canvas
parent
42b384d229
commit
0872dd9259
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@ -8,14 +8,26 @@ export class FrameHandler {
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private filenames: string[] = [];
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private currentFrame: number = 0;
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private currentImageDiv: HTMLElement;
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private playingAnimation: boolean;
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constructor(animationData: IAnimationData, currentImageDiv: HTMLElement, frameNumberDiv: HTMLElement) {
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private canvasImage: HTMLCanvasElement;
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private canvasContext: CanvasRenderingContext2D;
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private imageElement: HTMLImageElement;
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constructor(
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animationData: IAnimationData,
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canvasImage: HTMLCanvasElement,
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canvasContext: CanvasRenderingContext2D,
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frameNumberDiv: HTMLElement
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) {
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this.animationData = animationData;
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this.currentImageDiv = currentImageDiv;
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this.canvasImage = canvasImage;
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this.canvasContext = canvasContext;
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this.frameNumberDiv = frameNumberDiv;
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window.requestAnimationFrame(this.windowAnimationUpdate);
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this.imageElement = new Image();
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this.canvasContext.imageSmoothingEnabled = false;
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}
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public GetCurrentFrame(): number {
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@ -25,7 +37,7 @@ export class FrameHandler {
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public loadFrames(filenames: string[]) {
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this.filenames = filenames;
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this.currentFrame = 0;
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this.SetCurrentImageDiv();
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this.RefreshImage();
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}
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public AdvanceFrames(amount: number) {
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@ -39,7 +51,7 @@ export class FrameHandler {
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public GoToFrame(frame: number) {
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this.currentFrame = frame;
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this.SetCurrentImageDiv();
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this.RefreshImage();
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}
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public TogglePlayingAnimation() {
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@ -50,12 +62,14 @@ export class FrameHandler {
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this.playingAnimation = false;
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}
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private SetCurrentImageDiv() {
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this.currentImageDiv.innerHTML = `<img src="${this.filenames[this.currentFrame]}"></img>`;
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private RefreshImage() {
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if (this.filenames.length === 0) {
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this.frameNumberDiv.className = 'warning';
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this.frameNumberDiv.innerText = 'No images uploaded yet';
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} else {
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this.canvasContext.clearRect(0, 0, this.canvasImage.width, this.canvasImage.height);
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this.imageElement.src = this.filenames[this.currentFrame];
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this.canvasContext.drawImage(this.imageElement, 0, 0, this.canvasImage.width, this.canvasImage.height);
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this.frameNumberDiv.className = 'instruction';
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this.frameNumberDiv.innerText =
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'Frame ' + (this.currentFrame + 1).toString() + ' / ' + this.filenames.length.toString();
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27
app/page.ts
27
app/page.ts
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@ -17,6 +17,10 @@ export class Page {
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private canvasHandler: CanvasHandler;
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private animationData: IAnimationData;
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private frameRateInput: HTMLInputElement;
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private loopingInput: HTMLInputElement;
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private canvasImage: HTMLCanvasElement;
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private canvasContext: CanvasRenderingContext2DSettings;
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public Load() {
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// defining blank slate animation data
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@ -34,17 +38,30 @@ export class Page {
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]
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};
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// setup canvas
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this.canvasImage = document.getElementById('canvasImage') as HTMLCanvasElement;
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this.canvasImage.width = 256;
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this.canvasImage.height = 256;
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const canvasContext: CanvasRenderingContext2D = this.canvasImage.getContext('2d')!;
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canvasContext.fillRect(0, 0, 256, 256);
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this.canvasHandler = new CanvasHandler(document.getElementById('currentImage') as HTMLElement);
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// this.canvasHandler.currentImageDiv.addEventListener('onmousedown', ClickOnCanvas);
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this.frameHandler = new FrameHandler(
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this.animationData,
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document.getElementById('currentImage') as HTMLElement,
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this.canvasImage,
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canvasContext,
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document.getElementById('frameNumber') as HTMLElement
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);
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//input elements
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this.frameRateInput = document.getElementById('framerate') as HTMLInputElement;
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this.frameRateInput.addEventListener('change', this.updateFrameRate);
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this.frameRateInput.value = this.animationData.frameRate.toString();
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this.loopingInput = document.getElementById('looping') as HTMLInputElement;
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this.loopingInput.addEventListener('change', this.updateLooping);
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const dropZone = document.getElementById('dropZone') as HTMLElement;
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@ -132,6 +149,9 @@ export class Page {
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}
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this.animationData.frames = newFrames;
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this.frameHandler.GoToFrame(0);
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this.frameHandler.StopPlayingAnimation();
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this.frameHandler.TogglePlayingAnimation();
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console.log(this.animationData);
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};
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@ -152,4 +172,9 @@ export class Page {
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this.animationData.frameRate = this.frameRateInput.valueAsNumber;
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console.log('new frame rate = ' + this.animationData.frameRate);
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};
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private updateLooping = () => {
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this.animationData.loop = this.loopingInput.checked;
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console.log('new looping value = ' + this.loopingInput.checked);
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};
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}
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@ -38,14 +38,16 @@ body {
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height: 100%;
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}
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#currentImage {
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#imageCanvas {
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border: 2px solid #6b7578;
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width: 256;
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height: 256;
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-ms-interpolation-mode: nearest-neighbor;
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image-rendering: pixelated;
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}
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#currentImage img {
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#currentImage {
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border: 2px solid #6b7578;
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object-position: center top;
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width: 256;
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height: 256;
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@ -19,14 +19,14 @@
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</div>
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<!-- canvas -->
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<div id="currentImage">
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<img alt="No images uploaded">
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<canvas id="canvasImage" alt="No images uploaded"></canvas>
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</div>
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<div id="settings">
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Origin X: <input type="number" name="originX" value="0" class="numberinput">
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Y: <input type="number" name="originY" value="0" class="numberinput"><br>
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Fps: <input type="number" id="framerate" value="60" class="numberinput"><br>
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<input type="checkbox" name="looping" > Looping <br>
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Fps: <input type="number" id="framerate" class="numberinput"><br>
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<input type="checkbox" id="looping" > Looping <br>
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<button id="saveButton" type="button">export .anim with (S)</button>
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</div>
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