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runCanvas.js
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runCanvas.js
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/*jshint esversion: 6 */
// @ts-check
/**
* Simple version of an auto-update slider to have looping time
*
* Designed for making quick UIs for CS559 demos
*
* Students are welcome to read the code to understand it, but are not
* expected to modify this file.
*/
import {insertAfter} from "./inputHelpers.js";
/**
* the main thing is implemented as a class in case you want access to everything
*/
export class RunCanvas {
/**
*
* @param {HTMLCanvasElement|string} canvasNameOrCanvas
* @param {*} drawFunc
* @param {*} noLoop
*/
constructor(canvasNameOrCanvas,drawFunc,noLoop=false) {
/* so often, we pass the wrong thing - so make it work either way */
let canvas; // = undefined
let canvasName; // = undefined
if (canvasNameOrCanvas instanceof(HTMLCanvasElement)) {
canvas = canvasNameOrCanvas;
canvasName = canvas.id;
} else {
canvasName = canvasNameOrCanvas;
canvas = /** @type {HTMLCanvasElement} */ (document.getElementById(canvasName));
}
if (!canvas) {
throw "RunCanvas without a Canvas to attach to!";
}
if (!canvasName) {
canvasName = "canvas-"+performance.now().toString();
console.log("RunCanvas with an unnamed canvas - naming it "+canvasName);
canvas.id = canvasName;
}
this.canvas = /** @type {HTMLCanvasElement} */ (canvas);
this.canvasName = canvasName;
this.drawFunc = drawFunc;
this.noloop = noLoop;
// create the elements
this.br = document.createElement("br");
this.br.id = canvasName + "-br";
this.range = document.createElement("input");
this.range.id = canvasName + "-slider";
this.range.setAttribute("type","range");
this.range.style.width = String(this.canvas.width - 50 - 20 -10)+"px";
// give default values for range
this.setupSlider(0,1,0.01);
this.text = document.createElement("input");
this.text.id = canvasName+"-text";
this.text.setAttribute("type","text");
this.text.style.width = "50px";
this.text.setAttribute("readonly","1");
this.runbutton = document.createElement("input");
this.runbutton.id=canvasName + "-run";
this.runbutton.setAttribute("type","checkbox");
this.runbutton.style.width="20px";
this.br2 = document.createElement("br");
this.br2.id = canvasName + "-br2";
insertAfter(this.br, this.canvas);
insertAfter(this.runbutton, this.br);
insertAfter(this.text, this.runbutton);
insertAfter(this.range,this.text);
insertAfter(this.br2,this.range);
let self = this;
this.runbutton.onchange = function () {
if (self.noloop && Number(self.range.value)>=1) {
self.setValue(0);
}
self.advance();
};
this.range.oninput = function() {
let val = Number(self.range.value);
self.setValue(val);
};
}
/**
* Setup aspects of the slider - as a function in case you need to change them
* @param {Number} min
* @param {Number} max
* @param {Number} step
*/
setupSlider(min,max,step) {
this.range.setAttribute("min",String(min));
this.range.setAttribute("max",String(max));
this.range.setAttribute("step",String(step));
}
setValue(value) {
let valString = String(value);
this.range.value = valString;
this.text.value = valString;
if (this.drawFunc) {
this.drawFunc(this.canvas,value);
}
}
advance() {
let maxV = Number(this.range.max);
let stepV = Number(this.range.step);
let value = Number(this.range.value) + stepV;
if (this.noloop) {
if (value >= maxV) {
this.runbutton.checked = false;
}
value = Math.min(maxV,value);
} else {
value = value % maxV;
}
this.setValue(value);
if (this.runbutton.checked) {
let self=this;
window.requestAnimationFrame(function () {self.advance();} );
}
}
}
/**
* simple entry point - give it the name of a canvas, and it guesses the rest
* but it also loses access to all the parameters
*
* @param {HTMLCanvasElement|string} canvasName
* @param {function(HTMLCanvasElement, Number) : any} [drawFunc]
*/
export function runCanvas(canvasName, drawFunc = undefined, initial=0.5, noloop=false, min=0, max=1, step=0.02) {
let rc = new RunCanvas(canvasName,drawFunc,noloop);
rc.setupSlider(min,max,step);
rc.setValue(initial);
}