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scrawl-canvas

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Responsive, interactive and more accessible HTML5 canvas elements. Scrawl-canvas is a JavaScript library designed to make using the HTML5 canvas element easier, and more fun

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// # AssetAdvancedFunctionality mixin // The following functionality is shared between NoiseAsset and RdAsset objects // #### Imports import { mergeOver, λnull, Ωempty } from '../helper/utilities.js'; import { makeGradient } from '../factory/gradient.js'; import { releaseCell, requestCell } from '../untracked-factory/cell-fragment.js'; // Shared constants import { _floor, _now, _2D, CANVAS, PC100 } from '../helper/shared-vars.js'; // Local constants (none defined) // #### Export function export default function (P = Ωempty) { // #### Shared attributes const defaultAttributes = { // __choke__ - used to limit the number of times the assets that use this mixin repaint their display canvases. // + For example, the `asset-management/reaction-diffusion-asset.js` asset may run multiple iterations of its calculations in batches; we need to make sure the canvas repainting functionality does not trigger after each separate iteration. choke: 15, // __paletteStart__, __paletteEnd__ _pseudo-attributes_ - We don't need to use the entire palette when building a gradient; we can restrict the palette using these start and end attributes. // The __cyclePalette__ _pseudo-attribute_ tells the Palette object how to handle situations where the paletteStart value is greater than the paletteEnd value: // + when false, we reverse the color stops // + when true, we keep the normal order of color stops and pass through the 1/0 border // The Gradient's __delta__ object is not stored in the defs object; it acts in a similar way to the artefact delta object - though it is restricted to adding delta values to Number and 'String%' attributes. // // The __colors__ _pseudo-attribute_ can be used to pass through an array of palette color objects to the Gradient Palette object. The data is not retained by the gradient object. // + A better approach to managing gradient colors after it has been created is to use the `gradient.updateColor` and `gradient.removeColor` functions // The __easing__ _pseudo-attribute_ represents a transformation that will be applied to a copy of the color stops Array - this allows us to create non-linear gradients. Value is passed through to the Palette object // The __precision__ _pseudo-attribute_ - value is passed through to the Gradient Palette object // The __colorSpace__ - String _pseudo-attribute_ defines the color space to be used by the Gradient Palette's Color object for its internal calculations - value is passed through to the Palette object // + Accepted values from: `'RGB', 'HSL', 'HWB', 'XYZ', 'LAB', 'LCH', 'OKLAB', 'OKLCH'` with `RGB` as the default // // The __returnColorAs__ - String _pseudo-attribute_ defines the type of color String the Gradient Palette's Color object will return - value is passed through to the Gradient Palette object // + Accepted values from: `'RGB', 'HSL', 'HWB', 'LAB', 'LCH', 'OKLAB', 'OKLCH'` with `RGB` as the default }; P.defs = mergeOver(P.defs, defaultAttributes); // #### Packet management // No additional packet management functionality defined here // #### Clone management // No additional clone functionality defined here // #### Kill management // No additional kill functionality defined here // #### Get, Set, deltaSet // These all route get/set/setDelta attribute changes through to the Gradient object const S = P.setters, D = P.deltaSetters; S.paletteStart = function (item) { if (this.gradient) this.gradient.set({ paletteStart: item }); }; D.paletteStart = function (item) { if (this.gradient) this.gradient.setDelta({ paletteStart: item }); }; S.paletteEnd = function (item) { if (this.gradient) this.gradient.set({ paletteEnd: item }); }; D.paletteEnd = function (item) { if (this.gradient) this.gradient.setDelta({ paletteEnd: item }); }; S.colors = function (item) { if (this.gradient) this.gradient.set({ colors: item }); }; S.precision = function (item) { if (this.gradient) this.gradient.set({ precision: item }); }; S.easing = function (item) { if (this.gradient) this.gradient.set({ easing: item }); }; S.easingFunction = S.easing; S.colorSpace = function (item) { if (this.gradient) this.gradient.set({ colorSpace: item }); }; S.returnColorAs = function (item) { if (this.gradient) this.gradient.set({ returnColorAs: item }); }; S.cyclePalette = function (item) { if (this.gradient) this.gradient.set({ cyclePalette: item }); }; S.delta = function (items = Ωempty) { if (this.gradient) this.gradient.set({ delta: items }); }; // #### Prototype functions // `installElement` - internal function, used by the constructor P.installElement = function (name) { // Every asset factory that uses this mixin gets its own non-DOM-attached &lt;canvas> element primed with a 2D context engine. This canvas is used to display the visual representation of the asset: // + For `asset-management/noise-asset.js`, the noise data is held internally, and a display of that data gets generated via this mixin // + The same applies for `asset-management/reaction-diffusion-asset.js` const element = document.createElement(CANVAS); element.id = name; this.element = element; this.engine = this.element.getContext(_2D, { willReadFrequently: true, }); // Asset factories like `noise-asset` and `reaction-diffusion-asset` store their output in a noise output Array of Arrays - each value is a float in the range 0.0 to 1.0. // + We can colourise this output - as we fetch it and paint it into the asset's display canvas - using a small (256px x 1px) canvas-generated gradient, where we map the color to be used for that pixel to the 256-color-long gradient where a value of 0.0 maps to color 0 and a value of 1.0 maps to color 255. this.gradient = makeGradient({ name: `${name}-gradient`, endX: PC100, delta: { paletteStart: 0, paletteEnd: 0, }, cyclePalette: false, }); this.gradientLastUpdated = 0; return this; }; // `checkSource` // + Gets invoked by subscribers (who have a handle to the asset instance object) as part of the display cycle. // + Assets will automatically pass this call onto `notifySubscribers`, where dirty flags get checked and rectified P.checkSource = function () { this.notifySubscribers(); }; // `getData` function called by Cell objects when calculating required updates to its CanvasRenderingContext2D engine, specifically for an entity's __fillStyle__, __strokeStyle__ and __shadowColor__ attributes. // + This is the point when we clean Scrawl-canvas assets which have told their subscribers that asset data/attributes have updated P.getData = function (entity, cell) { this.notifySubscribers(); return this.buildStyle(cell); }; // `notifySubscribers` - If the gradient is to be animated, then we need to update the asset at some point (generally the start) of each Display cycle by invoking this function P.update = function () { this.dirtyOutput = true; }; // `notifySubscribers`, `notifySubscriber` - overwrites the functions defined in mixin/asset.js P.notifySubscribers = function () { if (this.dirtyOutput) this.cleanOutput(); this.subscribers.forEach(sub => this.notifySubscriber(sub), this); }; P.notifySubscriber = function (sub) { sub.sourceNaturalWidth = this.width; sub.sourceNaturalHeight = this.height; sub.sourceLoaded = true; sub.source = this.element; sub.dirtyImage = true; sub.dirtyCopyStart = true; sub.dirtyCopyDimensions = true; sub.dirtyImageSubscribers = true; }; // `paintCanvas` - internal function called by the `cleanOutput` function P.paintCanvas = function () { if (this.checkOutputValuesExist()) { if (this.dirtyOutput) { this.dirtyOutput = false; const {element, engine, width, height, gradient, choke, gradientLastUpdated } = this; // Update the display element's dimensions - this will also clear the canvas display element.width = width; element.height = height; // Grab an ImageData object which we can use to quickly colorize the display output const img = engine.getImageData(0, 0, width, height), iData = img.data, len = width * height; const now = _now(); if (gradientLastUpdated + choke < now) { gradient.updateByDelta(); this.gradientLastUpdated = now; } // We use a pool cell to generate the current gradient. Note that gradients can be manipulated and animated in various ways const myCell = requestCell(); const { element: helperElement, engine: helperEngine } = myCell; // Generate the gradient, and grab its display from the pool cell helperElement.width = 255; helperElement.height = 1; const linGrad = helperEngine.createLinearGradient(0, 0, 255, 0); gradient.addStopsToGradient(linGrad, gradient.paletteStart, gradient.paletteEnd, gradient.cyclePalette); helperEngine.fillStyle = linGrad; helperEngine.fillRect(0, 0, 256, 1); const gData = helperEngine.getImageData(0, 0, 256, 1).data; // Release the pool cell back into the wild releaseCell(myCell); // Colorize the display canvas's ImageData data array let i, v, c; for (i = 0; i < len; i++) { v = _floor(this.getOutputValue(i, width) * 255) * 4; c = i * 4; iData[c] = gData[v]; iData[++c] = gData[++v]; iData[++c] = gData[++v]; iData[++c] = gData[++v]; } // Copy the updated display data back into the display canvas engine.putImageData(img, 0, 0); } } }; // Factories using this mixin need to overwrite these function attributes with useful code specific to the way they store asset output data P.checkOutputValuesExist = λnull; P.getOutputValue = λnull; }