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var draw = (function(){
var last_point = [0,0]
function down (e, lex, point) {
erasing = (e.which == "3" || e.ctrlKey)
changed = true
if (e.shiftKey) {
line (lex, last_point, point, erasing)
}
else {
stamp (canvas, brush, point[0], point[1], erasing)
}
last_point[0] = point[0]
last_point[1] = point[1]
}
function move (e, lex, point) {
line(lex, last_point, point, erasing)
last_point[0] = point[0]
last_point[1] = point[1]
}
function point (lex, x, y, erasing) {
stamp (canvas, brush, x, y, erasing)
}
function line (lex, a, b, erasing) {
var len = dist(a[0], a[1], b[0], b[1])
var bw = 1
var x, y, i;
for (var i = 0; i <= len; i += bw) {
x = lerp(i / len, a[0], b[0])
y = lerp(i / len, a[1], b[1])
stamp (canvas, brush, x, y, erasing)
}
}
function stamp (canvas, brush, x, y, erasing) {
hh = brush.w/2|0
brush.forEach(function(lex, s, t){
s = round( s + x-hh )
t = round( t + y-hh )
if (lex.opacity > 0 && s >= 0 && s < canvas.w && t >= 0 && t < canvas.h) {
if (erasing) {
canvas.aa[t][s].erase(lex)
}
else {
canvas.aa[t][s].paint(lex)
}
}
})
}
function fill (lex, x, y) {
var q = [ [x,y] ]
var target = canvas.aa[y][x].clone()
var n, w = 0, e = 0, j = 0
var kk = 0
// gets into a weird infinite loop if we don't break here.. :\
if (target.eq(lex)) { return }
LOOP: while (q.length) {
n = q.shift()
if (canvas.aa[n[1]][n[0]].ne(target)) {
continue LOOP
}
w = e = n[0]
j = n[1]
WEST: while (w > 0) {
if (canvas.aa[j][w-1].eq(target)) {
w = w-1
}
else {
break WEST
}
}
EAST: while (e < canvas.w-1) {
if (canvas.aa[j][e+1].eq(target)) {
e = e+1
}
else {
break EAST
}
}
for (var i = w; i <= e; i++) {
canvas.aa[j][i].assign(lex)
if (j > 0 && canvas.aa[j-1][i].eq(target)) {
q.push([ i, j-1 ])
}
if (j < canvas.h-1 && canvas.aa[j+1][i].eq(target)) {
q.push([ i, j+1 ])
}
}
}
}
var draw = {}
draw.down = down
draw.move = move
draw.stamp = stamp
draw.line = line
draw.point = point
draw.fill = fill
return draw
})()
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