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/** |
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* Associates a canvas to a given image, containing a number of renderings |
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* of the image at various sizes. |
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* |
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* This technique is known as 'mipmapping'. |
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* |
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* NOTE: Images can also be of type 'data:svg+xml`. This code also works
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* for svg, but the mipmapping may not be necessary. |
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*/ |
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class CachedImage { |
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constructor(image) { |
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this.NUM_ITERATIONS = 4; // Number of items in the coordinates array
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this.image = new Image(); |
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this.canvas = document.createElement('canvas'); |
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} |
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/** |
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* Called when the image has been succesfully loaded. |
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*/ |
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init() { |
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if (this.initialized()) return; |
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var w = this.image.width; |
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var h = this.image.height; |
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// Ease external access
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this.width = w; |
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this.height = h; |
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// Make canvas as small as possible
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this.canvas.width = 3*w/4; |
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this.canvas.height = h/2; |
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// Coordinates and sizes of images contained in the canvas
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// Values per row: [top x, left y, width, height]
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this.coordinates = [ |
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[ 0 , 0 , w/2 , h/2], |
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[ w/2 , 0 , w/4 , h/4], |
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[ w/2 , h/4, w/8 , h/8], |
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[ 5*w/8, h/4, w/16, h/16] |
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]; |
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this._fillMipMap(); |
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} |
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/** |
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* @return {Boolean} true if init() has been called, false otherwise. |
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*/ |
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initialized() { |
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return (this.coordinates !== undefined); |
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} |
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/** |
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* Redraw main image in various sizes to the context. |
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* |
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* The rationale behind this is to reduce artefacts due to interpolation |
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* at differing zoom levels. |
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* |
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* Source: http://stackoverflow.com/q/18761404/1223531
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* |
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* This methods takes the resizing out of the drawing loop, in order to |
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* reduce performance overhead. |
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* |
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* @private |
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*/ |
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_fillMipMap() { |
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var ctx = this.canvas.getContext('2d'); |
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// First zoom-level comes from the image
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var to = this.coordinates[0]; |
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ctx.drawImage(this.image, to[0], to[1], to[2], to[3]); |
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// The rest are copy actions internal to the canvas/context
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for (let iterations = 1; iterations < this.NUM_ITERATIONS; iterations++) { |
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let from = this.coordinates[iterations - 1]; |
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let to = this.coordinates[iterations]; |
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ctx.drawImage(this.canvas, |
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from[0], from[1], from[2], from[3], |
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to[0], to[1], to[2], to[3] |
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); |
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} |
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} |
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/** |
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* Draw the image, using the mipmap if necessary. |
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* |
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* MipMap is only used if param factor > 2; otherwise, original bitmap |
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* is resized. This is also used to skip mipmap usage, e.g. by setting factor = 1 |
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* |
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* Credits to 'Alex de Mulder' for original implementation. |
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* |
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* ctx {Context} context on which to draw zoomed image |
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* factor {Float} scale factor at which to draw |
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*/ |
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drawImageAtPosition(ctx, factor, left, top, width, height) { |
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if (factor > 2 && this.initialized()) { |
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// Determine which zoomed image to use
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factor *= 0.5; |
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let iterations = 0; |
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while (factor > 2 && iterations < this.NUM_ITERATIONS) { |
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factor *= 0.5; |
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iterations += 1; |
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} |
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if (iterations >= this.NUM_ITERATIONS) { |
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iterations = this.NUM_ITERATIONS - 1; |
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} |
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//console.log("iterations: " + iterations);
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let from = this.coordinates[iterations]; |
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ctx.drawImage(this.canvas, |
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from[0], from[1], from[2], from[3], |
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left, top, width, height |
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); |
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} else if (this._isImageOk()) { |
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// Draw image directly
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ctx.drawImage(this.image, left, top, width, height); |
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} |
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} |
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/** |
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* Check if image is loaded |
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* |
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* Source: http://stackoverflow.com/a/1977898/1223531
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* |
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* @private |
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*/ |
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_isImageOk(img) { |
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var img = this.image; |
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// During the onload event, IE correctly identifies any images that
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// weren’t downloaded as not complete. Others should too. Gecko-based
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// browsers act like NS4 in that they report this incorrectly.
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if (!img.complete) { |
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return false; |
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} |
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// However, they do have two very useful properties: naturalWidth and
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// naturalHeight. These give the true size of the image. If it failed
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// to load, either of these should be zero.
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if (typeof img.naturalWidth !== "undefined" && img.naturalWidth === 0) { |
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return false; |
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} |
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// No other way of checking: assume it’s ok.
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return true; |
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} |
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} |
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export default CachedImage; |