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skybrush.js
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skybrush.js
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"use strict";
/**
* @license
*
* SkyBrush - skybrush.css
*
* Copyright (c) 2012 Joseph Lenton
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the <organization> nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* SkyBrush
*
* An embeddable, HTML5 Canvas powered, based art painting
* application!
*
* It allows you to have a canvas, which can be moved around
* and zoomed, floating dialog boxes on top of the canvas,
* various brushes you can use for painting, colour picker,
* and more!
*
* = Features =
* - easy embeddable painting application
* - Cross browser; supports IE 9+, Firefox, Chrome, Safari and Opera
* - single interface for setting/getting/manipulating content
* - no cruft! It's just an art package, you can add your own stuff around it.
*
* = Controls =
*
* These commands switch to a tool (a Command):
*
* p - pencil
* b - brush
* e - eraser
* r - rectangle
* c - circle
* l - line
* s - select
* m - move
* f - fill
* z - zoom
* k - colour picker
*
* These commands do stuff:
*
* delete - clears selection (or everything if no selection)
* ctrl+z - undo
* ctrl+r, ctrl+y - redo
*
* ctrl+x - cut selection
* ctrl+c - copy selection
* ctrl+v - paste
* ctrl+e - crop
* ctrl+a - select all
*
* @dependencies jQuery
* @author Joseph Lenton - joe@playmycode.com
*
* @param window The browser Window.
* @param document The document HTML Dom document.
* @param nil A shorthand name for null, MUST PASS IN NULL!
* @param undefined, NEVER PASS IN A VALUE FOR THIS PARAMETER!
*/
/*
* Read this first section up till 'Canvas Pixels'. The rest
* you can skip, but come back to if you see those terms else
* where in the code.
*
* SkyBrush is built as an event based system. The idea is that
* you should just send changes to SkyBrush, who in turn
* propogates them to the other components.
*
* To update, you listen on those events, and wait to be called.
*
* This means in practice that events might update twice, or
* be asked to perform updates which are not needed. This is a
* small price to pay for making the code _much_ simpler.
*
* The alternative would be for every component to need to
* know about every other component, which would not be
* pleasent to code against!
*
* = 'Canvas Pixels' =
*
* There are two co-ordinate systems in SkyBrush. These
* are:
*
* - canvas pixels - This means it is based on the original
* canvas size. So if the canvas is 100 by 100, and it's
* zoomed in at 300%, then the canvas is 300 by 300.
*
* However canvas pixels is still a value from 0 to 100,
* because it ignores zoom!
*
* - mouse location - the mouse in relation to the canvas.
* This does not ignore zoom, and so the canvas would be
* located from 0 to 300.
*
* Locations can be given outside of those ranges, it is
* simply ignored, or some other special logic is done.
*
* The point is to remember that we have a canvas which
* internally has no zoom applied to it, but externally it
* does.
*/
(function(window, document, nil, undefined) {
var $ = window['$'] || window['jquery'];
if ( ! $ ) {
throw Error("jQuery is required, and it cannot be found!");
}
/*
* Default Values for SkyBrush.
* This is for the initial setup.
*/
/**
* @const
*/
var DEFAULT_WIDTH = 640, // pixels
DEFAULT_HEIGHT = 480, // pixels
DEFAULT_ZOOM = 1, // from 1/MAX_ZOOM to MAX_ZOOM
DEFAULT_GRID_WIDTH = 5, // pixels
DEFAULT_GRID_HEIGHT = 5, // pixels
GRID_FADE_SPEED = 250, // milliseconds
/**
* @const
* @type {string}
*/
DEFAULT_CURSOR = 'sb_cursor_default',
/**
* @const
* @type {string}
*/
NO_CURSOR_CSS = 'sb_cursor_none',
/**
* The prefix added to command css classes.
*
* So 'picker' becomes 'sb_command_picker' if
* the prefix is 'sb_command_'.
*
* @const
* @type {string}
*/
COMMAND_CSS_PREFIX = 'sb_command_',
/**
* @const
* @type {string}
*/
CONTROL_CSS_PREFIX = 'sb_control_',
/**
*
* @const
* @type {string}
*/
GUI_CSS_PREFIX = 'sb_gui_',
/**
* Attempts to disable the right click context menu,
* when this is true. Otherwise it is allowed.
*
* @const
* @type {number}
*/
DISABLE_CONTEXT_MENU = false,
/**
* Minimum width of a horizontal/vertical line on the colour
* pixker.
*
* @const
* @type {number}
*/
COLOUR_MIXER_MIN_WIDTH = 3,
/**
* The width, in pixels, of the colour mixer.
*
* This should match the CSS.
*
* @const
* @type {number}
*/
COLOUR_MIXER_WIDTH = 140,
/**
* The width of the colour wheel,
* must match the CSS.
*
* @const
* @type {number}
*/
COLOUR_WHEEL_WIDTH = 77,
UPSCALE_BACK_OFFSET_MOD = 16,
/**
* @const
* @type {string}
*/
CONTROL_ID_CSS_PREFIX = 'painter_control_css_id_',
/**
* Starting X location of the GUI dialogues.
*
* @const
* @type {number}
*/
GUI_DEFAULT_X = 28,
/**
* Startying y location.
*
* @const
* @type {number}
*/
GUI_DEFAULT_Y = 70,
/**
* When scrolling, the canvas will wait this amount of time
* before it tries to display the upscale.
*
* This is to allow people to continously scroll without it
* freezing up on them.
*
* @const
* @type {number}
*/
UPSCALE_SCROLL_DELAY = 350,
/**
*
* @const
* @type {number}
*/
UPSCALE_DIVIDE_AREA = 400,
/**
* How long it takes to fade the GUI overlays in and out,
* when shown and hidden.
*
* @const
* @type {number}
*/
HIDE_GUI_TIME = 300,
/**
* When you click on a slider, it moves the slider to
* the nearest whole increment in that direction.
*
* This states how many increments there are across a
* sliding bar, in order to work out all these increments.
*
* @const
*/
NUM_SLIDE_INCREMENTS = 16,
/**
* A value from 0.0 to 1.0.
*
* When you slide the slider up or down, using 'slideUp' or 'slideDown',
* a distance is calculated between the last position, and the next one.
* This is normalized to be a distance of 1.0.
*
* The distance of the slider mark, on the slider bar, is then worked
* out from the next position, again normalized to this 0.0 to 1.0 range.
* For example if the slider mark is half way, then the distance of 0.5.
* If it is 3/4 away from the next mark, then the distance is 0.75.
*
* If the distance is less then the SLIDER_ERROR, then the mark will jump
* over the next mark on the slider, and so skip it.
*
* @const
* @type {number}
*/
SLIDER_ERROR = 0.33,
/**
* This is the power to take alpha values to, in order to convert them to
* the same value as 'opacity'.
*
* Opacity is blended differently (higher alpha) then values drawn to the screen.
*
* @const
* @type {number}
*/
ALPHA_TO_OPACITY_POWER = 1.09,
/**
* If the alpha is set to a value just below 1,
* which is within this dead zone, then it's blended up to 1.
*
* This is to make it easier to select an alpha of 1.
*
* @const
* @type {number}
*/
ALPHA_DEAD_ZONE = 0.03,
/**
* The speed of the animation when updating the canvas size/position
*
* @const
* @type {number}
*/
CANVAS_UPDATE_SPEED = 200,
/**
* The number of canvas' to store internally in the undo stack
* this equates to how many times you can click back 'undo'.
*
* @const
* @type {number}
*/
UNDO_STACK_SIZE = 40,
/**
* Starting alpha value.
*
* @const
* @type {number}
*/
DEFAULT_ALPHA = 1,
/**
* The maximum zoom level.
*
* min zoom is: 1 / MAX_ZOOM
*
* @const
* @type {number}
*/
MAX_ZOOM = 16,
/**
* The maximum brush size allowed.
*
* @const
* @type {number}
*/
MAX_BRUSH_SIZE = 50,
/*
* WARNING! All colours _MUST_ be 6 values hex values!
*/
/**
* The default colour to set as the current colour,
* when Painter starts.
*/
DEFAULT_COLOR = '#000000', // black
/**
* The colours present in the colour palette.
*
* Add/remove from this list to have different colours.
*
* @const
* @type {Array.<string>}
*/
DEFAULT_COLORS = [
// for colours see: http://en.wikipedia.org/wiki/Web_colors
/* Greys */
'#ffffff',
'#c3c1c1',
'#8b8a8a',
'#474747',
'#000000',
/*colours*/
'#ffcdcc',
'#ff8d8a',
'#ff0600',
'#990400',
'#630200',
'#FFE7CD',
'#FFC78A',
'#FF8601',
'#995001',
'#633400',
'#FFFDCC',
'#FFFA8A',
'#FFF500',
'#999301',
'#635E00',
'#CDF5D0',
'#8DE992',
'#06D211',
'#037E0A',
'#045207',
'#D4F0FE',
'#9DDEFE',
'#28B5FD',
'#1A6D99',
'#104662',
'#CCCEFF',
'#8A90FF',
'#000CFF',
'#010799',
'#000563',
'#FFCCED',
'#FF8AD8',
'#FF00A8',
'#980065',
'#630041'
];
/**
* Mouse constants, so the code is more readable.
*
* @constant
* @private
* @type {number}
*/
var LEFT = 0,
RIGHT = 1,
MIDDLE = 2 ;
/**
* An array used for fast hex value lookup.
*
* @type {Array.<string>}
*/
var INT_TO_HEX = [];
for ( var i = 0; i <= 255; i++ ) {
var hex = i.toString(16);
// writes out a two letter hex value
INT_TO_HEX.push( (i < 16) ? ('0' + hex) : hex )
}
/**
* Creates a new JQuery wrapped Anchor, and returns it,
* but with lots of defaults set.
*
* These include '#' for the href, and to prevent the default action
* of following the link.
*
* You can also pass in more CSS classes after the 'text' parameter.
*
* @param text The text to appear on this anchor.
* @return A jQuery wrapped anchor tag.
*/
var $a = function( text ) {
var anchor = $('<a href="#">' + text + '</a>');
for ( var i = 1; i < arguments.length; i++ ) {
var klass = arguments[i];
if ( klass ) {
anchor.addClass( klass );
}
}
return anchor;
};
/**
* A generic, reusable, horizontal slider.
*
* You can use the 'slide' method to attach functions to be called when this
* slides.
*
* You can also add any classes to it.
*
* ASCII art impression of control:
*
* - -------[]--- +
*
*
* @return A jQuery object (a div), which is pre-built and setup as a slider.
*/
var $slider = function() {
var slider = $a('', 'skybrush_slider_bar_slider').
stopPropagation( 'click', 'leftdown' ).
leftdown( function(ev) {
var $this = $(this);
$this.data('is_sliding', true);
} );
slider.data( 'is_sliding', false );
// stop sliding
$(document).leftup( function(ev) {
slider.data( 'is_sliding', false );
} );
/**
* Runs the 'onslide' event if there is one.
*
* @param $this This slider object already wrapped by jQuery.
*/
var runOnSlide = function( $this ) {
var slideVal = $this.children( '.skybrush_slider_bar_slider' ).position().left / $this.width();
$this.trigger( 'on_slide', [slideVal] );
};
/**
* A helper sliding function.
*
* It handles the maths, and the movement, of sliding the slider up
* or down $this, it's sliding bar.
*
* Things have to be passed in as it's a tad low level,
* and designed to avoid some repetition when used (like finding the slider).
*/
var slideTo = function( $this, slider, slideUp) {
var sliderX = slider.position().left,
w = $this.width();
var slideInc = w / NUM_SLIDE_INCREMENTS;
var nowX = sliderX % slideInc;
var onTheStep = nowX == 0;
// work out the distance from the next mark, in the positive diretion (slide up)
var normalizedDist = nowX / slideInc;
var newX = sliderX - nowX;
if ( slideUp ) {
newX += slideInc;
if ( !onTheStep ) {
// skip the next mark, if we are really close to it
if ( (1-normalizedDist) < SLIDER_ERROR ) {
newX += slideInc;
}
}
// slide down + skip next down mark
} else if ( onTheStep || normalizedDist < SLIDER_ERROR ) {
newX -= slideInc;
}
newX = limit( newX, 0, w );
slider.css({left: newX + 'px'});
runOnSlide( $this );
};
var sliderBar = $a('', 'skybrush_slider_bar').
stopPropagation( 'click', 'leftdown' ).
append( $('<div>').addClass('skybrush_slider_bar_inner') ).
append( slider ).
// zoom in/out when you click on the slider bar
click( function(ev) {
var $this = $(this);
var slider = $this.children('.skybrush_slider_bar_slider');
if ( ! slider.data('is_sliding') ) {
var mx = ev.pageX - $this.offset().left;
var sliderX = slider.position().left;
slideTo( $this, slider, (mx > sliderX) );
}
} ).mousemove( function(ev) {
var $this = $(this);
var slider = $this.children('.skybrush_slider_bar_slider');
if ( slider.data('is_sliding') ) {
var pos = $this.offset();
var x = ev.pageX - pos.left;
x = limit( x, 0, $this.width() );
$this.children('.skybrush_slider_bar_slider').css({left: x + 'px'});
runOnSlide( $this );
}
} );
sliderBar.slideUp = function() {
slideTo( this, this.children('.skybrush_slider_bar_slider'), true );
return this;
};
sliderBar.slideDown = function() {
slideTo( this, this.children('.skybrush_slider_bar_slider'), false );
return this;
};
/**
* Allows adding slide events, run when this slides.
*/
sliderBar.slide = function(f) {
return this.bind( 'on_slide', f );
};
sliderBar.setSlide = function(p) {
p = limit( p, 0.0, 1.0 );
var x = this.width() * p ;
this.children('.skybrush_slider_bar_slider').css({left: x + 'px'});
return this;
};
return sliderBar;
};
/**
* Applies both a min and max to n, against the values given.
* n is then returned, limited to the range from min to max.
*
* @param {number} n The value to limit.
* @param {number} min The minimum value n can be.
* @param {number} max The maximum value n can be.
* @return {number} n limited to between min and max.
*/
var limit = function( n, min, max ) {
return Math.max(
min,
Math.min(
max,
n
)
);
};
/**
* Takes the percentage value (a number in the range [0.0, 1.0]),
* a min, and a max, and outputs it's equivalent in the min/max
* given.
*
* @param p The percent value to convert.
* @param min The minimum value allowed.
* @param max The maximum value allowed.
* @return The percent converted to a value from min to max.
*/
var pConvert = function( p, min, max ) {
return (max-min)*p + min;
};
/**
* Converts an RGB color value to HSV. Conversion formula
* adapted from http://en.wikipedia.org/wiki/HSV_color_space.
* Assumes r, g, and b are contained in the set [0, 255] and
* returns h, s, and v in the set [0, 1].
*
* @param {number} r The red color value
* @param {number} g The green color value
* @param {number} b The blue color value
* @return {Array.<number>} The HSV representation
*/
var rgbToHSV = function(r, g, b){
r = r/255, g = g/255, b = b/255;
var max = Math.max(r, g, b), min = Math.min(r, g, b);
var h, s, v = max;
var d = max - min;
s = max == 0 ? 0 : d / max;
if(max == min){
h = 0; // achromatic
}else{
switch(max){
case r:h = (g - b) / d + (g < b ? 6 : 0);break;
case g:h = (b - r) / d + 2;break;
case b:h = (r - g) / d + 4;break;
}
h /= 6;
}
return [h, s, v];
}
/**
* Converts an HSV color value to RGB. Conversion formula
* adapted from http://en.wikipedia.org/wiki/HSV_color_space.
* Assumes h, s, and v are contained in the set [0, 1] and
* returns r, g, and b in the set [0, 255].
*
* @param {number} h The hue
* @param {number} s The saturation
* @param {number} v The value
* @return {Array.<number>} The RGB representation
*/
function hsvToRGB(h, s, v){
var r, g, b;
var i = Math.floor(h * 6);
var f = h * 6 - i;
var p = v * (1 - s);
var q = v * (1 - f * s);
var t = v * (1 - (1 - f) * s);
switch(i % 6){
case 0:r = v, g = t, b = p;break;
case 1:r = q, g = v, b = p;break;
case 2:r = p, g = v, b = t;break;
case 3:r = p, g = q, b = v;break;
case 4:r = t, g = p, b = v;break;
case 5:r = v, g = p, b = q;break;
}
return [r * 255, g * 255, b * 255];
}
/**
* All components must be provided as values between 0 and 255.
* Floating point values are allowed, but will be rounded to
* the nearest whole number.
*
* @param r The red component.
* @param g The green component.
* @param b The blue component.
* @return The given RGB values combined into a hex string.
*/
var rgbToColor = function( r, g, b ) {
return '#' +
INT_TO_HEX[ (r+0.5) | 0 ] +
INT_TO_HEX[ (g+0.5) | 0 ] +
INT_TO_HEX[ (b+0.5) | 0 ] ;
};
/**
* Set up sensible defaults for 2D canvas contexts.
*
* These aren't defaults for Painter,
* but are to normalize cross-browser defaults,
* as some browsers (*cough* Chrome) sometimes have buggy defaults.
*
* @private
* @param ctx
*/
var initializeCtx = function( ctx ) {
ctx.fillStyle = 'white';
ctx.strokeStyle = 'white';
ctx.globalAlpha = 1;
ctx.lineWidth = 1;
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
};
/**
* Cleares the overlay on top of the painting canvas.
*/
var clearCtx = function(ctx, x, y, w, h, buffer) {
if ( x === undefined ) {
x = 0;
y = 0;
w = ctx.canvas.width;
h = ctx.canvas.height;
} else {
if ( w < 0 ) {
w = -w;
x -= w;
}
if ( h < 0 ) {
h = -h;
y -= h;
}
// increase the clear area by 1, by default
// this is to account for any anti-aliasing
x--;
y--;
w += 2;
h += 2;
if ( buffer !== undefined ) {
x -= buffer;
y -= buffer;
w += buffer*2;
h += buffer*2;
}
x = Math.max( x, 0 );
y = Math.max( y, 0 );
w = Math.min( w, ctx.canvas.width );
h = Math.min( h, ctx.canvas.height );
}
ctx.clearRect( x, y, w, h );
};
/**
* Algorithm for copying data from src to the destination
* canvas, using a nearest neighbour algorithm.
*
* For scaling, this does not use the width and height!
* It uses the 'pixelWidth' and 'pixelHeight' values. Why?
* It is so you can upscale a dirty region on the
* destination.
*
* The size of a pixel from src is always 1. So if you are
* scaling to twice the size, then pixel width and height
* should be 2. If it's 3 and a half times, then they
* should be 3.5.
*
* If your scaling down, then it's a value less then 1.
* i.e. it's 0.5 for half the size, and 0.25 for a quarter.
*
* Pixel width and height are seperate so you can scale
* in the x and y directions by different scales.
*
* Optimizations include:
* = using UInt8ClampedArray where available
* = look aheads when drawing, to draw a strip rather
* then indevidual rectangles.
* = iterating across the src as a flat array, rather
* then working out 2d indexes.
* = caching colour and alpha changes
* = multiple code paths, for eliminating un-needed work.
* = fast positive round bitshifting
* = lots of manual changes, like inlining assignments (yes it's faster)
*
* Note that the src is canvas image data, the value
* returned from calling 'ctx.getImageData'. This is to
* allow both dest and src to be the same, by getting out
* the data, resizing it, and then passing src in as dest.
*
* The overlay is the same, but it is also optional. Just
* leave it out if you don't need it.
*
* forceSrcAlpha is a flag to only use the alpha component
* from the src data, when mixing with the overlay.
*
* If it's true, then the overlay will only show up where
* the src has an alpha value which is greater then 1.
* This transparent areas stay transparent.
*
* Even then, if the overlay has full alpha, and src has
* 0.5 alpha, then the destination is drawn with 0.5 alpha.
*
* Due to floating point rounding errors, this only works
* on scaling images with sizes less then 1 million pixels
* wide.
*
* @const
*
* @param dest HTML5 Canvas to use for drawing the scaling to.
* @param startX Where to start drawing to on the destination.
* @param startY Y start location for drawing on the destination.
* @param destW Size of drawing area on destination.
* @param destH Size of drawing area on destination.
*
* @param pixelWidth The width of a pixel on destination.
* @param pixelHeight The height of a pixel on the destination.
*
* @param sData The source pixel data.
* @param x The x co-ordinate of where you are reading from on src and overlay.
* @param y The y co-ordinate of where we are copying from on src and overlay.
* @param w The width of both src and overlay pixel data.
* @param h The height of both the src and overlay pixel data.
* @param oData Optional, overlay canvas pixels to copy from when blending.
*
* @param forceSrcAlpha Optional, when true, overlay is written using the alpha component on src.
*/
/*
* Note that this is built with up scaling in mind, where
* destination is larger then the src. Down scaling works
* fine, but it's optimized for up scaling.
*/
function copyNearestNeighbour(
dest, startX, startY, destW, destH,
pixelWidth, pixelHeight,
sData, x, y, w, h,
oData,
forceSrcAlpha
) {
var forceSrcAlpha = !! forceSrcAlpha,
includeOverlay = !! oData,
dCtx = dest.getContext('2d'),
sData = sData.data,
oData = oData ? oData.data :
nil ;
var endX = startX + destW,
endY = startY + destH;
/*
* Takes off a little from the end, if pixelWidth/Height
* is not a whole number. This is to account for
* floating point number rounding errors.
*/
if ( pixelWidth % 1 !== 0 ) {
endX -= 0.000001;
}
if ( pixelHeight % 1 !== 0 ) {
endY -= 0.000001;
}
dCtx.clearRect( startX, startY, (destW|0), (destH|0) );
/*
* This optimization is about avoiding calls to update
* fillStyle and globalAlpha.
*
* This saves about 10% to 20%
*/
var lastColor = 0,
lastAlpha = 255;
dCtx.fillStyle = '#000';
dCtx.globalAlpha = 1;
// location of the pixel in both canvas and overlay
var i = 0,
drawY = startY;
/*
* '.buffer == undefined' check needed for Chrome,
* as 18 has Uint8ClampedArray included, but not used.
*/
if ( window.Uint8ClampedArray !== undefined && sData.buffer !== undefined ) {
sData = new Int32Array( sData.buffer );
if ( oData !== nil ) {
oData = new Int32Array( oData.buffer );
}
while ( drawY < endY ) {
var nextY = drawY + pixelHeight,
drawYI = ((0.5 + drawY) | 0);
var diffY = ((0.5 + nextY) | 0) - drawYI,
drawX = startX;
while ( drawX < endX ) {
var nextX = drawX + pixelWidth;
var cRGB = sData[i],
oRGB,
ca = (cRGB >> 24) & 0xFF,
oa;
if ( includeOverlay ) {
oRGB = oData[i];
oa = (oRGB >> 24) & 0xFF;
} else {
oa = 0;
}
/*
* Skip Transparency When:
* = canvas and overlay are empty
* = using destination alpha and canvas is empty
*/
if ( ! (
ca === 0 && ( oa === 0 || forceSrcAlpha )
) ) {
var nowDrawX = ((0.5 + drawX) | 0),
r, g, b;
// overlay is blank
if ( oa === 0 ) {
r = cRGB & 0xFF;
g = (cRGB >> 8 ) & 0xFF;
b = (cRGB >> 16) & 0xFF;
if ( ca !== lastAlpha ) {
dCtx.globalAlpha = (lastAlpha = ca) / 255.0;
}
// full overlay alpha
} else if ( oa === 255 && forceSrcAlpha === false ) {
r = oRGB & 0xFF;
g = (oRGB >> 8) & 0xFF;
b = (oRGB >> 16) & 0xFF;
if ( lastAlpha !== 255 ) {
dCtx.globalAlpha = 1;
lastAlpha = 255;
}
// canvas is blank
} else if ( ca === 0 ) {