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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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this.src = this.image.src; // For same interface with Image
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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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* TODO: The code assumes that a 2D context can always be gotten. This is
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* not necessarily true! OTOH, if not true then usage of this class
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* is senseless.
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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;
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