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https://github.com/lospec/pixel-editor.git
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5ab5ceb6b0
Started advanced palette block
270 lines
8.5 KiB
JavaScript
270 lines
8.5 KiB
JavaScript
/***********MISCELLANEOUS UTILITY FUNCTIONS**************/
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/** Merges topLayer onto belowLayer
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*
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* @param {*} belowLayer The layer on the bottom of the layer stack
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* @param {*} topLayer The layer on the top of the layer stack
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*/
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function mergeLayers(belowLayer, topLayer) {
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// Copying the above content on the layerBelow
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let belowImageData = belowLayer.getImageData(0, 0, canvas.width, canvas.height);
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let toMergeImageData = topLayer.getImageData(0, 0, canvas.width, canvas.height);
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for (let i=0; i<belowImageData.data.length; i+=4) {
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let currentMovePixel = [
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toMergeImageData.data[i], toMergeImageData.data[i+1],
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toMergeImageData.data[i+2], toMergeImageData.data[i+3]
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];
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let currentUnderlyingPixel = [
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belowImageData.data[i], belowImageData.data[i+1],
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belowImageData.data[i+2], belowImageData.data[i+3]
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];
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if (isPixelEmpty(currentMovePixel)) {
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if (!isPixelEmpty(belowImageData)) {
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toMergeImageData.data[i] = currentUnderlyingPixel[0];
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toMergeImageData.data[i+1] = currentUnderlyingPixel[1];
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toMergeImageData.data[i+2] = currentUnderlyingPixel[2];
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toMergeImageData.data[i+3] = currentUnderlyingPixel[3];
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}
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}
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}
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// Putting the top data into the belowdata
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belowLayer.putImageData(toMergeImageData, 0, 0);
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}
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/** Used to programmatically create an input event
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*
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* @param {*} keyCode KeyCode of the key to press
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* @param {*} ctrl Is ctrl pressed?
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* @param {*} alt Is alt pressed?
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* @param {*} shift Is shift pressed?
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*/
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function simulateInput(keyCode, ctrl, alt, shift) {
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// I just copy pasted this from stack overflow lol please have mercy
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let keyboardEvent = document.createEvent("KeyboardEvent");
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let initMethod = typeof keyboardEvent.initKeyboardEvent !== 'undefined' ? "initKeyboardEvent" : "initKeyEvent";
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keyboardEvent[initMethod](
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"keydown", // event type: keydown, keyup, keypress
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true, // bubbles
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true, // cancelable
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window, // view: should be window
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ctrl, // ctrlKey
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alt, // altKey
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shift, // shiftKey
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false, // metaKey
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keyCode, // keyCode: unsigned long - the virtual key code, else 0
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keyCode // charCode: unsigned long - the Unicode character associated with the depressed key, else 0
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);
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document.dispatchEvent(keyboardEvent);
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}
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/** Tells if a pixel is empty (has alpha = 0)
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*
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* @param {*} pixel
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*/
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function isPixelEmpty(pixel) {
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if (pixel == null || pixel === undefined) {
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return false;
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}
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// If the alpha channel is 0, the current pixel is empty
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if (pixel[3] == 0) {
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return true;
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}
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return false;
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}
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/** Tells if element is a child of an element with class className
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*
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* @param {*} element
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* @param {*} className
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*/
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function isChildOfByClass(element, className) {
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// Getting the element with class className
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while (element != null && element.classList != null && !element.classList.contains(className)) {
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element = element.parentElement;
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}
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// If that element exists and its class is the correct one
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if (element != null && element.classList != null && element.classList.contains(className)) {
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// Then element is a chld of an element with class className
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return true;
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}
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return false;
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}
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/** Gets the eyedropped colour (the colour of the pixel pointed by the cursor when the user is using the eyedropper).
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* It takes the colour of the canvas with the biggest z-index, basically the one the user can see, since it doesn't
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* make much sense to sample a colour which is hidden behind a different layer
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*
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* @param {*} cursorLocation The position of the cursor
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*/
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function getEyedropperColor(cursorLocation) {
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// Making sure max will take some kind of value
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let max = -1;
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// Using tmpColour to sample the sprite
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let tmpColour;
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// Returned colour
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let selectedColor;
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for (let i=1; i<layers.length; i++) {
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// Getting the colour of the pixel in the cursorLocation
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tmpColour = layers[i].context.getImageData(Math.floor(cursorLocation[0]/zoom),Math.floor(cursorLocation[1]/zoom),1,1).data;
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// If it's not empty, I check if it's on the top of the previous colour
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if (layers[i].canvas.style.zIndex > max || isPixelEmpty(selectedColor) || selectedColor === undefined) {
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max = layers[i].canvas.style.zIndex;
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if (!isPixelEmpty(tmpColour)) {
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selectedColor = tmpColour;
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}
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}
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}
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// If the final colour was empty, I return black
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if (isPixelEmpty(tmpColour) && selectedColor === undefined) {
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selectedColor = [0, 0, 0];
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}
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return selectedColor;
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}
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/** Gets the absolute position of the element (position on the screen)
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*
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* @param {*} element The element of which we have to get the position
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*/
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function getElementAbsolutePosition(element) {
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// Probably copy pasted this from stack overflow too, if not I don't recall how it works
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let curleft = curtop = 0;
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if (element.offsetParent) {
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do {
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curleft += element.offsetLeft;
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curtop += element.offsetTop;
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} while (element = element.offsetParent);
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}
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return [curleft,curtop];
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}
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/** Nearest neighbor algorithm to scale a sprite
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*
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* @param {*} src The source imageData
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* @param {*} dst The destination imageData
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*/
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function nearestNeighbor (src, dst) {
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let pos = 0
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// Just applying the nearest neighbor algorithm
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for (let y = 0; y < dst.height; y++) {
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for (let x = 0; x < dst.width; x++) {
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const srcX = Math.floor(x * src.width / dst.width)
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const srcY = Math.floor(y * src.height / dst.height)
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let srcPos = ((srcY * src.width) + srcX) * 4
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dst.data[pos++] = src.data[srcPos++] // R
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dst.data[pos++] = src.data[srcPos++] // G
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dst.data[pos++] = src.data[srcPos++] // B
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dst.data[pos++] = src.data[srcPos++] // A
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}
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}
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}
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/** Bilinear interpolation used to scale a sprite
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*
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* @param {*} src The source imageData
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* @param {*} dst The destination imageData
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*/
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function bilinearInterpolation (src, dst) {
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// Applying the bilinear interpolation algorithm
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function interpolate (k, kMin, kMax, vMin, vMax) {
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return Math.round((k - kMin) * vMax + (kMax - k) * vMin)
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}
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function interpolateHorizontal (offset, x, y, xMin, xMax) {
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const vMin = src.data[((y * src.width + xMin) * 4) + offset]
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if (xMin === xMax) return vMin
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const vMax = src.data[((y * src.width + xMax) * 4) + offset]
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return interpolate(x, xMin, xMax, vMin, vMax)
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}
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function interpolateVertical (offset, x, xMin, xMax, y, yMin, yMax) {
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const vMin = interpolateHorizontal(offset, x, yMin, xMin, xMax)
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if (yMin === yMax) return vMin
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const vMax = interpolateHorizontal(offset, x, yMax, xMin, xMax)
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return interpolate(y, yMin, yMax, vMin, vMax)
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}
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let pos = 0
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for (let y = 0; y < dst.height; y++) {
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for (let x = 0; x < dst.width; x++) {
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const srcX = x * src.width / dst.width
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const srcY = y * src.height / dst.height
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const xMin = Math.floor(srcX)
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const yMin = Math.floor(srcY)
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const xMax = Math.min(Math.ceil(srcX), src.width - 1)
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const yMax = Math.min(Math.ceil(srcY), src.height - 1)
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dst.data[pos++] = interpolateVertical(0, srcX, xMin, xMax, srcY, yMin, yMax) // R
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dst.data[pos++] = interpolateVertical(1, srcX, xMin, xMax, srcY, yMin, yMax) // G
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dst.data[pos++] = interpolateVertical(2, srcX, xMin, xMax, srcY, yMin, yMax) // B
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dst.data[pos++] = interpolateVertical(3, srcX, xMin, xMax, srcY, yMin, yMax) // A
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}
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}
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}
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/** Resizes an imageData depending on the algorithm and on the new width and height
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*
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* @param {*} image The imageData to scale
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* @param {*} width The new width of the imageData
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* @param {*} height The new height of the imageData
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* @param {*} algorithm Scaling algorithm chosen by the user in the dialogue
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*/
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function resizeImageData (image, width, height, algorithm) {
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algorithm = algorithm || 'bilinear-interpolation'
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let resize;
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switch (algorithm) {
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case 'nearest-neighbor': resize = nearestNeighbor; break
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case 'bilinear-interpolation': resize = bilinearInterpolation; break
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default: return image;
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}
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const result = new ImageData(width, height)
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resize(image, result)
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return result
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}
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/** Gets the position in (x, y) format of the pixel with index "index"
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*
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* @param {*} index The index of the pixel of which we need the (x, y) position
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*/
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function getPixelPosition(index) {
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let linearIndex = index / 4;
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let x = linearIndex % layers[0].canvasSize[0];
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let y = Math.floor(linearIndex / layers[0].canvasSize[0]);
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return [Math.ceil(x), Math.ceil(y)];
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}
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/** Sets isDragging to false, used when the user interacts with sortable lists
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*
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*/
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function makeIsDraggingFalse(event) {
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dragging = false;
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} |