pixel-editor/js/Startup.js
unsettledgames dcf896954f Added Startup IIFE to take care of the creation of a new project
It includes the old _createButton and _newPixel functions and a few private methods to divide the huge newPixel function into smaller chunks depending on their purpose. Those chunks could probably be part of other IIFEs, but we'll think about that in the future.
Fixed Input bug that caused the on function to pass an array of arguments instead of single arguments. Removed data_asdfgasd.hbs
2021-07-15 18:33:19 +02:00

264 lines
9.3 KiB
JavaScript

const Startup = (() => {
let firstPixel = true;
let splashPostfix = '';
Input.on('click', 'create-button', create, false);
Input.on('click', 'create-button-splash', create, true);
function create(e, isSplash) {
// If I'm creating from the splash menu, I append '-splash' so I get the corresponding values
if (isSplash) {
splashPostfix = '-splash';
}
else {
splashPostfix = '';
}
console.log("New pixel");
var width = Util.getValue('size-width' + splashPostfix);
var height = Util.getValue('size-height' + splashPostfix);
var selectedPalette = Util.getText('palette-button' + splashPostfix);
newPixel(width, height);
// If I'm not creating from the splash page, then this is not the first project I've created
if (!isSplash)
document.getElementById('new-pixel-warning').style.display = 'block';
resetInput();
//track google event
if (typeof ga !== 'undefined')
ga('send', 'event', 'Pixel Editor New', selectedPalette, width+'/'+height); /*global ga*/
}
/** TODO:
* - Remove firstPixel: it's enough to pass to newPixel whether it's been called from the splash page or not
* - Divide functions depending on their purpose:
* - initLayers()
* - initPalette()
* - openLPE()
*/
/** Creates a new, empty file
*
* @param {*} width Start width of the canvas
* @param {*} height Start height of the canvas
* @param {*} fileContent If fileContent != null, then the newPixel is being called from the open menu
*/
function newPixel (width, height, fileContent = null) {
// The palette is empty, at the beginning
ColorModule.resetPalette();
initLayers(width, height);
initPalette();
//fill background of canvas with bg color
fillCheckerboard();
fillPixelGrid();
// Closing the "New Pixel dialogue"
Dialogue.closeDialogue();
// Updating the cursor of the current tool
currentTool.updateCursor();
// The user is now able to export the Pixel
document.getElementById('export-button').classList.remove('disabled');
documentCreated = true;
// This is not the first Pixel anymore
firstPixel = false;
// Now, if I opened an LPE file
if (fileContent != null) {
loadLPE(fileContent);
// Deleting the default layer
deleteLayer(false);
}
}
function initLayers(width, height) {
// If this is the first pixel I'm creating since the app has started
if (firstPixel) {
// I configure the layers elements
layerListEntry = layerList.firstElementChild;
// Creating the first layer
currentLayer = new Layer(width, height, canvas, layerListEntry);
currentLayer.canvas.style.zIndex = 2;
}
else {
// If it's not the first Pixel, I have to reset the app
// Deleting all the extra layers and canvases, leaving only one
let nLayers = layers.length;
for (let i=2; i < layers.length - nAppLayers; i++) {
let currentEntry = layers[i].menuEntry;
let associatedLayer;
if (currentEntry != null) {
// Getting the associated layer
associatedLayer = getLayerByID(currentEntry.id);
// Deleting its canvas
associatedLayer.canvas.remove();
// Adding the id to the unused ones
unusedIDs.push(currentEntry.id);
// Removing the entry from the menu
currentEntry.remove();
}
}
// Removing the old layers from the list
for (let i=2; i<nLayers - nAppLayers; i++) {
layers.splice(2, 1);
}
// Setting up the current layer
layers[1] = new Layer(width, height, layers[1].canvas, layers[1].menuEntry);
currentLayer = layers[1];
currentLayer.canvas.style.zIndex = 2;
// Updating canvas size to the new size
for (let i=0; i<nLayers; i++) {
layers[i].canvasSize = [width, height];
}
}
// Adding the checkerboard behind it
checkerBoard = new Layer(width, height, checkerBoardCanvas);
// Creating the vfx layer on top of everything
VFXLayer = new Layer(width, height, VFXCanvas);
// Tmp layer to draw previews on
TMPLayer = new Layer(width, height, TMPCanvas);
// Pixel grid
pixelGrid = new Layer(width, height, pixelGridCanvas);
// Setting the general canvasSize
canvasSize = currentLayer.canvasSize;
if (firstPixel) {
// Cloning the entry so that when I change something on the first layer, those changes aren't
// propagated to the other ones
layerListEntry = layerListEntry.cloneNode(true);
// Adding the first layer and the checkerboard to the list of layers
layers.push(checkerBoard);
layers.push(currentLayer);
layers.push(VFXLayer);
layers.push(TMPLayer);
layers.push(pixelGrid);
}
}
function initPalette() {
// Get selected palette
let selectedPalette = Util.getText('palette-button' + splashPostfix);
//remove current palette
colors = document.getElementsByClassName('color-button');
while (colors.length > 0) {
colors[0].parentElement.remove();
}
// If the user selected a palette and isn't opening a file, I load the selected palette
if (selectedPalette != 'Choose a palette...') {
//if this palette isnt the one specified in the url, then reset the url
if (!palettes[selectedPalette].specified)
history.pushState(null, null, '/pixel-editor');
//fill the palette with specified colours
createColorPalette(palettes[selectedPalette].colors,true);
}
// Otherwise, I just generate 2 semirandom colours
else {
//this wasn't a specified palette, so reset the url
history.pushState(null, null, '/pixel-editor');
//generate default colors
var fg = new Color("hsv", Math.floor(Math.random()*360), 50, 50).rgb;
var bg = new Color("hsv", Math.floor(Math.random()*360), 80, 100).rgb;
//convert colors to hex
var defaultForegroundColor = Color.rgbToHex(fg);
var defaultBackgroundColor = Color.rgbToHex(bg);
//add colors to palette
ColorModule.addColor(defaultForegroundColor).classList.add('selected');
ColorModule.addColor(defaultBackgroundColor);
//set current drawing color as foreground color
currentLayer.context.fillStyle = '#'+defaultForegroundColor;
currentGlobalColor = '#' + defaultForegroundColor;
selectedPalette = 'none';
}
}
// OPTIMIZABLE: should probably moved to a FileManagement class or something
function loadLPE(fileContent) {
// I add every layer the file had in it
for (let i=0; i<fileContent['nLayers']; i++) {
let layerData = fileContent['layer' + i];
let layerImage = fileContent['layer' + i + 'ImageData'];
if (layerData != null) {
// Setting id
let createdLayer = addLayer(layerData.id, false);
// Setting name
createdLayer.menuEntry.getElementsByTagName("p")[0].innerHTML = layerData.name;
// Adding the image (I can do that because they're sorted by increasing z-index)
let img = new Image();
img.onload = function() {
createdLayer.context.drawImage(img, 0, 0);
createdLayer.updateLayerPreview();
if (i == (fileContent['nLayers'] - 1)) {
createPaletteFromLayers();
}
};
img.src = layerImage;
// Setting visibility and lock options
if (!layerData.isVisible) {
createdLayer.hide();
}
if (layerData.isLocked) {
createdLayer.lock();
}
}
}
}
function resetInput() {
//reset new form
Util.setValue('size-width', 64);
Util.setValue('size-height', 64);
Util.setText('palette-button', 'Choose a palette...');
Util.setText('preset-button', 'Choose a preset...');
}
function newFromTemplate(preset, x, y) {
if (preset != '') {
const presetProperties = PresetModule.propertiesOf(preset);
Util.setText('palette-button-splash', presetProperties.palette);
Util.setText('palette-button', presetProperties.palette);
x = presetProperties.width;
y = presetProperties.height;
}
newPixel(x, y);
}
return {
create,
newPixel,
newFromTemplate
}
})();