mirror of
https://github.com/Doodle3D/doodle3d-client.git
synced 2024-11-22 01:07:56 +01:00
fixed bug which happened if you pressed the move up/down or twist left/right buttons after loading Doodle3D (before drawing anything). Somewhat related: after pressing 'new', the move up/down and twist left/right buttons would show the previous (cached) doodle. Cleared that as well.
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@ -64,7 +64,8 @@ function initButtonBehavior() {
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e.preventDefault();
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clearInterval(btnOopsInterval);
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redrawDoodle(true);
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redrawPreview();
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renderToImageDataPreview();
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// redrawPreview();
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}
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btnOops.on('touchstart', function(e) { startOops(e); });
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btnOops.on('touchend', function(e) { stopOops(e); });
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@ -74,17 +75,19 @@ function initButtonBehavior() {
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function startMoveUp(e) {
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e.preventDefault();
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// console.log("btnMoveUp mouse down");
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if (_points.length > 1) {
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previewUp(true);
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clearInterval(btnMoveUpInterval);
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btnMoveUpInterval = setInterval( function() {
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previewUp(true);
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}, 1000/30);
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}
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}
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function stopMoveUp(e) {
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e.preventDefault();
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console.log("btnMoveUp mouse up");
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// console.log("btnMoveUp mouse up");
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clearInterval(btnMoveUpInterval);
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previewUp();
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if (_points.length > 1) previewUp();
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}
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btnMoveUp.mousedown(function(e) { startMoveUp(e) });
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btnMoveUp.mouseup(function(e) { stopMoveUp(e) });
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@ -94,17 +97,19 @@ function initButtonBehavior() {
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function startMoveDown(e) {
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e.preventDefault();
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// console.log("btnMoveDown mouse down");
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if (_points.length > 1) {
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previewDown(true);
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clearInterval(btnMoveDownInterval);
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btnMoveDownInterval = setInterval( function() {
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previewDown(true);
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}, 1000/30);
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}
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}
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function stopMoveDown(e) {
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e.preventDefault();
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console.log("btnMoveDown mouse up");
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// console.log("btnMoveDown mouse up");
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clearInterval(btnMoveDownInterval);
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previewDown();
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if (_points.length > 1) previewDown();
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}
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btnMoveDown.mousedown(function(e) { startMoveDown(e) });
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btnMoveDown.mouseup(function(e) { stopMoveDown(e) });
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@ -114,17 +119,19 @@ function initButtonBehavior() {
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function startTwistLeft(e) {
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e.preventDefault();
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// console.log("btnTwistLeft mouse down");
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if (_points.length > 1) {
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previewTwistLeft(true);
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clearInterval(btnTwistLeftInterval);
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btnTwistLeftInterval = setInterval( function() {
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previewTwistLeft(true);
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}, 1000/30);
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}
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}
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function stopTwistLeft(e) {
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e.preventDefault();
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// console.log("btnTwistLeft mouse up");
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clearInterval(btnTwistLeftInterval);
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previewTwistLeft();
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if (_points.length > 1) previewTwistLeft();
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}
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btnTwistLeft.mousedown(function(e) { startTwistLeft(e) });
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btnTwistLeft.mouseup(function(e) { stopTwistLeft(e) });
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@ -134,17 +141,19 @@ function initButtonBehavior() {
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function startTwistRight(e) {
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e.preventDefault();
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// console.log("btnTwistRight mouse down");
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if (_points.length > 1) {
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previewTwistRight(true);
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clearInterval(btnTwistRightInterval);
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btnTwistRightInterval = setInterval( function() {
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previewTwistRight(true);
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}, 1000/30);
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}
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}
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function stopTwistRight(e) {
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e.preventDefault();
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// console.log("btnTwistRight mouse up");
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clearInterval(btnTwistRightInterval);
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previewTwistRight();
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if (_points.length > 1) previewTwistRight();
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}
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btnTwistRight.mousedown(function(e) { startTwistRight(e) });
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btnTwistRight.mouseup(function(e) { stopTwistRight(e) });
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@ -267,6 +276,9 @@ function resetPreview() {
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previewCtx.clearRect(0,0,canvas.width, canvas.height);
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previewCtx.restore();
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// also make new Image, otherwise the previously cached preview can be redrawn with move up/down or twist left/right
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doodleImageCapture = new Image();
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// reset height and rotation to default values
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numLayers = previewDefaults.numLayers; // current number of preview layers
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rStep = previewDefaults.rotation; // Math.PI/180; //Math.PI/40; //
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@ -22,7 +22,6 @@ function doOnResize() {
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redrawDoodle();
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redrawPreview();
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}
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function initLayouting() {
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@ -33,8 +33,13 @@ function initPreviewRendering() {
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previewCtx_tmp = preview_tmp.getContext('2d');
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// doodleImageCapture = new Image();
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calcPreviewCanvasProperties();
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redrawPreview();
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// needed to
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// doodleImageCapture = new Image();
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}
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function calcPreviewCanvasProperties() {
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@ -226,7 +231,7 @@ function renderToImageDataPreview() {
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// it is assumed that the preview has been rendered to an Image object, which will be used to draw the preview with (much better performance)
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function redrawRenderedPreview(redrawLess) {
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if (redrawLess == undefined) redrawLess = false;
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console.log("f:redrawRenderedPreview()");
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// console.log("f:redrawRenderedPreview()");
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previewCtx.clearRect(0, 0, preview.width, preview.height);
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previewCtx.lineWidth = strokeWidth;
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