | max = dist;
665 | iMax = i;
666 | }
667 | }
668 | return [iMax,max];
669 | }
670 |
671 | function fitStroke(chord) {
672 | var chords = splitChord(chord,detectCorners(chord)),
673 | curves = [];
674 |
675 | for(var i in chords) {
676 | var ts = parameterize(chords[i]),
677 | curve = leastSquaresFit(chords[i],ts);
678 | curves.push(curve);
679 | }
680 |
681 | return curves;
682 | }
683 |
684 | function splitCurve(chord,ts,curve) { //TODO FIGURE THIS FUCKING SHIT OUT
685 | var errs = [];
686 | for(var i = 1; i= chord.length) //if it's not long enough just return the whole thing
742 | return chord;
743 | dist+=getDist(chord[i],chord[i-1]);
744 | }
745 | return chord.slice(0,i);
746 | }
747 |
748 | function splitChord(chord,indices) {
749 | var newChords = [],
750 | ind = 0;
751 | for(var i in indices) {
752 | newChords.push(chord.slice(ind,indices[i]+1));
753 | ind = indices[i];
754 | }
755 | newChords.push(chord.slice(ind));
756 | return newChords;
757 | }
758 |
759 | function chordPrint(chord) {
760 | var s = "| ";
761 | for(var i in chord) {
762 | s+= chord[i] + " | ";
763 | }
764 | //console.log(s);
765 | }
766 |
767 | /* ------------------------------ strokeDrawing.js ------------------------------*/
768 |
769 | //Stroke drawing and analysis
770 | //Basically, a "stroke" will be a collection of segments
771 | //the segments when drawn will be assigned corners and types and stuff
772 |
773 | function drawSegment(wF,segment,width,ctx) {
774 | drawBezier(segment,width,wF,ctx);
775 | //ctx.fillStyle = "rgba(0,0,0,1)";
776 | }
777 |
778 |
779 |
780 | function drawBasicStroke(segment,width,ctx) { //TODO
781 | var attrs = getSegmentAttributes(segment),
782 | comps = checkRules2(attrs,RULE_BS);
783 |
784 | //corners
785 | if(comps.length == 1){ //dian
786 | var point = midpoint(attrs.startPoint,attrs.endPoint,0.5); //FIXME these stupid width division factors
787 | drawCornerScaled(comps[0],point,degToRad(attrs.startAngle),width/13,attrs.length/20,ctx);
788 | } else {
789 | drawCorner(comps[0],attrs.startPoint,degToRad(attrs.startAngle),width/10,ctx);
790 | if(comps.length == 3) {
791 | drawCorner(comps[2],attrs.endPoint,degToRad(attrs.endAngle),width/10,ctx);
792 | }
793 |
794 | drawSegment(comps[1],segment,width,ctx);
795 | }
796 | }
797 |
798 | function Stroke(segments) {
799 | this.segments = segments;
800 | }
801 |
802 | Stroke.prototype.drawPlain = function(ctx) {
803 | var x = this.segments[0].getStart()[0],
804 | y = this.segments[0].getStart()[1];
805 | ctx.moveTo(x,y);
806 | for(var i = 0; i < this.segments.length; i++) {
807 | var b = this.segments[i].controlPoints;
808 | ctx.bezierCurveTo(b[1][0],b[1][1],b[2][0],b[2][1],b[3][0],b[3][1]);
809 | }
810 | ctx.stroke();
811 | };
812 |
813 | Stroke.prototype.draw = function(width, ctx) {
814 | if(this.segments.length == 1){ //Basic Stroke
815 | drawBasicStroke(this.segments[0],width,ctx);
816 | } else { //Compound stroke
817 | drawCompoundStroke(this,width,ctx);
818 | }
819 | };
820 |
821 | function drawCompoundStroke(stroke,width,ctx) { //FIXME copypasta
822 | var numSegments = stroke.segments.length;
823 |
824 | //corners
825 | var attrs = getSegmentAttributes(stroke.segments[0]),
826 | corners = [];
827 |
828 | var corner = checkRules2(attrs,RULE_CC_START);//checkRules(attrs,COMPOUND_CORNER_START);
829 | if(corner != null)
830 | drawCorner(corner,attrs.startPoint,attrs.startAngle/180*Math.PI,width/10,ctx);
831 | corners.push(corner);
832 |
833 | for(var i = 1; i= range[0] && num < range[1];
865 | }
866 |
867 | function inRanges(num,ranges) {
868 | for(var i = 0; ioutAngle){
902 | if(inAngle-180180)
915 | return angle-360;
916 | return angle;
917 | }
918 |
919 | function checkRule(obj,rule) {
920 | if(rule[0] == "Result")
921 | return rule[1];
922 | //console.log(rule[0]);
923 | if(inRange(obj[rule[0]],rule[1]))
924 | return checkRule(obj,rule[2]);
925 | return null;
926 | }
927 |
928 | function checkRules(obj,ruleset) { //checks all rules, no shortcircuiting currently
929 | var results = [];
930 | //console.log("Checking rules");
931 | for(var i = 0; i 1)
937 | throw "Overlapping conditions";
938 | if(results.length == 1)
939 | return results[0];
940 | //console.log("no result");
941 | return ruleset[ruleset.length-1]; //default
942 | }
943 |
944 | function checkRules2(obj,ruleset) {
945 | var results = [];
946 | //console.log("Checking rules");
947 | for(var i = 0; i=r[i][0] && n=r;
988 | },
989 | "LESS_THAN" : function(a,n,r) {
990 | return nMath.abs(matrix[iMax][c]))
1258 | iMax = i;
1259 | }
1260 | return iMax
1261 | }
1262 |
1263 | function swapRows(matrix,r0,r1) {
1264 | var i = matrix[r0];
1265 | matrix[r0]=matrix[r1];
1266 | matrix[r1]=i;
1267 | return matrix;
1268 | }
1269 |
1270 | /* ------------------------------ Vector.js ------------------------------*/
1271 |
1272 | // Math
1273 | function truncate(vector, max) {
1274 | var mag = getMag(vector);
1275 | if(mag > max)
1276 | return scale(vector,max/mag);
1277 | return vector;
1278 | }
1279 |
1280 | function perp(vector) {
1281 | return [vector[1],-vector[0]];
1282 | }
1283 |
1284 | function perpNorm(vector) {
1285 | return normalize(perp(vector));
1286 | }
1287 |
1288 | function normalize(vector) {
1289 | //if(vector[0]==0 && vector[1]==0)
1290 | // return [0,1];
1291 | var mag = getMag(vector);
1292 | return scale(vector,1/mag);
1293 | }
1294 |
1295 | function normalizeTo(vector,mag) {
1296 | return scale(normalize(vector),mag);
1297 | }
1298 |
1299 | function projectedLength(vector,along) {
1300 | return dot(vector,along)/getMag(along);
1301 | }
1302 |
1303 | function project(vector,along) {
1304 |
1305 | }
1306 |
1307 | function scale(vector,factor) {
1308 | return [vector[0]*factor,vector[1]*factor];
1309 | }
1310 |
1311 | function add(vector1, vector2) {
1312 | return [vector1[0]+vector2[0],vector1[1]+vector2[1]];
1313 | }
1314 |
1315 | function sub(vector1, vector2) {
1316 | return [vector1[0]-vector2[0],vector1[1]-vector2[1]];
1317 | }
1318 |
1319 | function getMag(vector) {
1320 | return getDist([0,0],vector);
1321 | }
1322 |
1323 | function getDist(vector1,vector2) {
1324 | return Math.sqrt(Math.pow((vector2[0]-vector1[0]),2)+Math.pow((vector2[1]-vector1[1]),2));
1325 | }
1326 |
1327 | function getAngle(vector) {
1328 | var quad = 0;
1329 | if(vector[0]===0) // because 0 and -0 are not always the same
1330 | vector[0] = +0;
1331 | if(vector[0]<0)
1332 | quad = Math.PI;
1333 | else if(vector[0]>0 && vector[1]<0)
1334 | quad = 2*Math.PI;
1335 | return reduceAngle(Math.atan(vector[1]/vector[0])+quad);
1336 | }
1337 |
1338 | function getAngleBetween(vector1,vector2) {
1339 | return Math.abs(getAngle(vector1)-getAngle(vector2));
1340 | }
1341 |
1342 | function getSmallerAngle(angle) {
1343 | if(angle > Math.PI)
1344 | return 2*Math.PI-angle;
1345 | if(angle < -Math.PI)
1346 | return -2*Math.PI-angle
1347 | return angle;
1348 | }
1349 |
1350 | function getSmallerAngleDeg(angle) {
1351 | if(angle > 180)
1352 | return 360-angle;
1353 | if(angle < -180)
1354 | return -360-angle;
1355 | return angle;
1356 | }
1357 |
1358 | function radToDeg(angle) {
1359 | return angle*180/Math.PI;
1360 | }
1361 |
1362 | function degToRad(angle) {
1363 | return angle*Math.PI/180;
1364 | }
1365 |
1366 | function reduceAngle(angle) {
1367 | return angle-Math.floor(angle/(2*Math.PI))*2*Math.PI;
1368 | }
1369 |
1370 | function reduceAngleDeg(angle) {
1371 | return angle-Math.floor(angle/360)*360;
1372 | }
1373 |
1374 | function dot(vector1,vector2) {
1375 | return vector1[0]*vector2[0]+vector1[1]*vector2[1];
1376 | }
1377 |
1378 | function point(vector,dir) {
1379 | var mag = getMag(vector);
1380 | return [Math.cos(dir)*mag,Math.sin(dir)*mag];
1381 | }
1382 |
1383 | function rotate(v,rad) {
1384 | var ang = getAngle(v);
1385 | if(v[0] == 0 && v[1] == -8) {
1386 | //console.log(v);
1387 | //console.log("!");
1388 | //console.log(ang);
1389 | //console.log(rad);
1390 | //console.log(point(v,rad+ang));
1391 | }
1392 | return point(v,rad+ang);
1393 | }
1394 |
1395 | function midpoint(p1,p2,t) {
1396 | return add(scale(p1,1-t),scale(p2,t));
1397 | }
1398 |
1399 |
1400 | function drawVector(vector,pos,ctx) {
1401 | ctx.beginPath();
1402 | ctx.moveTo(pos[0],pos[1]);
1403 | ctx.lineTo(pos[0]+vector[0],pos[1]+vector[1]);
1404 | ctx.stroke();
1405 | }
--------------------------------------------------------------------------------
/AnkiDraw/__init__.py:
--------------------------------------------------------------------------------
1 | # -*- coding: utf-8 -*-
2 | # Copyright: Michal Krassowski
3 | # License: GNU GPL, version 3 or later; http://www.gnu.org/copyleft/gpl.html
4 | """
5 | Initially based on the Anki-TouchScreen addon, updated ui and added pressure pen/stylus capabilities, perfect freehand(line smoothing) and calligrapher functionality.
6 |
7 |
8 | It adds an AnkiDraw menu entity with options like:
9 |
10 | switching AnkiDraw
11 | modifying some of the colors
12 | thickness
13 | toolbar settings
14 |
15 |
16 | If you want to contribute visit GitHub page: https://github.com/Rytisgit/Anki-StylusDraw
17 | Also, feel free to send me bug reports or feature requests.
18 |
19 | Copyright: Michal Krassowski
20 | License: GNU GPL, version 3 or later; http://www.gnu.org/copyleft/gpl.html,
21 | Important parts of Javascript code inspired by http://creativejs.com/tutorials/painting-with-pixels/index.html
22 | """
23 |
24 | __addon_name__ = "AnkiDraw"
25 | __version__ = "1.5"
26 |
27 | from pathlib import Path
28 |
29 | from aqt import mw
30 | from aqt.utils import showWarning
31 |
32 | from anki.lang import _
33 | from anki.hooks import addHook
34 |
35 | from aqt.qt import QAction, QMenu, QColorDialog, QMessageBox, QInputDialog, QLabel,\
36 | QPushButton, QDialog, QVBoxLayout, QComboBox, QHBoxLayout, QSpinBox, QCheckBox
37 | from aqt.qt import QKeySequence,QColor
38 | from aqt.qt import pyqtSlot as slot
39 |
40 | # Load extra JS libraries from external files to simplify the __init__.py
41 | file = Path(__file__)
42 | with open(file.with_name("Caligrapher.js"), encoding="utf8") as f:
43 | caligrapher_js = f.read()
44 | with open(file.with_name("PerfectFreehand.js"), encoding="utf8") as f:
45 | perfect_freehand_js = f.read()
46 | # This declarations are there only to be sure that in case of troubles
47 | # with "profileLoaded" hook everything will work.
48 |
49 | ts_state_on = False
50 | ts_profile_loaded = False
51 | ts_auto_hide = True
52 | ts_auto_hide_pointer = True
53 | ts_default_small_canvas = False
54 | ts_zen_mode = False
55 | ts_follow = False
56 | ts_ConvertDotStrokes = True
57 | ts_pressure_sensitivity = True
58 |
59 | ts_pen1_color = "#272828"
60 | ts_pen1_width = 4
61 | ts_pen2_color = "#149beb"
62 | ts_pen2_width = 8
63 | ts_pen3_color = "#ced51a"
64 | ts_pen3_width = 20
65 | ts_pen4_color = "#da13a8"
66 | ts_pen4_width = 2
67 | # TODO Handle opacity selection and saving
68 | ts_opacity = 0.7
69 | ts_location = 1
70 | ts_x_offset = 2
71 | ts_y_offset = 2
72 | ts_small_width = 500
73 | ts_small_height = 500
74 | ts_background_color = "#FFFFFF00"
75 | ts_orient_vertical = True
76 | ts_default_review_html = mw.reviewer.revHtml
77 |
78 | ts_default_VISIBILITY = "true"
79 | ts_default_PerfFreehand = "false"
80 | ts_default_Calligraphy = "false"
81 |
82 | def ts_save():
83 | """
84 | Saves configurable variables into profile, so they can
85 | be used to restore previous state after Anki restart.
86 | """
87 | mw.pm.profile['ts_state_on'] = ts_state_on
88 | mw.pm.profile['ts_pen1_color'] = ts_pen1_color
89 | mw.pm.profile['ts_pen2_color'] = ts_pen2_color
90 | mw.pm.profile['ts_pen3_color'] = ts_pen3_color
91 | mw.pm.profile['ts_pen4_color'] = ts_pen4_color
92 | mw.pm.profile['ts_pen1_width'] = ts_pen1_width
93 | mw.pm.profile['ts_pen2_width'] = ts_pen2_width
94 | mw.pm.profile['ts_pen3_width'] = ts_pen3_width
95 | mw.pm.profile['ts_pen4_width'] = ts_pen4_width
96 | mw.pm.profile['ts_opacity'] = ts_opacity
97 | mw.pm.profile['ts_default_ConvertDotStrokes'] = ts_ConvertDotStrokes
98 | mw.pm.profile['ts_auto_hide'] = ts_auto_hide
99 | mw.pm.profile['ts_auto_hide_pointer'] = ts_auto_hide_pointer
100 | mw.pm.profile['ts_default_small_canvas'] = ts_default_small_canvas
101 | mw.pm.profile['ts_zen_mode'] = ts_zen_mode
102 | mw.pm.profile['ts_follow'] = ts_follow
103 | mw.pm.profile['ts_pressure_sensitivity'] = ts_pressure_sensitivity
104 | mw.pm.profile['ts_location'] = ts_location
105 | mw.pm.profile['ts_x_offset'] = ts_x_offset
106 | mw.pm.profile['ts_y_offset'] = ts_y_offset
107 | mw.pm.profile['ts_small_height'] = ts_small_height
108 | mw.pm.profile['ts_background_color'] = ts_background_color
109 | mw.pm.profile['ts_small_width'] = ts_small_width
110 | mw.pm.profile['ts_orient_vertical'] = ts_orient_vertical
111 |
112 | def ts_load():
113 | """
114 | Load configuration from profile, set states of checkable menu objects
115 | and turn on night mode if it were enabled on previous session.
116 | """
117 | global ts_state_on, ts_pen1_color, ts_pen2_color, ts_pen3_color, ts_pen4_color, ts_profile_loaded, ts_pen1_width, ts_pen2_width, ts_pen3_width, ts_pen4_width, ts_opacity, ts_ConvertDotStrokes, ts_auto_hide, ts_auto_hide_pointer, ts_default_small_canvas, ts_zen_mode, ts_follow, ts_orient_vertical, ts_y_offset, ts_x_offset, ts_location, ts_small_width, ts_small_height, ts_background_color, ts_pressure_sensitivity
118 | try:
119 | ts_state_on = mw.pm.profile['ts_state_on']
120 | ts_opacity = mw.pm.profile['ts_opacity']
121 | ts_auto_hide = mw.pm.profile['ts_auto_hide']
122 | ts_auto_hide_pointer = mw.pm.profile['ts_auto_hide_pointer']
123 | ts_default_small_canvas = mw.pm.profile['ts_default_small_canvas']
124 | ts_zen_mode = mw.pm.profile['ts_zen_mode']
125 | ts_follow = mw.pm.profile['ts_follow']
126 | ts_pressure_sensitivity = mw.pm.profile.get('ts_pressure_sensitivity', True)
127 | ts_ConvertDotStrokes = bool(mw.pm.profile['ts_default_ConvertDotStrokes'])#fix for previously being a string value, defaults string value to true bool, will be saved as true or false bool after
128 | ts_orient_vertical = mw.pm.profile['ts_orient_vertical']
129 | ts_y_offset = mw.pm.profile['ts_y_offset']
130 | ts_small_width = mw.pm.profile['ts_small_width']
131 | ts_small_height = mw.pm.profile['ts_small_height']
132 | ts_background_color = mw.pm.profile['ts_background_color']
133 | ts_x_offset = mw.pm.profile['ts_x_offset']
134 | ts_location = mw.pm.profile['ts_location']
135 | except KeyError:
136 | ts_state_on = True
137 | ts_pen1_width = 4
138 | ts_opacity = 0.8
139 | ts_auto_hide = True
140 | ts_auto_hide_pointer = True
141 | ts_default_small_canvas = False
142 | ts_zen_mode = False
143 | ts_follow = False
144 | ts_pressure_sensitivity = True
145 | ts_ConvertDotStrokes = True
146 | ts_orient_vertical = True
147 | ts_y_offset = 2
148 | ts_small_width = 500
149 | ts_small_height = 500
150 | ts_background_color = "#FFFFFF00"
151 | ts_x_offset = 2
152 | ts_location = 1
153 |
154 | try:
155 | ts_pen1_color = mw.pm.profile['ts_pen1_color']
156 | ts_pen2_color = mw.pm.profile['ts_pen2_color']
157 | ts_pen3_color = mw.pm.profile['ts_pen3_color']
158 | ts_pen4_color = mw.pm.profile['ts_pen4_color']
159 | except KeyError:
160 | ts_pen1_color = "#272828"
161 | ts_pen2_color = "#149beb"
162 | ts_pen3_color = "#ced51a"
163 | ts_pen4_color = "#da13a8"
164 |
165 | try:
166 | ts_pen1_width = mw.pm.profile['ts_pen1_width']
167 | ts_pen2_width = mw.pm.profile['ts_pen2_width']
168 | ts_pen3_width = mw.pm.profile['ts_pen3_width']
169 | ts_pen4_width = mw.pm.profile['ts_pen4_width']
170 | except KeyError:
171 | ts_pen1_width = 4
172 | ts_pen2_width = 6
173 | ts_pen3_width = 20
174 | ts_pen4_width = 8
175 |
176 |
177 |
178 | ts_profile_loaded = True
179 | ts_menu_auto_hide.setChecked(ts_auto_hide)
180 | ts_menu_auto_hide_pointer.setChecked(ts_auto_hide_pointer)
181 | ts_menu_small_default.setChecked(ts_default_small_canvas)
182 | ts_menu_zen_mode.setChecked(ts_zen_mode)
183 | ts_menu_follow.setChecked(ts_follow)
184 | ts_menu_pressure.setChecked(ts_pressure_sensitivity)
185 | ts_menu_dots.setChecked(ts_ConvertDotStrokes)
186 | if ts_state_on:
187 | ts_on()
188 |
189 | assure_plugged_in()
190 |
191 | def execute_js(code):
192 | web_object = mw.reviewer.web
193 | web_object.eval(code)
194 |
195 | def assure_plugged_in():
196 | global ts_default_review_html
197 | if not mw.reviewer.revHtml == custom:
198 | ts_default_review_html = mw.reviewer.revHtml
199 | mw.reviewer.revHtml = custom
200 |
201 | def resize_js():
202 | execute_js("if (typeof resize === 'function') { setTimeout(resize, 101); }");
203 |
204 | def clear_blackboard():
205 | assure_plugged_in()
206 |
207 | if ts_state_on:
208 | execute_js("if (typeof clear_canvas === 'function') { clear_canvas(); }")
209 | # is qFade the reason for having to wait?
210 | execute_js("if (typeof resize === 'function') { setTimeout(resize, 101); }");
211 |
212 | def blackboard_html():
213 | return u"""
214 |