Finished implementing layers

Updated readme with the features that should be implemented.
This commit is contained in:
unsettledgames 2020-06-26 17:38:39 +02:00
parent a860677488
commit 75a6b7ade7
8 changed files with 75 additions and 78 deletions

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@ -12,6 +12,11 @@ The next version is mostly focused on adding missing essential features and port
Suggestions / Planned features:
- Line tool
- Resize canvas
- Snap brush preview to pixel grid
- Move selection with arrows
- Custom color picker
- custom code without dependencies
- more features such as sliders / color modes
@ -23,9 +28,7 @@ Suggestions / Planned features:
- Stack colors when too many
- Fix popups
- Copy/paste
- Add as selection
- Show colors which would need to be added to palette
- Show colors which would need to be added to palette
- Palette option remove unused colors
- Pixel Grid

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@ -18,10 +18,6 @@ function getCursorPosition(e) {
return [x,y];
}
// TODO: apply the function below to every getCursorPosition call
// TODO: FIX THIS BELOW
//get cursor position relative to canvas
function getCursorPositionRelative(e, layer) {
var x;

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@ -162,17 +162,47 @@ function HistoryStateDeleteLayer(layerData, before, index) {
saveHistoryState(this);
}
function HistoryStateMoveLayer(layer1, layer2) {
this.layer1 = layer1;
this.layer2 = layer2;
function HistoryStateMoveTwoLayers(layer, oldIndex, newIndex) {
this.layer = layer;
this.oldIndex = oldIndex;
this.newIndex = newIndex;
this.undo = function() {
swapLayerEntries(layer1, layer2, false);
layer.canvas.style.zIndex = oldIndex;
redoStates.push(this);
};
this.redo = function() {
swapLayerEntries(layer1, layer2, false);
layer.canvas.style.zIndex = newIndex;
undoStates.push(this);
};
saveHistoryState(this);
}
function HistoryStateMoveLayer(afterToDrop, toDrop, static, nMoved) {
this.beforeToDrop = afterToDrop;
this.toDrop = toDrop;
this.undo = function() {
toDrop.menuEntry.remove();
if (afterToDrop != null) {
layerList.insertBefore(toDrop.menuEntry, afterToDrop)
}
else {
layerList.append(toDrop.menuEntry);
}
for (let i=0; i<nMoved; i++) {
undo();
}
redoStates.push(this);
};
this.redo = function() {
moveLayers(toDrop.menuEntry.id, static.menuEntry.id, true);
undoStates.push(this);
};

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@ -5,28 +5,9 @@
the layers they created? That'd be cool, even for the app users, that could just double click on a lospec
file for it to be opened right in the pixel editor
HISTORY:
- Save merge layers
- Save flatten layers
OPTIONAL:
1 - Fix issues
2 - Add a Replace feature so that people can replace a colour without editing the one in the palette
(right click->replace colour in layers? in that case we'd have to implement multiple layers selection)
THINGS TO TEST:
1 - Undo / redo
*/
/*
MORE TODO LIST:
- Resize canvas (must make a simple editor to preview the changes)
- Resize sprite
- Refactor the code so that every instance of "canvas" and "context" is replaced by currentLayer.canvas
and currentLayer.context
*/
let layerList;
@ -125,6 +106,7 @@ class Layer {
}
layerDragStart(element) {
layerList.children[layerList.childElementCount - 2].setAttribute("draggable", "true");
layerDragSource = this;
element.dataTransfer.effectAllowed = 'move';
element.dataTransfer.setData('text/html', this.id);
@ -168,6 +150,7 @@ class Layer {
layerDragEnd(element) {
this.classList.remove('layerdragover');
layerList.children[layerList.childElementCount - 2].setAttribute("draggable", "false");
}
// Resizes canvas
@ -462,19 +445,14 @@ function renameLayer(event) {
// Swaps two layer entries in the layer menu
function moveLayers(toDropLayer, staticLayer, saveHistory = true) {
let entry1 = document.getElementById(toDropLayer);
let entry2 = document.getElementById(staticLayer);
let toDrop = getLayerByID(toDropLayer);
let static = getLayerByID(staticLayer);
let layerCopy = layers;
let tmpZIndex;
let after2 = entry2.nextSibling;
let parent = entry1.parentNode;
let beforeToDrop = toDrop.menuEntry.nextElementSibling;
let nMoved = 0;
layerCopy.sort((a, b) => (a.canvas.style.zIndex > b.canvas.style.zIndex) ? 1 : -1);
console.log(layerCopy.map(a => a.canvas.style.zIndex));
let toDropIndex = layerCopy.indexOf(toDrop);
let staticIndex = layerCopy.indexOf(static);
@ -482,17 +460,30 @@ function moveLayers(toDropLayer, staticLayer, saveHistory = true) {
layerList.insertBefore(toDrop.menuEntry, static.menuEntry);
if (toDropIndex < staticIndex) {
console.log("UO");
let tmp = toDrop.canvas.style.zIndex;
let tmp2;
for (let i=toDropIndex+1; i<=staticIndex; i++) {
tmp2 = layerCopy[i].canvas.style.zIndex;
if (saveHistory) {
new HistoryStateMoveTwoLayers(layerCopy[i], tmp2, tmp);
}
layerCopy[i].canvas.style.zIndex = tmp;
tmp = tmp2;
nMoved++;
}
if (saveHistory) {
new HistoryStateMoveTwoLayers(toDrop, toDrop.canvas.style.zIndex, tmp);
}
toDrop.canvas.style.zIndex = tmp;
if (saveHistory) {
new HistoryStateMoveLayer(beforeToDrop, toDrop, static, nMoved);
}
}
else {
// BUG QUI
@ -501,35 +492,26 @@ function moveLayers(toDropLayer, staticLayer, saveHistory = true) {
for (let i=toDropIndex-1; i>staticIndex; i--) {
tmp2 = layerCopy[i].canvas.style.zIndex;
if (saveHistory) {
new HistoryStateMoveTwoLayers(layerCopy[i], tmp2, tmp);
}
layerCopy[i].canvas.style.zIndex = tmp;
tmp = tmp2;
nMoved++;
}
if (saveHistory) {
new HistoryStateMoveTwoLayers(toDrop, toDrop.canvas.style.zIndex, tmp);
}
toDrop.canvas.style.zIndex = tmp;
}
/*
console.log("id1: " + toDrop + ", id2: " + static);
tmpZIndex = layer1.canvas.style.zIndex;
layer1.canvas.style.zIndex = layer2.canvas.style.zIndex;
layer2.canvas.style.zIndex = tmpZIndex;
parent.insertBefore(entry2, entry1);
if (after2) {
if (after2 == entry1) {
parent.prepend(entry1);
if (saveHistory) {
new HistoryStateMoveLayer(beforeToDrop, toDrop, static, nMoved);
}
else {
parent.insertBefore(entry1, after2);
}
} else {
parent.appendChild(entry1);
}
*/
if (saveHistory) {
new HistoryStateMoveLayer(toDrop, static);
}
}

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@ -1,5 +1,4 @@
var currentMouseEvent;
// TODO: replace every position calculation with lastMousePos
var lastMousePos;
//mousedown - start drawing
@ -75,7 +74,6 @@ window.addEventListener("mouseup", function (mouseEvent) {
if (currentTool.name == 'eyedropper' && mouseEvent.target.className == 'drawingCanvas') {
var cursorLocation = getCursorPosition(mouseEvent);
// TODO: adjust so that if the picked colour is transparent, the underlying layer is checked
var selectedColor = getEyedropperColor(cursorLocation);
var newColor = rgbToHex(selectedColor[0],selectedColor[1],selectedColor[2]);
@ -96,8 +94,9 @@ window.addEventListener("mouseup", function (mouseEvent) {
//set current color
// TODO: set it for all the layers
context.fillStyle = '#'+newColor;
for (let i=2; i<layers.length; i++) {
layers[i].context.fillStyle = '#' + newColor;
}
//make color selected
colors[i].parentElement.classList.add('selected');

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@ -41,11 +41,6 @@ function newPixel (width, height, palette) {
canvas = currentLayer.canvas;
context = currentLayer.context;
canvas.style.zIndex = 2;
// TODO: clean layers before creating a new pixel
// Devo togliere tutte le entries tranne la prima
// Devo pulire la preview della prima entry
// Devo cancellare tutte le tele tranne quella con id pixel-canvas
}
// Adding the checkerboard behind it

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@ -98,8 +98,6 @@ function drawRect(x, y) {
vfxContext.rect(startX, startY, x - startX, y - startY);
vfxContext.stroke();
// TODO: make the rect blink from black to white in case of dark backgrounds
}
function applyChanges() {

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@ -1,10 +1,4 @@
<!DOCTYPE html>
<!--todo: credit RECTANGULAR SELECTION ICON BY https://www.flaticon.com/authors/pixel-perfect or
design an original icon (this is just a placeholder)
Must also credit this guy for the rectangle tool
Icons made by <a href="https://www.flaticon.com/authors/freepik" title="Freepik">Freepik</a> from <a href="https://www.flaticon.com/" title="Flaticon"> www.flaticon.com</a>
-->
<html>
<head>