aspect ratio resizing
parent
10dd54aed5
commit
2f9cbdc335
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@ -3,36 +3,45 @@ import { ICanvasData } from './Interfaces/ICanvasData';
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// I display the canvas and am clickable
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export class CanvasHandler {
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private currentImageDiv: HTMLElement;
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private canvasImage: HTMLCanvasElement;
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private imageElement: HTMLImageElement;
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private animationData: IAnimationData;
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private canvasData: ICanvasData;
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private orginInfo: HTMLElement;
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private targetImageSize: number = 256;
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constructor(
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animationData: IAnimationData,
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canvasData: ICanvasData,
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canvasImage: HTMLCanvasElement,
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currentImageDiv: HTMLElement,
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imageElement: HTMLImageElement,
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originInfo: HTMLElement
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) {
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this.animationData = animationData;
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this.canvasData = canvasData;
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this.canvasImage = canvasImage;
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this.currentImageDiv = currentImageDiv;
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this.imageElement = imageElement;
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this.orginInfo = originInfo;
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//setup canvas
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this.canvasImage.width = 256;
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this.canvasImage.height = 256;
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this.ResizeCanvas();
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this.UpdateCanvasDataSize();
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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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canvasContext.fillRect(0, 0, this.targetImageSize, this.targetImageSize);
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canvasContext.imageSmoothingEnabled = false;
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this.currentImageDiv.addEventListener('click', this.mouseDown);
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this.canvasImage.addEventListener('click', this.mouseDown);
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}
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public ResizeCanvas() {
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// get image ratio, then scale default width by it
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const hwratio = this.imageElement.height / this.imageElement.width;
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const newWidth = this.targetImageSize / hwratio;
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const newHeight = this.targetImageSize;
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console.log('hwratio = ' + hwratio);
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this.canvasImage.width = newWidth;
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this.canvasImage.height = newHeight;
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this.UpdateCanvasDataSize();
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}
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private UpdateCanvasDataSize() {
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@ -33,7 +33,6 @@ export class FrameHandler {
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this.frameNumberDiv = frameNumberDiv;
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window.requestAnimationFrame(this.windowAnimationUpdate);
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this.imageElement = imageElement;
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this.canvasContext.imageSmoothingEnabled = false;
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}
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public GetCurrentFrame(): number {
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@ -74,6 +73,7 @@ export class FrameHandler {
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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.htmlCanvasElement.width, this.htmlCanvasElement.height);
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this.canvasContext.imageSmoothingEnabled = false;
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this.imageElement.src = this.filenames[this.currentFrame];
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// draw sprite
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this.canvasContext.drawImage(
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@ -93,7 +93,6 @@ export class FrameHandler {
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this.canvasContext.moveTo(originX - originCursorSize, originY);
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this.canvasContext.lineTo(originX + originCursorSize, originY);
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this.canvasContext.stroke();
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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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@ -58,7 +58,6 @@ export class Page {
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this.animationData,
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this.canvasData,
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canvasElement,
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document.getElementById('currentImage') as HTMLElement,
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imageElement,
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document.getElementById('originInfo') as HTMLElement
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);
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@ -172,7 +171,9 @@ export class Page {
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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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this.canvasHandler.ResizeCanvas();
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//set framedata initialized to true
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};
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@ -38,21 +38,7 @@ body {
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height: 100%;
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}
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#imageCanvas {
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#canvasImage {
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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 {
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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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min-width: 256;
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min-height: 256;
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-ms-interpolation-mode: nearest-neighbor;
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image-rendering: crisp-edges;
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}
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@ -18,10 +18,9 @@
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<p></p>
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</div>
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<!-- canvas -->
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<div id="currentImage">
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<canvas id="canvasImage" alt="No images uploaded"></canvas>
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<div id="canvasStyle">
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<canvas id="canvasImage" alt=""></canvas>
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</div>
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<div id="settings">
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Name: <input type = "text" id="filename"><br>
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<div id = "originInfo">Click image to set Origin</div>
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