Feature : import sprites from GIF

This commit is contained in:
jdescottes 2014-04-12 18:40:25 +02:00
parent 29fa604d74
commit a59bfcab11
4 changed files with 718 additions and 14 deletions

View File

@ -112,6 +112,11 @@
ns.ImportController.prototype.onImageLoaded_ = function (evt) {
var w = this.importedImage_.width,
h = this.importedImage_.height;
// FIXME : We remove the onload callback here because JsGif will insert
// the image again and we want to avoid retriggering the image onload
this.importedImage_.onload = function () {};
var filePath = this.hiddenFileInput.val();
var fileName = this.extractFileNameFromPath_(filePath);
this.fileInputStatus.html(fileName);
@ -144,27 +149,53 @@
};
ns.ImportController.prototype.importImageToPiskel_ = function () {
if (this.importedImage_) {
var image = this.importedImage_;
if (image) {
if (window.confirm('You are about to create a new Piskel, unsaved changes will be lost.')) {
var w = this.resizeWidth.val(),
h = this.resizeHeight.val(),
smoothing = !!this.smoothResize.prop('checked');
var gifLoader = new window.SuperGif({
gif : image
});
var image = pskl.utils.ImageResizer.resize(this.importedImage_, w, h, smoothing);
var frame = pskl.utils.FrameUtils.createFromImage(image);
gifLoader.load({
success : function(){
var images = gifLoader.getFrames().map(function (frame) {
return pskl.CanvasUtils.createFromImageData(frame.data);
});
this.createPiskelFromImages_(images);
}.bind(this),
error : function () {
this.createPiskelFromImages_([image]);
}.bind(this)
});
var layer = pskl.model.Layer.fromFrames('Layer 1', [frame]);
var descriptor = new pskl.model.piskel.Descriptor('Imported piskel', '');
var piskel = pskl.model.Piskel.fromLayers([layer], descriptor);
pskl.app.piskelController.setPiskel(piskel);
pskl.app.animationController.setFPS(Constants.DEFAULT.FPS);
this.reset_();
}
}
};
ns.ImportController.prototype.createFramesFromImages_ = function (images) {
var w = this.resizeWidth.val();
var h = this.resizeHeight.val();
var smoothing = !!this.smoothResize.prop('checked');
var frames = images.map(function (image) {
var resizedImage = pskl.utils.ImageResizer.resize(image, w, h, smoothing);
return pskl.utils.FrameUtils.createFromImage(resizedImage);
});
return frames;
};
ns.ImportController.prototype.createPiskelFromImages_ = function (images) {
var frames = this.createFramesFromImages_(images);
var layer = pskl.model.Layer.fromFrames('Layer 1', frames);
var descriptor = new pskl.model.piskel.Descriptor('Imported piskel', '');
var piskel = pskl.model.Piskel.fromLayers([layer], descriptor);
pskl.app.piskelController.setPiskel(piskel);
pskl.app.animationController.setFPS(Constants.DEFAULT.FPS);
this.reset_();
};
ns.ImportController.prototype.isImage_ = function (file) {
return file.type.indexOf('image') === 0;
};

665
src/js/lib/gif/libgif.js Normal file
View File

@ -0,0 +1,665 @@
( function( window ) { 'use strict';
// Stream
/**
* @constructor
*/
// Make compiler happy.
var Stream = function (data) {
this.data = data;
this.len = this.data.length;
this.pos = 0;
};
Stream.prototype.readByte = function () {
if (this.pos >= this.data.length) {
throw new Error('Attempted to read past end of stream.');
}
return this.data.charCodeAt(this.pos++) & 0xFF;
};
Stream.prototype.readBytes = function (n) {
var bytes = [];
for (var i = 0; i < n; i++) {
bytes.push(this.readByte());
}
return bytes;
};
Stream.prototype.read = function (n) {
var s = '';
for (var i = 0; i < n; i++) {
s += String.fromCharCode(this.readByte());
}
return s;
};
Stream.prototype.readUnsigned = function () { // Little-endian.
var a = this.readBytes(2);
return (a[1] << 8) + a[0];
};
var SuperGIF = window.SuperGIF = window.SuperGIF || {};
SuperGIF.Stream = Stream;
})( window );
/*
SuperGif
Example usage:
<img src="example1_preview.gif" data-animated-src="example1.gif" />
<script type="text/javascript">
$$('img').each(function (img_tag) {
if (/.*\.gif/.test(img_tag.src)) {
var rub = new SuperGif({ gif: img_tag } );
rub.load();
}
});
</script>
Image tag attributes:
data-animated-src - If this url is specified, it's loaded into the player instead of src.
This allows a preview frame to be shown until animated gif data is streamed into the canvas
Constructor options args
gif Required. The DOM element of an img tag.
Instance methods
// loading
load( callback ) Loads the gif into a canvas element and then calls callback if one is passed
For additional customization (viewport inside iframe) these params may be passed:
c_w, c_h - width and height of canvas
vp_t, vp_l, vp_ w, vp_h - top, left, width and height of the viewport
A bonus: few articles to understand what is going on
http://enthusiasms.org/post/16976438906
http://www.matthewflickinger.com/lab/whatsinagif/bits_and_bytes.asp
http://humpy77.deviantart.com/journal/Frame-Delay-Times-for-Animated-GIFs-214150546
*/
( function( window ) { 'use strict';
// Generic functions
var bitsToNum = function (ba) {
return ba.reduce(function (s, n) {
return s * 2 + n;
}, 0);
};
var byteToBitArr = function (bite) {
var a = [];
for (var i = 7; i >= 0; i--) {
a.push( !! (bite & (1 << i)));
}
return a;
};
// Stream
/**
* @constructor
*/
// Make compiler happy.
var Stream = function (data) {
this.data = data;
this.len = this.data.length;
this.pos = 0;
this.readByte = function () {
if (this.pos >= this.data.length) {
throw new Error('Attempted to read past end of stream.');
}
return data.charCodeAt(this.pos++) & 0xFF;
};
this.readBytes = function (n) {
var bytes = [];
for (var i = 0; i < n; i++) {
bytes.push(this.readByte());
}
return bytes;
};
this.read = function (n) {
var s = '';
for (var i = 0; i < n; i++) {
s += String.fromCharCode(this.readByte());
}
return s;
};
this.readUnsigned = function () { // Little-endian.
var a = this.readBytes(2);
return (a[1] << 8) + a[0];
};
};
var lzwDecode = function (minCodeSize, data) {
// TODO: Now that the GIF parser is a bit different, maybe this should get an array of bytes instead of a String?
var pos = 0; // Maybe this streaming thing should be merged with the Stream?
var readCode = function (size) {
var code = 0;
for (var i = 0; i < size; i++) {
if (data.charCodeAt(pos >> 3) & (1 << (pos & 7))) {
code |= 1 << i;
}
pos++;
}
return code;
};
var output = [];
var clearCode = 1 << minCodeSize;
var eoiCode = clearCode + 1;
var codeSize = minCodeSize + 1;
var dict = [];
var clear = function () {
dict = [];
codeSize = minCodeSize + 1;
for (var i = 0; i < clearCode; i++) {
dict[i] = [i];
}
dict[clearCode] = [];
dict[eoiCode] = null;
};
var code;
var last;
while (true) {
last = code;
code = readCode(codeSize);
if (code === clearCode) {
clear();
continue;
}
if (code === eoiCode) break;
if (code < dict.length) {
if (last !== clearCode) {
dict.push(dict[last].concat(dict[code][0]));
}
}
else {
if (code !== dict.length) throw new Error('Invalid LZW code.');
dict.push(dict[last].concat(dict[last][0]));
}
output.push.apply(output, dict[code]);
if (dict.length === (1 << codeSize) && codeSize < 12) {
// If we're at the last code and codeSize is 12, the next code will be a clearCode, and it'll be 12 bits long.
codeSize++;
}
}
// I don't know if this is technically an error, but some GIFs do it.
//if (Math.ceil(pos / 8) !== data.length) throw new Error('Extraneous LZW bytes.');
return output;
};
// The actual parsing; returns an object with properties.
var parseGIF = function (st, handler) {
handler || (handler = {});
// LZW (GIF-specific)
var parseCT = function (entries) { // Each entry is 3 bytes, for RGB.
var ct = [];
for (var i = 0; i < entries; i++) {
ct.push(st.readBytes(3));
}
return ct;
};
var readSubBlocks = function () {
var size, data;
data = '';
do {
size = st.readByte();
data += st.read(size);
} while (size !== 0);
return data;
};
var parseHeader = function () {
var hdr = {};
hdr.sig = st.read(3);
hdr.ver = st.read(3);
if (hdr.sig !== 'GIF') {
handler.onError(); // XXX: This should probably be handled more nicely.
throw new Error('Not a GIF file.');
}
hdr.width = st.readUnsigned();
hdr.height = st.readUnsigned();
var bits = byteToBitArr(st.readByte());
hdr.gctFlag = bits.shift();
hdr.colorRes = bitsToNum(bits.splice(0, 3));
hdr.sorted = bits.shift();
hdr.gctSize = bitsToNum(bits.splice(0, 3));
hdr.bgColor = st.readByte();
hdr.pixelAspectRatio = st.readByte(); // if not 0, aspectRatio = (pixelAspectRatio + 15) / 64
if (hdr.gctFlag) {
hdr.gct = parseCT(1 << (hdr.gctSize + 1));
}
handler.hdr && handler.hdr(hdr);
};
var parseExt = function (block) {
var parseGCExt = function (block) {
var blockSize = st.readByte(); // Always 4
var bits = byteToBitArr(st.readByte());
block.reserved = bits.splice(0, 3); // Reserved; should be 000.
block.disposalMethod = bitsToNum(bits.splice(0, 3));
block.userInput = bits.shift();
block.transparencyGiven = bits.shift();
block.delayTime = st.readUnsigned();
block.transparencyIndex = st.readByte();
block.terminator = st.readByte();
handler.gce && handler.gce(block);
};
var parseComExt = function (block) {
block.comment = readSubBlocks();
handler.com && handler.com(block);
};
var parsePTExt = function (block) {
// No one *ever* uses this. If you use it, deal with parsing it yourself.
var blockSize = st.readByte(); // Always 12
block.ptHeader = st.readBytes(12);
block.ptData = readSubBlocks();
handler.pte && handler.pte(block);
};
var parseAppExt = function (block) {
var parseNetscapeExt = function (block) {
var blockSize = st.readByte(); // Always 3
block.unknown = st.readByte(); // ??? Always 1? What is this?
block.iterations = st.readUnsigned();
block.terminator = st.readByte();
handler.app && handler.app.NETSCAPE && handler.app.NETSCAPE(block);
};
var parseUnknownAppExt = function (block) {
block.appData = readSubBlocks();
// FIXME: This won't work if a handler wants to match on any identifier.
handler.app && handler.app[block.identifier] && handler.app[block.identifier](block);
};
var blockSize = st.readByte(); // Always 11
block.identifier = st.read(8);
block.authCode = st.read(3);
switch (block.identifier) {
case 'NETSCAPE':
parseNetscapeExt(block);
break;
default:
parseUnknownAppExt(block);
break;
}
};
var parseUnknownExt = function (block) {
block.data = readSubBlocks();
handler.unknown && handler.unknown(block);
};
block.label = st.readByte();
switch (block.label) {
case 0xF9:
block.extType = 'gce';
parseGCExt(block);
break;
case 0xFE:
block.extType = 'com';
parseComExt(block);
break;
case 0x01:
block.extType = 'pte';
parsePTExt(block);
break;
case 0xFF:
block.extType = 'app';
parseAppExt(block);
break;
default:
block.extType = 'unknown';
parseUnknownExt(block);
break;
}
};
var parseImg = function (img) {
var deinterlace = function (pixels, width) {
// Of course this defeats the purpose of interlacing. And it's *probably*
// the least efficient way it's ever been implemented. But nevertheless...
var newPixels = new Array(pixels.length);
var rows = pixels.length / width;
var cpRow = function (toRow, fromRow) {
var fromPixels = pixels.slice(fromRow * width, (fromRow + 1) * width);
newPixels.splice.apply(newPixels, [toRow * width, width].concat(fromPixels));
};
// See appendix E.
var offsets = [0, 4, 2, 1];
var steps = [8, 8, 4, 2];
var fromRow = 0;
for (var pass = 0; pass < 4; pass++) {
for (var toRow = offsets[pass]; toRow < rows; toRow += steps[pass]) {
cpRow(toRow, fromRow)
fromRow++;
}
}
return newPixels;
};
img.leftPos = st.readUnsigned();
img.topPos = st.readUnsigned();
img.width = st.readUnsigned();
img.height = st.readUnsigned();
var bits = byteToBitArr(st.readByte());
img.lctFlag = bits.shift();
img.interlaced = bits.shift();
img.sorted = bits.shift();
img.reserved = bits.splice(0, 2);
img.lctSize = bitsToNum(bits.splice(0, 3));
if (img.lctFlag) {
img.lct = parseCT(1 << (img.lctSize + 1));
}
img.lzwMinCodeSize = st.readByte();
var lzwData = readSubBlocks();
img.pixels = lzwDecode(img.lzwMinCodeSize, lzwData);
if (img.interlaced) { // Move
img.pixels = deinterlace(img.pixels, img.width);
}
handler.img && handler.img(img);
};
var parseBlock = function () {
var block = {};
block.sentinel = st.readByte();
switch (String.fromCharCode(block.sentinel)) { // For ease of matching
case '!':
block.type = 'ext';
parseExt(block);
break;
case ',':
block.type = 'img';
parseImg(block);
break;
case ';':
block.type = 'eof';
handler.eof && handler.eof(block);
break;
default:
return handler.onError(new Error('Unknown block: 0x' + block.sentinel.toString(16))); // TODO: Pad this with a 0.
}
if (block.type !== 'eof') {
setTimeout(parseBlock, 0);
}
};
var parse = function () {
parseHeader();
setTimeout(parseBlock, 0);
};
parse();
};
var SuperGif = function ( opts ) {
var options = {
//viewport position
vp_l: 0,
vp_t: 0,
vp_w: null,
vp_h: null,
//canvas sizes
c_w: null,
c_h: null
};
for (var i in opts ) { options[i] = opts[i] }
if (options.vp_w && options.vp_h) options.is_vp = true;
var stream;
var hdr;
var loadError = null;
var loading = false;
var transparency = null;
var delay = null;
var disposalMethod = null;
var disposalRestoreFromIdx = 0;
var lastDisposalMethod = null;
var frame = null;
var lastImg = null;
var frames = [];
var gif = options.gif;
var clear = function () {
transparency = null;
delay = null;
lastDisposalMethod = disposalMethod;
disposalMethod = null;
frame = null;
};
// XXX: There's probably a better way to handle catching exceptions when
// callbacks are involved.
var doParse = function () {
try {
parseGIF(stream, handler);
}
catch (err) {
doLoadError('parse');
}
};
var setSizes = function(w, h) {
tmpCanvas.width = w;
tmpCanvas.height = h;
tmpCanvas.getContext('2d').setTransform(1, 0, 0, 1, 0, 0);
}
var doLoadError = function (originOfError) {
loadError = originOfError;
hdr = {
width: gif.width,
height: gif.height
}; // Fake header.
frames = [];
};
var doHdr = function (_hdr) {
hdr = _hdr;
setSizes(hdr.width, hdr.height)
};
var doGCE = function (gce) {
pushFrame();
clear();
transparency = gce.transparencyGiven ? gce.transparencyIndex : null;
delay = gce.delayTime;
disposalMethod = gce.disposalMethod;
// We don't have much to do with the rest of GCE.
};
var pushFrame = function () {
if (!frame) return;
frames.push({
data: frame.getImageData(0, 0, hdr.width, hdr.height),
delay: delay
});
};
// flag for drawing initial frame
var isInitFrameDrawn = false;
var doImg = function (img) {
if (!frame) frame = tmpCanvas.getContext('2d');
var currIdx = frames.length;
//ct = color table, gct = global color table
var ct = img.lctFlag ? img.lct : hdr.gct; // TODO: What if neither exists?
/*
Disposal method indicates the way in which the graphic is to
be treated after being displayed.
Values : 0 - No disposal specified. The decoder is
not required to take any action.
1 - Do not dispose. The graphic is to be left
in place.
2 - Restore to background color. The area used by the
graphic must be restored to the background color.
3 - Restore to previous. The decoder is required to
restore the area overwritten by the graphic with
what was there prior to rendering the graphic.
Importantly, "previous" means the frame state
after the last disposal of method 0, 1, or 2.
*/
if (currIdx > 0) {
if (lastDisposalMethod === 3) {
// Restore to previous
frame.putImageData(frames[disposalRestoreFromIdx].data, 0, 0);
} else {
disposalRestoreFromIdx = currIdx - 1;
}
if (lastDisposalMethod === 2) {
// Restore to background color
// Browser implementations historically restore to transparent; we do the same.
// http://www.wizards-toolkit.org/discourse-server/viewtopic.php?f=1&t=21172#p86079
frame.clearRect(lastImg.leftPos, lastImg.topPos, lastImg.width, lastImg.height);
}
}
// else, Undefined/Do not dispose.
// frame contains final pixel data from the last frame; do nothing
//Get existing pixels for img region after applying disposal method
var imgData = frame.getImageData(img.leftPos, img.topPos, img.width, img.height);
//apply color table colors
var cdd = imgData.data;
img.pixels.forEach(function (pixel, i) {
// imgData.data === [R,G,B,A,R,G,B,A,...]
if (pixel !== transparency) {
cdd[i * 4 + 0] = ct[pixel][0];
cdd[i * 4 + 1] = ct[pixel][1];
cdd[i * 4 + 2] = ct[pixel][2];
cdd[i * 4 + 3] = 255; // Opaque.
}
});
frame.putImageData(imgData, img.leftPos, img.topPos);
lastImg = img;
};
var doNothing = function () {};
/**
* @param{boolean=} draw Whether to draw progress bar or not; this is not idempotent because of translucency.
* Note that this means that the text will be unsynchronized with the progress bar on non-frames;
* but those are typically so small (GCE etc.) that it doesn't really matter. TODO: Do this properly.
*/
var handler = {
hdr: doHdr,
gce: doGCE,
// I guess that's all for now.
// app: {
// // TODO: Is there much point in actually supporting iterations?
// NETSCAPE: withProgress(doNothing)
// },
img: doImg,
eof: function (block) {
pushFrame();
loading = false;
if (load_callback) {
load_callback();
}
},
onError : function (error) {
if (error_callback) {
error_callback();
}
}
};
var load_callback = false;
var error_callback = false;
var tmpCanvas = document.createElement('canvas');
return {
load: function (callback) {
load_callback = callback.success;
error_callback = callback.error;
loading = true;
if (gif.src.indexOf('data:') !== -1) {
var data = gif.src.substring(gif.src.indexOf(',')+1);
stream = new Stream(window.atob(data));
doParse();
} else {
var h = new XMLHttpRequest();
h.overrideMimeType('text/plain; charset=x-user-defined');
h.onload = function(e) {
stream = new Stream(h.responseText);
setTimeout(doParse, 0);
};
h.onerror = function() { doLoadError('xhr'); };
h.open('GET', gif.getAttribute('data-animated-src') || gif.src, true);
h.send();
}
},
getFrames : function () {
return frames;
}
};
};
window.SuperGif = SuperGif;
})( window );

View File

@ -19,6 +19,13 @@
return canvas;
},
createFromImageData : function (imageData) {
var canvas = pskl.CanvasUtils.createCanvas(imageData.width, imageData.height);
var context = canvas.getContext('2d');
context.putImageData(imageData, 0, 0);
return canvas;
},
/**
* By default, all scaling operations on a Canvas 2D Context are performed using antialiasing.
* Resizing a 32x32 image to 320x320 will lead to a blurry output.

View File

@ -7,6 +7,7 @@
// GIF Encoding libraries
"js/lib/gif/gif.worker.js",
"js/lib/gif/gif.js",
"js/lib/gif/libgif.js",
// JSZip https://github.com/Stuk/jszip
"js/lib/jszip/jszip.min.js",