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@lobehub/ui

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Lobe UI is an open-source UI component library for building AIGC web apps

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function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function ownKeys(e, r) { var t = Object.keys(e); if (Object.getOwnPropertySymbols) { var o = Object.getOwnPropertySymbols(e); r && (o = o.filter(function (r) { return Object.getOwnPropertyDescriptor(e, r).enumerable; })), t.push.apply(t, o); } return t; } function _objectSpread(e) { for (var r = 1; r < arguments.length; r++) { var t = null != arguments[r] ? arguments[r] : {}; r % 2 ? ownKeys(Object(t), !0).forEach(function (r) { _defineProperty(e, r, t[r]); }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) { Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r)); }); } return e; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor); } } function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, "prototype", { writable: false }); return Constructor; } function _defineProperty(obj, key, value) { key = _toPropertyKey(key); if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : String(i); } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) return t; var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) return i; throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } import { stackBlurCanvasRGB } from "./stackBlur"; var GaussianBackground = /*#__PURE__*/function () { function GaussianBackground(node, options) { _classCallCheck(this, GaussianBackground); _defineProperty(this, "fpsAverage", void 0); _defineProperty(this, "canvas", void 0); _defineProperty(this, "context", void 0); _defineProperty(this, "animationFrame", null); _defineProperty(this, "timestep", 0); _defineProperty(this, "firstCallTime", 0); _defineProperty(this, "lastCallTime", 0); _defineProperty(this, "timeElapsed", 0); _defineProperty(this, "fpsTotal", 0); _defineProperty(this, "layers", []); _defineProperty(this, "options", { blurRadius: 16, fpsCap: 30, height: 32, scale: 20, width: 64 }); this.canvas = node; this.context = this.canvas.getContext('2d'); if (!this.context) { throw new Error('ERROR: Could not load canvas'); } if (options) { this.updateOptions(options); } } _createClass(GaussianBackground, [{ key: "run", value: function run(layers) { this.updateLayers(layers); this.firstCallTime = Date.now(); this.lastCallTime = this.firstCallTime; if (this.animationFrame) window.cancelAnimationFrame(this.animationFrame); this.animationFrame = window.requestAnimationFrame(this.displayLoop.bind(this)); this.play(); } }, { key: "generateLayer", value: function generateLayer(_ref, index) { var _ref$orbs = _ref.orbs, orbs = _ref$orbs === void 0 ? 0 : _ref$orbs, _ref$radius = _ref.radius, radius = _ref$radius === void 0 ? 0 : _ref$radius, _ref$maxVelocity = _ref.maxVelocity, maxVelocity = _ref$maxVelocity === void 0 ? 0 : _ref$maxVelocity, color = _ref.color, splitX = _ref.splitX, splitY = _ref.splitY; var canvas = document.createElement('canvas'); var context = canvas.getContext('2d'); if (!context) { throw new Error("Failed to get 2D context for layer ".concat(index)); } var layerOrbs = []; for (var i = 0; i < orbs; i++) { var orb = this.createOrb(radius, maxVelocity, splitX, splitY); layerOrbs.push(orb); } return { color: color, context: context, orbs: layerOrbs }; } }, { key: "createOrb", value: function createOrb(radius, maxVelocity, splitX, splitY) { var optionsWidth = this.options.width; var optionsHeight = this.options.height; var posX = splitX ? Math.random() * (optionsWidth / splitX) : Math.random() * optionsWidth; var posY = splitY ? Math.random() * (optionsHeight / splitY) : Math.random() * optionsHeight; return { maxX: optionsWidth, maxY: optionsHeight, minX: 0, minY: 0, posX: posX, posY: posY, radius: radius, velX: (Math.random() - 0.5) * 2 * maxVelocity, velY: (Math.random() - 0.5) * 2 * maxVelocity }; } }, { key: "displayLoop", value: function displayLoop() { // Keep going if the user wants animation this.animationFrame = window.requestAnimationFrame(this.displayLoop.bind(this)); var currentTime = Date.now(); var delta = currentTime - this.lastCallTime; // Ignore timesteping code if there is no animation if (delta > this.timestep) { this.lastCallTime = currentTime - delta % this.timestep; this.timeElapsed = this.lastCallTime - this.firstCallTime; this.fpsTotal++; this.fpsAverage = this.fpsTotal / (this.timeElapsed / 1000); this.drawBackground(); this.drawBlur(); } } }, { key: "drawBackground", value: function drawBackground() { for (var i = Object.keys(this.layers).length - 1; i >= 0; i--) { var layerContext = this.layers[i].context; var layerOrbs = this.layers[i].orbs; // Draw background layerContext.fillStyle = this.layers[i].color; layerContext.fillRect(0, 0, this.options.width, this.options.height); // Draw animated layer elements for (var x = Object.keys(layerOrbs).length - 1; x >= 0; x--) { // Animate the movement layerOrbs[x].posX += layerOrbs[x].velX; layerOrbs[x].posY += layerOrbs[x].velY; // Check if the orb has custom boundaries var minX = void 0; var maxX = void 0; var minY = void 0; var maxY = void 0; if (layerOrbs[x].maxX && layerOrbs[x].maxY) { minX = layerOrbs[x].minX; maxX = layerOrbs[x].maxX; minY = layerOrbs[x].minY; maxY = layerOrbs[x].maxY; } else { minX = 0; maxX = this.options.width; minY = 0; maxY = this.options.height; } // Collision detection and correction if (layerOrbs[x].posX >= maxX) { layerOrbs[x].posX = maxX; layerOrbs[x].velX = -layerOrbs[x].velX; } else if (layerOrbs[x].posX <= minX) { layerOrbs[x].posX = minX; layerOrbs[x].velX = -layerOrbs[x].velX; } if (layerOrbs[x].posY >= maxY) { layerOrbs[x].posY = maxY; layerOrbs[x].velY = -layerOrbs[x].velY; } else if (layerOrbs[x].posY <= minY) { layerOrbs[x].posY = minY; layerOrbs[x].velY = -layerOrbs[x].velY; } layerContext.save(); layerContext.globalCompositeOperation = 'destination-out'; layerContext.beginPath(); layerContext.arc(layerOrbs[x].posX, layerOrbs[x].posY, layerOrbs[x].radius, 0, 2 * Math.PI, false); layerContext.fill(); layerContext.restore(); } // Draw the virtual canvas layer onto the main canvas this.context.drawImage(layerContext.canvas, 0, 0); } } }, { key: "drawBlur", value: function drawBlur() { stackBlurCanvasRGB(this.canvas, 0, 0, this.options.width, this.options.height, this.options.blurRadius); } }, { key: "updateLayers", value: function updateLayers(layers) { var _this = this; this.layers = layers.map(function (layer, index) { return _this.generateLayer(layer, index); }); } }, { key: "updateOptions", value: function updateOptions(_ref2) { var _ref2$blurRadius = _ref2.blurRadius, blurRadius = _ref2$blurRadius === void 0 ? 16 : _ref2$blurRadius, _ref2$fpsCap = _ref2.fpsCap, fpsCap = _ref2$fpsCap === void 0 ? 30 : _ref2$fpsCap, _ref2$scale = _ref2.scale, scale = _ref2$scale === void 0 ? 20 : _ref2$scale; this.options = _objectSpread(_objectSpread({}, this.options), {}, { blurRadius: blurRadius, fpsCap: fpsCap, scale: scale }); this.options.height = Math.round(this.canvas.clientHeight / this.options.scale); this.options.width = Math.round(this.canvas.clientWidth / this.options.scale); this.timestep = 1000 / this.options.fpsCap; this.context.canvas.width = this.options.width; this.context.canvas.height = this.options.height; } }, { key: "prototype", value: function prototype() { window.cancelAnimationFrame(this.animationFrame); } }, { key: "play", value: function play() { var _this2 = this; window.cancelAnimationFrame(this.animationFrame); this.animationFrame = window.requestAnimationFrame(function () { return _this2.displayLoop(); }); } }]); return GaussianBackground; }(); export default GaussianBackground;