canvas-based-HTML5-Comic-Bo.../scripts.js
2010-07-08 01:09:19 +01:00

272 lines
7.4 KiB
JavaScript

/*
TODOs:
Fo sho:
- Show a progress bar when buffering
- use document.body.offsetWidth where present? (instead of window.innerWidth, the former excludes the width of scrollbars)
- scroll two pages at a time in double page mode
- manga mode
- page controls
- thumbnail browser
- chrome frame
Nice 2 have:
- remember position (use localStorage)
- maybe use local storage for the pages array too? might be easier to implement manga mode with that
- offline mode
- page turn animation
*/
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"
];
var options = {
displayMode: "double",
zoomMode: "fitWidth"
}
book = new ComicBook("comic", pages, options);
book.draw();
}
window.onresize = function() {
book.draw();
}
function ComicBook(id, srcs, opts) {
this.id = id;
this.srcs = srcs;
var defaults = {
displayMode: "double", // single / double
zoomMode: "fitWidth" // manual / fitWidth
}
var options = merge(defaults, opts);
var pages = [];
var canvas;
var context;
var buffer = 4;
var pointer = 0;
var loaded = 0;
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
*/
ComicBook.prototype.draw = function() {
// setup canvas
canvas = document.getElementById(this.id);
context = canvas.getContext("2d");
// preload images if needed
if (pages.length != this.srcs.length) this.preload(this.srcs);
else this.drawPage();
// add page controls
canvas.addEventListener("click", ComicBook.prototype.navigation, false);
}
/*
* Zoom the canvas
*
* @param new_scale {Number} Scale the canvas to this ratio
*/
ComicBook.prototype.zoom = function(new_scale) {
options.zoomMode = "manual";
scale = new_scale;
if (typeof pages[pointer] == "object") this.drawPage();
}
/**
* Preload all images, draw the page only after a given number have been loaded.
*
* @param srcs {Object} srcs
* @see #drawPage
*/
ComicBook.prototype.preload = function(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) ComicBook.prototype.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
*/
ComicBook.prototype.drawPage = function() {
var zoom_scale;
var offsetW = 0, offsetH = 0;
var page = pages[pointer];
var page2 = pages[pointer + 1];
if (typeof page != "object") throw "invalid page type '"+ typeof page +"'";
var width = page.width;
if (options.displayMode == "double") {
// for double page spreads, factor in the width of both pages
if (typeof page2 == "object") width += page2.width;
// if this is the last page and there is no page2, still keep the canvas wide
else width += width;
}
// update the page scale if a non manual mode has been chosen
switch(options.zoomMode) {
case "manual":
zoom_scale = (options.displayMode == "double") ? scale * 2 : scale;
break;
case "fitWidth":
zoom_scale = (window.innerWidth > width)
? ((window.innerWidth - width) / window.innerWidth) + 1 // scale up if the window is wider than the page
: window.innerWidth / width; // scale down if the window is narrower than the page
break;
default:throw "invalid zoomMode";
}
var canvas_width = page.width * zoom_scale;
var canvas_height = page.height * zoom_scale;
var page_width = (options.zoomMode == "manual") ? page.width * scale : canvas_width;
var page_height = (options.zoomMode == "manual") ? page.height * scale : canvas_height;
canvas_height = page_height;
// make sure the canvas is always at least full screen, even if the page is more narrow than the screen
canvas.width = (canvas_width < window.innerWidth) ? window.innerWidth : canvas_width;
canvas.height = (canvas_height < window.innerHeight) ? window.innerHeight : canvas_height;
// work out a horizonal position that will keep the pages always centred
if (canvas_width < window.innerWidth && options.zoomMode == "manual") {
offsetW = (window.innerWidth - page_width) / 2;
if (options.displayMode == "double") offsetW = offsetW - page_width / 2;
}
// work out a vertical position that will keep the pages always centred
if (canvas_height < window.innerHeight && options.zoomMode == "manual") {
offsetH = (window.innerHeight - page_height) / 2;
}
// draw the page(s)
context.drawImage(page, offsetW, offsetH, page_width, page_height);
if (options.displayMode == "double" && typeof page2 == "object") context.drawImage(page2, page_width + offsetW, offsetH, page_width, page_height);
}
/**
* Increment the counter and draw the page in the canvas
*
* @see #drawPage
*/
ComicBook.prototype.drawNextPage = function() {
if (pointer + 1 < pages.length) {
pointer++;
this.drawPage();
}
}
/**
* Decrement the counter and draw the page in the canvas
*
* @see #drawPage
*/
ComicBook.prototype.drawPrevPage = function() {
if (pointer > 0) {
pointer--;
this.drawPage();
}
}
ComicBook.prototype.navigation = function(e) {
switch (e.type) {
case "click":
switch (getCursorPosition(e)) {
case "left": ComicBook.prototype.drawPrevPage(); break;
case "right": ComicBook.prototype.drawNextPage(); break;
}
break;
}
}
/**
* 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';
}
/**
* Merge two arrays. Any properties in b will replace the same properties in
* a. New properties from b will be added to a.
*
* @param a {Object}
* @param b {Object}
*/
function merge(a, b) {
if (typeof b == "undefined") b = {};
for (prop in a) {
if (prop in b) continue;
b[prop] = a[prop];
}
return b;
}
}