canvas-based-HTML5-Comic-Bo.../scripts.js
2010-07-07 09:02:07 +01:00

170 lines
3.7 KiB
JavaScript

var book;
window.onload = function() {
var pages = [
"http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/00.jpg",
"http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/01.jpg",
"http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/02.jpg",
"http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/03.jpg",
"http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/04.jpg",
"http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/05.jpg",
"http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/06.jpg",
"http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/07.jpg"
];
book = new ComicBook();
book.draw("comic", pages);
}
function ComicBook() {
var srcs = [];
var pages = [];
var canvas;
var context;
var buffer = 4;
var pointer = 0;
var loaded = 0;
var canvas_width;
var canvas_height;
var scale = 1;
/*
* @param {String} id The canvas ID to draw the comic on.
* @param {Object} srcs An array of all the comic page srcs, in order
* @see #preload
*/
this.draw = function(id, srcs) {
// setup canvas
canvas = document.getElementById(id);
context = canvas.getContext("2d");
// preload images
preload(srcs);
// add page controls
canvas.addEventListener("click", navigation, false);
}
/*
* Zoom the canvas
*
* @param new_scale {Number} Scale the canvas to this ratio
*/
this.zoom = function(new_scale) {
scale = new_scale;
drawPage();
}
/**
* Preload all images, draw the page only after a given number have been loaded.
*
* @param srcs {Object} srcs
* @see #drawPage
*/
function preload(srcs) {
if (srcs.length < buffer) buffer = srcs.length; // don't get stuck if the buffer level is higher than the number of pages
srcs.forEach(function(src, i) {
var page = new Image();
page.src = src;
page.onload = function() {
pages[i] = this; loaded++;
if (loaded == buffer) drawPage();
}
});
}
/**
* Draw the current page in the canvas
*
* TODO: break this down into drawSinglePage() & drawDoublePage()
* TODO: if the current browser doesn't have canvas support, use img tags
*/
function drawPage() {
var page = pages[pointer];
if (typeof page != "object") throw "invalid page type";
width = page.width * scale;
height = page.height * scale;
canvas.width = width;
canvas.height = height;
context.drawImage(page, 0, 0, width, height);
}
/**
* Increment the counter and draw the page in the canvas
*
* @see #drawPage
*/
function drawNextPage() {
if (pointer + 1 < pages.length) {
pointer++;
drawPage();
}
}
/**
* Decrement the counter and draw the page in the canvas
*
* @see #drawPage
*/
function drawPrevPage() {
if (pointer > 0) {
pointer--;
drawPage();
}
}
function navigation(e) {
switch (e.type) {
case "click":
switch (getCursorPosition(e)) {
case "left": drawPrevPage(); break;
case "right": drawNextPage(); break;
}
break;
defualt: console.log(e.type);
}
}
/**
* Figure out the cursor position relative to the canvas.
*
* Thanks to: Mark Pilgrim & http://diveintohtml5.org/canvas.html
*/
function getCursorPosition(e) {
var x;
// check if page relative positions exist
if (e.pageX) x = e.pageX;
// if not figure them out
else x = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;
// make the position relative to the canvas
x -= canvas.offsetLeft;
// check if the user clicked on the left or right side
return (x <= canvas.width / 2) ? 'left' : 'right';
}
}