pixel-editor/js/_newPixel.js
unsettledgames 07f36cf7cb Added latest log loading
Fixed sprite scaling bug
2021-04-28 23:39:14 +02:00

220 lines
6.3 KiB
JavaScript

let firstPixel = true;
/** Creates a new, empty file
*
* @param {*} width Start width of the canvas
* @param {*} height Start height of the canvas
* @param {*} editorMode The editor mode chosen by the user (advanced or basic)
* @param {*} fileContent If fileContent != null, then the newPixel is being called from the open menu
*/
function newPixel (width, height, editorMode, fileContent = null) {
// Saving the editor mode
pixelEditorMode = editorMode;
// The palette is empty, at the beginning
currentPalette = [];
// 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);
}
//remove current palette
colors = document.getElementsByClassName('color-button');
while (colors.length > 0) {
colors[0].parentElement.remove();
}
//add colors from selected palette
var selectedPalette;
if (!firstPixel)
var selectedPalette = getText('palette-button');
else
var selectedPalette = getText('palette-button-splash');
// If the user selected a palette and isn't opening a file, I load the selected palette
if (selectedPalette != 'Choose a palette...' && fileContent == null) {
//if this palette isnt the one specified in the url, then reset the url
if (!palettes[selectedPalette].specified)
history.pushState(null, null, '/pixel-editor/app');
//fill the palette with specified colours
createColorPalette(palettes[selectedPalette].colors,true);
}
// Otherwise, I just generate 2 semirandom colours
else if (fileContent == null) {
//this wasn't a specified palette, so reset the url
history.pushState(null, null, '/pixel-editor/app');
//generate default colors
var fg = hslToRgb(Math.floor(Math.random()*255), 230,70);
var bg = hslToRgb(Math.floor(Math.random()*255), 230,170);
//convert colors to hex
var defaultForegroundColor = rgbToHex(fg.r,fg.g,fg.b);
var defaultBackgroundColor = rgbToHex(bg.r,bg.g,bg.b);
//add colors to palette
addColor(defaultForegroundColor).classList.add('selected');
addColor(defaultBackgroundColor);
//set current drawing color as foreground color
currentLayer.context.fillStyle = '#'+defaultForegroundColor;
currentGlobalColor = '#' + defaultForegroundColor;
selectedPalette = 'none';
}
//fill background of canvas with bg color
fillCheckerboard();
fillPixelGrid();
//reset undo and redo states
undoStates = [];
redoStates = [];
// Closing the "New Pixel 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) {
// 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();
}
}
}
// Deleting the default layer
deleteLayer(false);
}
// Applying the correct editor mode
if (pixelEditorMode == 'Basic') {
switchMode(false);
}
else {
switchMode(false);
}
// Resetting history
undoStates = [];
redoStates = [];
}
function newFromTemplate(preset, x, y) {
if (preset != '') {
setText('palette-button-splash', presets[preset].palette);
setText('palette-button', presets[preset].palette);
x = presets[preset].width;
y = presets[preset].height;
}
newPixel(x, y, pixelEditorMode == 'Advanced' ? 'Basic' : 'Advanced');
}