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var controls = (function(){
var controls = {}
controls.circle = new Tool (circle_el)
controls.circle.use = function(){
brush.generate = controls.circle.generate
brush.generate()
drawing = true
}
controls.circle.generate = function(){
var fg = brush.fg, bg = brush.bg
var hw = brush.w/2|0, hh = brush.h/2|0
brush.forEach(function(lex,x,y) {
var len = Math.sqrt(Math.pow(x-hw,2)+Math.pow(y-hh,2))
if (len > Math.abs(hw)) {
lex.clear()
}
else {
lex.fill(fg,bg)
}
})
}
controls.square = new Tool (square_el)
controls.square.use = function(){
brush.generate = controls.square.generate
brush.generate()
drawing = true
}
controls.square.generate = function(){
var fg = brush.fg, bg = brush.bg
brush.fill(fg,bg)
}
controls.text = new Tool (text_el)
controls.text.use = function(){
brush.generate = controls.text.generate
brush.generate()
drawing = false
}
controls.text.generate = function(){
}
controls.clear = new Tool (clear_el)
controls.clear.use = function(){
canvas.clear()
}
controls.grid = new Tool (grid_el)
controls.grid.use = function(){
document.body.classList.toggle('grid')
}
controls.shader = new Tool (shader_el)
controls.shader.use = function(){
shader_textarea.style.display = "block"
// setTimeout(function(){ shader_textarea.focus() })
shader_textarea.focus()
}
controls.shader.blur = function(){
Tool.prototype.blur.call(this)
shader_textarea.style.display = "none"
}
shader_textarea.value = demo_shader.innerHTML
shader_textarea.addEventListener("input", function(){
var fn = shader.build(shader_textarea.value)
fn && shader.run(canvas)
})
controls.animate = new Tool (animate_checkbox)
controls.animate.use = function(){
var state = shader.toggle()
if (state) animate_checkbox.innerHTML = "x animate"
else animate_checkbox.innerHTML = "_ animate"
}
controls.width = new Lex (width_el)
controls.height = new Lex (height_el)
controls.canvas_width = new Lex (canvas_width_el)
controls.canvas_height = new Lex (canvas_height_el)
//
controls.bind = function(){
[controls.width, controls.height, controls.canvas_width, controls.canvas_height].forEach(function(lex){
lex.span.addEventListener('mousedown', function(e){
lex.focus()
})
});
[controls.square, controls.circle, controls.text, controls.clear, controls.grid, controls.shader, controls.animate].forEach(function(tool){
tool.span.addEventListener('mousedown', function(e){
tool.focus()
})
})
controls.width.key = int_key(function(n, keyCode){
controls.width.blur()
controls.width.char = ""+n
controls.width.build()
brush.w = n
brush.rebuild()
})
controls.height.key = int_key(function(n, keyCode){
controls.height.blur()
controls.height.char = ""+n
controls.height.build()
brush.h = n
brush.rebuild()
})
controls.canvas_width.key = int_key(function(n, keyCode){
controls.canvas_width.read()
if (controls.canvas_width.char.length == 1) {
n = parseInt(controls.canvas_width.char) * 10 + n
}
controls.canvas_width.char = ""+n
controls.canvas_width.build()
canvas.w = n
canvas.rebuild()
canvas.build()
})
controls.canvas_height.key = int_key(function(n, keyCode){
controls.canvas_height.read()
if (controls.canvas_height.char.length == 1) {
n = parseInt(controls.canvas_height.char) * 10 + n
}
controls.canvas_height.char = ""+n
controls.canvas_height.build()
canvas.h = n
canvas.rebuild()
canvas.build()
})
}
return controls
})()
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