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anim.js
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anim.js
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//This Demonstrates calling the animWorker.js web worker, allowing for non-blocking
//Gif building.
function animDelayValue() //Gets a user defined frame delay from user input (dom element), displays current value on dom
{
var value = new Number(document.getElementById("animDelay").value/1000);
value.toFixed(2);
document.getElementById("animDelayVal").innerHTML = value;
}
animDelayValue(); //initialize delay value display
this.animDelayValue = animDelayValue; //make animDelayValue global
this.gifalizer = function() //function, called from DOM to build gif.
{
function getAnimScaleFactor()
{
var autosaveElements = document.getElementsByName("animScale"); //DOM widget to set scale factor to 100%, 50% or 25%
var autosaveValue = "4"
for (var i=0; i < autosaveElements.length; i++)
{
if (autosaveElements[i].checked)
{
autosaveValue = autosaveElements[i].value;
break;
}
}
if(autosaveValue == "1")
{
return 1;
}
if(autosaveValue == "2")
{
return 2;
}
else
{
return 4;
}
}
var delay = document.getElementById("animDelay").value;
var scale = getAnimScaleFactor();
var animation_parts = new Array(paintedCanvases.length);
var worker = new Worker('animWorker.js');
//worker.onmessage = function(e)
//{
// console.log(e.data);
//}
//call web worker.
worker.onmessage = function(e)
{
//handle stuff, like get the frame_index
var frame_index = e.data["frame_index"];
var frame_data = e.data["frame_data"];
animation_parts[frame_index] = frame_data;
console.log(frame_index);
for(var j = 0; j < paintedCanvases.length; j++)
{
if(animation_parts[j] == null)
{
return;
}
}
console.log("append");
//check when everything else is done and then do animation_parts.join('') and have fun
var binary_gif = animation_parts.join('');
var data_url = 'data:image/gif;base64,'+window.btoa(binary_gif);
var gifItem = new Image();
gifItem.src = data_url;
var thumbs = document.getElementById("gifContainer");
//nuke all child nodes!
while(thumbs.hasChildNodes())
{
thumbs.removeChild(thumbs.lastChild);
}
document.getElementById("gifContainer").appendChild(gifItem);
}
var imageItems = new Array(); //hacky way to ensure that an arbitrary number of onload events occur.
//paintedCanvases is an array of canvas data generated by a canvas toDataURL calls elsewhere in the parent scope. Replicate this how you wish.
for(var i = 0; i < paintedCanvases.length; i++)
{
imageItems[i] = new Image();
imageItems[i].src = paintedCanvases[i];
imageItems[i].isloaded = false;
imageItems[i].index = i;
imageItems[i].onload = function()
{
var scratchCanvas = document.createElement("canvas");
scratchCanvas.width = comicPane.width/scale;
scratchCanvas.height = comicPane.height/scale;
var scratchCanvasContext = scratchCanvas.getContext("2d");
scratchCanvasContext.fillStyle = "#FFFFFF";
scratchCanvasContext.fillRect(0,0,scratchCanvas.width, scratchCanvas.height);
scratchCanvasContext.drawImage(this,0,0,scratchCanvas.width,scratchCanvas.height);
var imdata = scratchCanvasContext.getImageData(0,0, scratchCanvas.width, scratchCanvas.height).data;
console.log(this.index);
worker.postMessage({"frame_index": this.index, "delay": delay, "frame_length":paintedCanvases.length-1, "height":scratchCanvas.height, "width":scratchCanvas.width, "imageData":imdata}); //imarray.join(',')
}
}
}