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https://github.com/lospec/pixel-editor.git
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Added history management for sprite scaling
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29f8baf627
commit
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@ -3,19 +3,36 @@ var redoStates = [];
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const undoLogStyle = 'background: #87ff1c; color: black; padding: 5px;';
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function HistoryStateResizeSprite(newPercs, oldPercs, algo) {
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this.newPercs = newPercs;
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this.oldPercs = oldPercs;
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function HistoryStateResizeSprite(xRatio, yRatio, algo, oldData) {
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this.xRatio = xRatio;
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this.yRatio = yRatio;
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this.algo = algo;
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this.oldData = oldData;
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this.undo = function() {
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let layerIndex = 0;
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currentAlgo = algo;
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resizeSprite(null, [1 / this.xRatio, 1 / this.yRatio]);
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// Also putting the old data
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for (let i=0; i<layers.length; i++) {
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if (layers[i].menuEntry != null) {
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layers[i].context.putImageData(this.oldData[layerIndex], 0, 0);
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layerIndex++;
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layers[i].updateLayerPreview();
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}
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}
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redoStates.push(this);
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};
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this.redo = function() {
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currentAlgo = algo;
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resizeSprite(null, [this.xRatio, this.yRatio]);
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undoStates.push(this);
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};
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saveHistoryState(this);
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}
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@ -40,12 +40,17 @@ function initResizeSpriteInputs() {
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document.getElementById("resize-algorithm-combobox").addEventListener("change", changedAlgorithm);
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}
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function resizeSprite() {
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function resizeSprite(event, ratio) {
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let oldWidth, oldHeight;
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let newWidth, newHeight;
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let imageDatas = [];
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let rsImageDatas = [];
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let layerIndex = 0;
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let imageDatasCopy = [];
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oldWidth = layers[0].canvasSize[0];
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oldHeight = layers[1].canvasSize[1];
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rcPivot = "middle";
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// Updating values if the user didn't press enter
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switch (document.activeElement.id) {
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case "rs-width-percentage":
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@ -65,20 +70,29 @@ function resizeSprite() {
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break;
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}
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newWidth = data.width;
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newHeight = data.height;
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console.log(newWidth + ", " + newHeight);
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if (ratio == null) {
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newWidth = data.width;
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newHeight = data.height;
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}
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else {
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newWidth = layers[0].canvasSize[0] * ratio[0];
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newHeight = layers[1].canvasSize[1] * ratio[1];
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}
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// Get all the image datas
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for (let i=0; i<layers.length; i++) {
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if (layers[i].menuEntry != null) {
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imageDatas.push(layers[i].context.getImageData(
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rsImageDatas.push(layers[i].context.getImageData(
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0, 0, layers[0].canvasSize[0], layers[0].canvasSize[1])
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);
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}
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}
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if (ratio == null) {
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imageDatasCopy = rsImageDatas.slice();
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new HistoryStateResizeSprite(newWidth / oldWidth, newHeight / oldHeight, currentAlgo, imageDatasCopy);
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}
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// Resizing the canvas
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resizeCanvas(null, {x: newWidth, y: newHeight});
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@ -86,18 +100,26 @@ function resizeSprite() {
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for (let i=0; i<layers.length; i++) {
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if (layers[i].menuEntry != null) {
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layers[i].context.putImageData(
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resizeImageData(imageDatas[layerIndex], newWidth, newHeight, currentAlgo), 0, 0
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resizeImageData(rsImageDatas[layerIndex], newWidth, newHeight, currentAlgo), 0, 0
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);
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layers[i].updateLayerPreview();
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layerIndex++;
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}
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}
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// Updating start values when I finish scaling the sprite
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// OPTIMIZABLE? Can't I just assign data to startData? Is js smart enough to understand?
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startData.width = data.width;
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startData.height = data.height;
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startData.widthPercentage = data.widthPercentage;
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startData.heightPercentage = data.heightPercentage;
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if (ratio == null) {
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startData.width = data.width;
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startData.height = data.height;
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}
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else {
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startData.width = layers[0].canvasSize[0];
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startData.height = layers[0].canvasSize[1];
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}
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startData.widthPercentage = 100;
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startData.heightPercentage = 100;
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closeDialogue();
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}
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