• Stars
    star
    236
  • Rank 170,480 (Top 4 %)
  • Language
    Dart
  • License
    MIT License
  • Created about 3 years ago
  • Updated 8 months ago

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Repository Details

Draw perfect freehand lines—in Flutter.

Screenshot

Draw perfect pressure-sensitive freehand lines.

🔗 A port of the perfect-freehand JavaScript library. Try out that demo.

💕 Love this library? Consider becoming a sponsor.

Table of Contents

Introduction

This package exports a function named getStroke that will generate the points for a polygon based on an array of points.

Screenshot

To do this work, getStroke first creates a set of spline points (red) based on the input points (grey) and then creates outline points (blue). You can render the result any way you like, using whichever technology you prefer.

Installation

This package is available on pub.dev. It can be used with or without Flutter.

With Dart:

dart pub add perfect_freehand

With Flutter:

flutter pub add perfect_freehand

See here for more.

Usage

This package exports a function named getStroke that:

  • accepts an array of points and several options
  • returns a stroke outline as an array of points
import 'package:perfect_freehand/perfect_freehand.dart';

List<Point> myPoints = [
  Point(0, 0),
  Point(1, 2),
  // etc...
];

final stroke = getStroke(myPoints);

You may also provide options as named parameters:

final stroke = getStroke(
  myPoints,
  size: 16,
  thinning: 0.7,
  smoothing: 0.5,
  streamline: 0.5,
  taperStart: 0.0,
  taperEnd: 0.0,
  capStart: true,
  capEnd: true,
  simulatePressure: true,
  isComplete: false,
);

To use real pressure, provide each point's pressure as a third parameter.

List<Point> myPoints = [
  Point(0, 0, 0.2),
  Point(1, 2, 0.3),
  Point(2, 4, 0.4),
  // etc...
];

final stroke = getStroke(myPoints, simulatePressure: false);

Options

The optional parameters are:

Property Type Default Description
size double 16 The base size (diameter) of the stroke.
thinning double .5 The effect of pressure on the stroke's size.
smoothing double .5 How much to soften the stroke's edges.
streamline double .5 How much to remove variation from the input points.
startTaper double 0 How far to taper the start of the line.
endTaper double 0 How far to taper the end of the line.
isComplete boolean true Whether the stroke is complete.
simulatePressure boolean true Whether to simulate pressure based on distance between points, or else use the provided Points' pressures.

Note: When the last property is true, the line's end will be drawn at the last input point, rather than slightly behind it.

Note: The cap property has no effect when taper is more than zero.

Tip: To create a stroke with a steady line, set the thinning option to 0.

Tip: To create a stroke that gets thinner with pressure instead of thicker, use a negative number for the thinning option.

Rendering

While getStroke returns an array of points representing the outline of a stroke, it's up to you to decide how you will render these points. Check the example project to see how you might draw these points in Flutter using a CustomPainter.

import 'package:flutter/material.dart';
import 'package:perfect_freehand/perfect_freehand.dart';

class StrokePainter extends CustomPainter {
  final List<Point> points;

  StrokePainter({ required this.points });

  @override
  void paint(Canvas canvas, Size size) {
    Paint paint = Paint() ..color = Colors.black;

    // 1. Get the outline points from the input points
    final outlinePoints = getStroke(points);

    // 2. Render the points as a path
    final path = Path();

    if (outlinePoints.isEmpty) {
      // If the list is empty, don't do anything.
      return;
    } else if (outlinePoints.length < 2) {
      // If the list only has one point, draw a dot.
      path.addOval(Rect.fromCircle(
          center: Offset(outlinePoints[0].x, outlinePoints[0].y), radius: 1));
    } else {
      // Otherwise, draw a line that connects each point with a bezier curve segment.
      path.moveTo(outlinePoints[0].x, outlinePoints[0].y);

      for (int i = 1; i < outlinePoints.length - 1; ++i) {
        final p0 = outlinePoints[i];
        final p1 = outlinePoints[i + 1];
        path.quadraticBezierTo(
            p0.x, p0.y, (p0.x + p1.x) / 2, (p0.y + p1.y) / 2);
      }
    }

    // 3. Draw the path to the canvas
    canvas.drawPath(path, paint);
  }

  @override
  bool shouldRepaint(StrokePainter oldDelegate) {
    return true;
  }
}

Advanced Usage

For advanced usage, the library also exports smaller functions that getStroke uses to generate its outline points.

getStrokePoints

A function that accepts an array of Points and returns a set of StrokePoints. The path's total length will be the runningLength of the last point in the array. Like getStroke, this function also accepts any of the optional named parameters listed above.

List<Point> myPoints = [
  Point(0, 0),
  Point(1, 2),
  // etc...
];

final strokePoints = getStrokePoints(myPoints, size: 16);

getOutlinePoints

A function that accepts an array of StrokePoints (i.e. the output of getStrokePoint) and returns an array of Points defining the outline of a stroke. Like getStroke, this function also accepts any of the optional named parameters listed above.

List<Point> myPoints = [
  Point(0, 0),
  Point(1, 2),
  // etc...
];

final myStrokePoints = getStrokePoints(myPoints, size: 16);

final myOutlinePoints = getStrokeOutlinePoints(myStrokePoints, size: 16)

Note: Internally, the getStroke function passes the result of getStrokePoints to getStrokeOutlinePoints, just as shown in this example. This means that, in this example, the result of myOutlinePoints will be the same as if the myPoints List had been passed to getStroke.

Community

Support

Need help? Please open an issue for support.

Discussion

Have an idea or casual question? Visit the discussion page.

License

  • MIT
  • ...but if you're using perfect-freehand in a commercial product, consider becoming a sponsor. 💰

Author

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