I'm developing a simple image editing functionality as a part of a larger JavaFX application, but I'm having some trouble to work out the undo/zoom and draw requirements together.
My requirements are the following:
The user should be able to:
- Draw freehand on the image
- Zoom in and out the image
- Undo the changes
- If the canvas is bigger than the window, it should have scroll-bars.
How I implemented these requirements:
The Drawing is done by starting a line when the mouse is pressed on the canvas, stroking it when it is dragged and closing the path when the button is released.
The Zoom works by scaling the canvas to a higher or lower value.
The Undo method takes a snapshot of the current state of the canvas when the mouse is pressed (before any change is made) and push it to a Stack of Images. When I need to undo some change I pop the last image of the Stack and draw it on the canvas, replacing the current image by the last one.
To have scroll-bars I just place the Canvas inside a Group and a ScrollPane.
Everything works fine, except when I try to draw on a scaled canvas. Due to the way I implemented the Undo functionality, I have to scale it back to 1, take a snapshot of the Node then scale it back to the size it was before. When this happens and the user is dragging the mouse the image position changes below the mouse pointer, causing it to draw a line that shouldn't be there.
Normal (unscaled canvas):
Bug (scaled canvas)
I tried the following approaches to solve the problem:
Don't re-scale to take the snapshot - Doesn't cause the unwanted line, but I end up with different image sizes in the stack, if it's smaller (zoomed out) when the snapshot was taken I now have a lower resolution of the image that I can't scale up without losing quality.
Tweak the logic and put the pushUndo call to the mouseReleased event - It almost worked, but when the user scrolled to a place and it's drawing there, the re-scaling causes the image to scroll back to the top-left;
Tried to search an way to "clone" or serialize the canvas and store the object state in the Stack - Didn't found anything I was able to adapt, and JavaFX doesn't support serialization of its objects.
I think the problem can be solved either by reworking the undo functionality as it doesn't need to re-scale the canvas to copy its state or by changing the way I zoom the canvas without scaling it, but I'm out of ideas on how to implement either of those options.
Below is the functional code example to reproduce the problem:
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.control.Button;
import javafx.scene.control.ScrollPane;
import javafx.scene.image.Image;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.HBox;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
import java.util.Stack;
public class Main extends Application {
Stack<Image> undoStack;
Canvas canvas;
double canvasScale;
public static void main(String[] args) {
launch(args);
}
@Override
public void start(Stage stage) {
canvasScale = 1.0;
undoStack = new Stack<>();
BorderPane borderPane = new BorderPane();
HBox hbox = new HBox(4);
Button btnUndo = new Button("Undo");
btnUndo.setOnAction(actionEvent -> undo());
Button btnIncreaseZoom = new Button("Increase Zoom");
btnIncreaseZoom.setOnAction(actionEvent -> increaseZoom());
Button btnDecreaseZoom = new Button("Decrease Zoom");
btnDecreaseZoom.setOnAction(actionEvent -> decreaseZoom());
hbox.getChildren().addAll(btnUndo, btnIncreaseZoom, btnDecreaseZoom);
ScrollPane scrollPane = new ScrollPane();
Group group = new Group();
canvas = new Canvas();
canvas.setWidth(400);
canvas.setHeight(300);
group.getChildren().add(canvas);
scrollPane.setContent(group);
GraphicsContext gc = canvas.getGraphicsContext2D();
gc.setLineWidth(2.0);
gc.setStroke(Color.RED);
canvas.setOnMousePressed(mouseEvent -> {
pushUndo();
gc.beginPath();
gc.lineTo(mouseEvent.getX(), mouseEvent.getY());
});
canvas.setOnMouseDragged(mouseEvent -> {
gc.lineTo(mouseEvent.getX(), mouseEvent.getY());
gc.stroke();
});
canvas.setOnMouseReleased(mouseEvent -> {
gc.lineTo(mouseEvent.getX(), mouseEvent.getY());
gc.stroke();
gc.closePath();
});
borderPane.setTop(hbox);
borderPane.setCenter(scrollPane);
Scene scene = new Scene(borderPane, 800, 600);
stage.setScene(scene);
stage.show();
}
private void increaseZoom() {
canvasScale += 0.1;
canvas.setScaleX(canvasScale);
canvas.setScaleY(canvasScale);
}
private void decreaseZoom () {
canvasScale -= 0.1;
canvas.setScaleX(canvasScale);
canvas.setScaleY(canvasScale);
}
private void pushUndo() {
// Restore the canvas scale to 1 so I can get the original scale image
canvas.setScaleX(1);
canvas.setScaleY(1);
// Get the image with the snapshot method and store it on the undo stack
Image snapshot = canvas.snapshot(null, null);
undoStack.push(snapshot);
// Set the canvas scale to the value it was before the method
canvas.setScaleX(canvasScale);
canvas.setScaleY(canvasScale);
}
private void undo() {
if (!undoStack.empty()) {
Image undoImage = undoStack.pop();
canvas.getGraphicsContext2D().drawImage(undoImage, 0, 0);
}
}
}