canvas-based-HTML5-Comic-Bo.../lib/ComicBook.js
2010-12-25 04:58:27 +01:00

409 lines
11 KiB
JavaScript

/*jslint browser: true, on: true, eqeqeq: true, newcap: true, immed: true */
/*
TODOs:
Fo sho:
- page controls
- chrome frame / ExplorerCanvas / non canvas version?
- show loading graphic & then fade in new page if user is ahead of the last loaded page
- check for html5 feature support where used: diveintohtml5.org/everything.html or www.modernizr.com
- remember position (use localStorage/cookie/sql)
- really need to speed up enhancements, try to use webworkers
Nice 2 have:
- offline access
- thumbnail browser
- page turn animation? (http://www.cynergysystems.com/blogs/page/rickbarraza?entry=the_secret_behind_the_page)
*/
/**
* 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) {
var prop;
if (typeof b === "undefined") { b = {}; }
for (prop in a) {
if (a.hasOwnProperty(prop)) {
if (prop in b) { continue; }
b[prop] = a[prop];
}
}
return b;
}
function ComicBook(id, srcs, opts) {
var canvas_id = id; // canvas element id
this.srcs = srcs; // array of image srcs for pages
var defaults = {
displayMode: "double", // single / double
zoomMode: "fitWidth", // manual / fitWidth
manga: false, // true / false
enhance: {}
};
var options = merge(defaults, opts); // options array for internal use
var no_pages = srcs.length;
var pages = []; // array of preloaded Image objects
var canvas; // the HTML5 canvas object
var context; // the 2d drawing context
var buffer = 4; // image preload buffer level
var pointer = 0; // the current page
var loaded = 0; // the amount of images that have been loaded so far
var scale = 1; // page zoom scale, 1 = 100%
/**
* Figure out the cursor position relative to the canvas.
*
* Thanks to: Mark Pilgrim & http://diveintohtml5.org/canvas.html
*/
function getCursorPosition(e) {
var x; // horizontal cursor position
// check if page relative positions exist, if not figure them out
if (e.pageX) {
x = e.pageX;
} 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';
}
/**
* Setup the canvas element for use throughout the class.
*
* @see #ComicBook.prototype.draw
* @see #ComicBook.prototype.enhance
*/
function init() {
// setup canvas
canvas = document.getElementById(canvas_id);
context = canvas.getContext("2d");
// add page controls
canvas.addEventListener("click", ComicBook.prototype.navigation, false);
}
/*
* @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 () {
init();
// preload images if needed
if (pages.length !== no_pages) { this.preload(this.srcs); }
else { this.drawPage(); }
};
/*
* 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 (no_pages < buffer) { buffer = no_pages; } // don't get stuck if the buffer level is higher than the number of pages
var i = 0; // the current page counter for this method
// show load status panel
if ($("#status").length === 0) {
$(canvas).after('<div class="control" id="status"><p></p></div>');
}
// I am using recursion instead of a forEach loop so that the next image is
// only loaded when the previous one has completely finished
function preload(i) {
var page = new Image();
$("#status p").text("loading page " + (i + 1) + " of " + no_pages);
page.src = srcs[i];
page.onload = function () {
// console.info("loaded: " + srcs[i]);
pages[i] = this;
loaded++;
// there are still more pages to load, do it
if (loaded < no_pages) {
i++;
preload(i);
}
// start rendering the comic when the buffer level has been reached
if (loaded === buffer) { ComicBook.prototype.drawPage(); }
if (loaded === no_pages) { $("#status").fadeOut(150).remove(); }
};
}
// manually trigger the first load
if (i === 0) { preload(i); }
};
/**
* 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;
// reset the canvas to stop duplicate pages showing
canvas.width = 0;
canvas.height = 0;
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":
document.body.style.overflowX = "auto";
zoom_scale = (options.displayMode === "double") ? scale * 2 : scale;
break;
case "fitWidth":
document.body.style.overflowX = "hidden";
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;
// disable scrollbars if not needed
document.body.style.overflowX = (canvas_width < window.innerWidth) ? "hidden" : "auto";
document.body.style.overflowY = (canvas_height < window.innerHeight) ? "hidden" : "auto";
// work out a horizontal 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;
}
// in manga double page mode reverse the page(s)
if (options.manga && options.displayMode === "double") {
var tmpPage = page;
var tmpPage2 = page2; // FIXME: check this exists before using
page = tmpPage2;
page2 = tmpPage;
}
// 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); }
// apply any image enhancements previously defined
$.each(options.enhance, function(action, options) {
ComicBook.prototype.enhance[action](options);
});
};
/**
* Increment the counter and draw the page in the canvas
*
* @see #drawPage
*/
ComicBook.prototype.drawNextPage = function () {
if (pointer + 1 < pages.length) {
pointer += (options.displayMode === "single") ? 1 : 2;
this.drawPage();
}
};
/**
* Decrement the counter and draw the page in the canvas
*
* @see #drawPage
*/
ComicBook.prototype.drawPrevPage = function () {
if (pointer > 0) {
pointer -= (options.displayMode === "single") ? 1 : 2;
this.drawPage();
}
};
/**
* Apply image enhancements to the canvas.
*
* Powered by the awesome Pixastic: http://www.pixastic.com/
*
* TODO: reset & apply all image enhancements each time before applying new one
*
* TODO: abstract this into an "Enhance" object, separate from ComicBook?
*/
ComicBook.prototype.enhance = {
/**
* Reset enhancements.
* This can reset a specific enhancement if the method name is passed, or
* it will reset all.
*
* @param method {string} the specific enhancement to reset
*/
reset: function (method) {
if (!method) {
options.enhance = {};
} else {
delete options.enhance[method];
}
ComicBook.prototype.drawPage();
},
/**
* Adjust brightness / contrast
*
* options
* brightness (int) -150 to 150
* contrast: (float) -1 to infinity
*
* @param {Object} options
*/
brightness: function (params, reset) {
if (reset !== false) { this.reset("brightness"); }
// merge user options with defaults
var opts = merge({ brightness: 0, contrast: 0 }, params);
// remember options for later
options.enhance.brightness = opts;
// run the enhancement
Pixastic.process(canvas, "brightness", {
brightness: opts.brightness,
contrast: opts.contrast,
legacy: true
});
init();
},
/**
* Force black and white
*/
desaturate: function () {
options.enhance.desaturate = {};
Pixastic.process(canvas, "desaturate", { average : false });
init();
},
/**
* Sharpen
*
* options:
* amount: number (-1 to infinity)
*
* @param {Object} options
*/
sharpen: function (params) {
var opts = merge({ amount: 0 }, params);
options.enhance.sharpen = opts;
Pixastic.process(canvas, "sharpen", {
amount: opts.amount
});
init();
}
};
ComicBook.prototype.navigation = function (e) {
if (e.type === "click") {
var side = getCursorPosition(e);
window.scroll(0,0); // make sure the top of the page is in view
// western style (left to right)
if (!options.manga) {
if (side === "left") { ComicBook.prototype.drawPrevPage(); }
if (side === "right") { ComicBook.prototype.drawNextPage(); }
}
// manga style (right to left)
else {
if (side === "left") { ComicBook.prototype.drawNextPage(); }
if (side === "right") { ComicBook.prototype.drawPrevPage(); }
}
}
};
}