(function () { var ns = $.namespace('pskl.utils'); ns.ImageResizer = { resize : function (image, targetWidth, targetHeight, smoothingEnabled) { var canvas = pskl.CanvasUtils.createCanvas(targetWidth, targetHeight); var context = canvas.getContext('2d'); context.save(); if (!smoothingEnabled) { pskl.CanvasUtils.disableImageSmoothing(canvas); } context.translate(canvas.width / 2, canvas.height / 2); context.scale(targetWidth / image.width, targetHeight / image.height); context.drawImage(image, -image.width / 2, -image.height / 2); context.restore(); return canvas; }, /** * Manual implementation of resize using a nearest neighbour algorithm * It is slower than relying on the native 'disabledImageSmoothing' available on CanvasRenderingContext2d. * But it can be useful if : * - IE < 11 (doesn't support msDisableImageSmoothing) * - need to display a gap between pixel * * @param {Canvas2d} source original image to be resized, as a 2d canvas * @param {Number} zoom ratio between desired dim / source dim * @param {Number} margin gap to be displayed between pixels * @return {Canvas2d} the resized canvas */ resizeNearestNeighbour : function (source, zoom, margin) { margin = margin || 0; var canvas = pskl.CanvasUtils.createCanvas(zoom*source.width, zoom*source.height); var context = canvas.getContext('2d'); var imgData = pskl.CanvasUtils.getImageDataFromCanvas(source); var yRanges = {}, xOffset = 0, yOffset = 0, xRange, yRange; // Draw the zoomed-up pixels to a different canvas context for (var x = 0; x < source.width; x++) { // Calculate X Range xRange = (((x + 1) * zoom) | 0) - xOffset; for (var y = 0; y < source.height; y++) { // Calculate Y Range if (!yRanges[y + ""]) { // Cache Y Range yRanges[y + ""] = (((y + 1) * zoom) | 0) - yOffset; } yRange = yRanges[y + ""]; var i = (y * source.width + x) * 4; var r = imgData[i]; var g = imgData[i + 1]; var b = imgData[i + 2]; var a = imgData[i + 3]; context.fillStyle = "rgba(" + r + "," + g + "," + b + "," + (a / 255) + ")"; context.fillRect(xOffset, yOffset, xRange-margin, yRange-margin); yOffset += yRange; } yOffset = 0; xOffset += xRange; } return canvas; } }; })();