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aima-python/js/canvas.js at master · aaronbcj/aima-python · GitHub
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canvas.js
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canvas.js
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/*
JavaScript functions that are executed by running the corresponding methods of a Canvas object
Donot use these functions by making a js file. Instead use the python Canvas class.
See canvas.py for help on how to use the Canvas class to draw on the HTML Canvas
*/
//Manages the output of code executed in IPython kernel
function
output_callback
(
out
,
block
)
{
console
.
log
(
out
)
;
//Handle error in python
if
(
out
.
msg_type
==
"error"
)
{
console
.
log
(
"Error in python script!"
)
;
console
.
log
(
out
.
content
)
;
return
;
}
script
=
out
.
content
.
data
[
'text/html'
]
;
script
=
script
.
substr
(
8
,
script
.
length
-
17
)
;
eval
(
script
)
}
//Handles mouse click by calling mouse_click of Canvas object with the co-ordinates as arguments
function
click_callback
(
element
,
event
,
varname
)
{
var
rect
=
element
.
getBoundingClientRect
(
)
;
var
x
=
event
.
clientX
-
rect
.
left
;
var
y
=
event
.
clientY
-
rect
.
top
;
var
kernel
=
IPython
.
notebook
.
kernel
;
var
exec_str
=
varname
+
".mouse_click("
+
String
(
x
)
+
", "
+
String
(
y
)
+
")"
;
console
.
log
(
exec_str
)
;
kernel
.
execute
(
exec_str
,
{
'iopub'
:
{
'output'
:
output_callback
}
}
,
{
silent
:
false
}
)
;
}
function
rgbToHex
(
r
,
g
,
b
)
{
var
hexValue
=
(
r
<<
16
)
+
(
g
<<
8
)
+
(
b
<<
0
)
;
var
hexString
=
hexValue
.
toString
(
16
)
;
hexString
=
'#'
+
Array
(
7
-
hexString
.
length
)
.
join
(
'0'
)
+
hexString
;
//Add 0 padding
return
hexString
;
}
function
toRad
(
x
)
{
return
x
*
Math
.
PI
/
180
;
}
//Canvas class to store variables
function
Canvas
(
id
)
{
this
.
canvas
=
document
.
getElementById
(
id
)
;
this
.
ctx
=
this
.
canvas
.
getContext
(
"2d"
)
;
this
.
WIDTH
=
this
.
canvas
.
width
;
this
.
HEIGHT
=
this
.
canvas
.
height
;
this
.
MOUSE
=
{
x
:
0
,
y
:
0
}
;
}
//Sets the fill color with which shapes are filled
Canvas
.
prototype
.
fill
=
function
(
r
,
g
,
b
)
{
this
.
ctx
.
fillStyle
=
rgbToHex
(
r
,
g
,
b
)
;
}
//Set the stroke color
Canvas
.
prototype
.
stroke
=
function
(
r
,
g
,
b
)
{
this
.
ctx
.
strokeStyle
=
rgbToHex
(
r
,
g
,
b
)
;
}
//Set width of the lines/strokes
Canvas
.
prototype
.
strokeWidth
=
function
(
w
)
{
this
.
ctx
.
lineWidth
=
w
;
}
//Draw a rectangle with top left at (x,y) with 'w' width and 'h' height
Canvas
.
prototype
.
rect
=
function
(
x
,
y
,
w
,
h
)
{
this
.
ctx
.
fillRect
(
x
,
y
,
w
,
h
)
;
}
//Draw a line with (x1, y1) and (x2, y2) as end points
Canvas
.
prototype
.
line
=
function
(
x1
,
y1
,
x2
,
y2
)
{
this
.
ctx
.
beginPath
(
)
;
this
.
ctx
.
moveTo
(
x1
,
y1
)
;
this
.
ctx
.
lineTo
(
x2
,
y2
)
;
this
.
ctx
.
stroke
(
)
;
}
//Draw an arc with (x, y) as centre, 'r' as radius from angles start to stop
Canvas
.
prototype
.
arc
=
function
(
x
,
y
,
r
,
start
,
stop
)
{
this
.
ctx
.
beginPath
(
)
;
this
.
ctx
.
arc
(
x
,
y
,
r
,
toRad
(
start
)
,
toRad
(
stop
)
)
;
this
.
ctx
.
stroke
(
)
;
}
//Clear the HTML canvas
Canvas
.
prototype
.
clear
=
function
(
)
{
this
.
ctx
.
clearRect
(
0
,
0
,
this
.
WIDTH
,
this
.
HEIGHT
)
;
}
//Change font, size and style
Canvas
.
prototype
.
font
=
function
(
font_str
)
{
this
.
ctx
.
font
=
font_str
;
}
//Draws "filled" text on the canvas
Canvas
.
prototype
.
fill_text
=
function
(
text
,
x
,
y
)
{
this
.
ctx
.
fillText
(
text
,
x
,
y
)
;
}
//Write text on the canvas
Canvas
.
prototype
.
stroke_text
=
function
(
text
,
x
,
y
)
{
this
.
ctx
.
strokeText
(
text
,
x
,
y
)
;
}
//Test if the canvas functions are working
Canvas
.
prototype
.
test_run
=
function
(
)
{
var
dbg
=
false
;
if
(
dbg
)
alert
(
"1"
)
;
this
.
clear
(
)
;
if
(
dbg
)
alert
(
"2"
)
;
this
.
fill
(
0
,
200
,
0
)
;
if
(
dbg
)
alert
(
"3"
)
;
this
.
rect
(
this
.
MOUSE
.
x
,
this
.
MOUSE
.
y
,
100
,
200
)
;
if
(
dbg
)
alert
(
"4"
)
;
this
.
stroke
(
0
,
0
,
50
)
;
if
(
dbg
)
alert
(
"5"
)
;
this
.
line
(
0
,
0
,
100
,
100
)
;
if
(
dbg
)
alert
(
"6"
)
;
this
.
stroke
(
200
,
200
,
200
)
;
if
(
dbg
)
alert
(
"7"
)
;
this
.
arc
(
200
,
100
,
50
,
0
,
360
)
;
if
(
dbg
)
alert
(
"8"
)
;
}
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