openOutpaint/js/ui/floating/layers.js

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/**
* The layering UI window
*/
const uil = {
_ui_layer_list: document.getElementById("layer-list"),
layers: [],
_active: null,
set active(v) {
Array.from(this._ui_layer_list.children).forEach((child) => {
child.classList.remove("active");
});
v.entry.classList.add("active");
this._active = v;
},
get active() {
return this._active;
},
get layer() {
return this.active && this.active.layer;
},
get canvas() {
return this.layer && this.active.layer.canvas;
},
get ctx() {
return this.layer && this.active.layer.ctx;
},
get w() {
return imageCollection.size.w;
},
get h() {
return imageCollection.size.h;
},
/**
* Synchronizes layer array to DOM
*/
_syncLayers() {
const layersEl = document.getElementById("layer-list");
const copy = this.layers.map((i) => i);
copy.reverse();
copy.forEach((uiLayer, index) => {
// If we have the correct layer here, then do nothing
if (
layersEl.children[index] &&
layersEl.children[index].id === `ui-layer-${uiLayer.id}`
)
return;
// If the layer we are processing does not exist, then create it and add before current element
if (!uiLayer.entry) {
uiLayer.entry = document.createElement("div");
uiLayer.entry.id = `ui-layer-${uiLayer.id}`;
uiLayer.entry.classList.add("ui-layer");
uiLayer.entry.addEventListener("click", () => {
this.active = uiLayer;
});
// Title Element
const titleEl = document.createElement("input");
titleEl.classList.add("title");
titleEl.value = uiLayer.name;
titleEl.style.pointerEvents = "none";
const deselect = () => {
titleEl.style.pointerEvents = "none";
titleEl.setSelectionRange(0, 0);
};
titleEl.addEventListener("blur", deselect);
uiLayer.entry.appendChild(titleEl);
uiLayer.entry.addEventListener("change", () => {
const name = titleEl.value.trim();
titleEl.value = name;
uiLayer.entry.title = name;
uiLayer.name = name;
this._syncLayers();
titleEl.blur();
});
uiLayer.entry.addEventListener("dblclick", () => {
titleEl.style.pointerEvents = "auto";
titleEl.focus();
titleEl.select();
});
// Add action buttons
const actionArray = document.createElement("div");
actionArray.classList.add("actions");
const hideButton = document.createElement("button");
hideButton.addEventListener(
"click",
(evn) => {
evn.stopPropagation();
uiLayer.hidden = !uiLayer.hidden;
if (uiLayer.hidden) {
uiLayer.entry.classList.add("hidden");
} else uiLayer.entry.classList.remove("hidden");
},
{passive: false}
);
hideButton.title = "Hide/Unhide Layer";
hideButton.appendChild(document.createElement("div"));
hideButton.classList.add("hide-btn");
actionArray.appendChild(hideButton);
uiLayer.entry.appendChild(actionArray);
if (layersEl.children[index])
layersEl.children[index].before(uiLayer.entry);
else layersEl.appendChild(uiLayer.entry);
}
// If the layer already exists, just move it here
else {
layersEl.children[index].before(uiLayer.entry);
}
});
// Synchronizes with the layer lib
this.layers.forEach((uiLayer, index) => {
if (index === 0) uiLayer.layer.moveAfter(bgLayer);
else uiLayer.layer.moveAfter(copy[index - 1].layer);
});
},
/**
* Adds a user-manageable layer for image editing.
*
* @param {string} group The group the layer belongs to. [does nothing for now]
* @param {string} name The name of the new layer.
* @returns
*/
addLayer(group, name) {
const layer = imageCollection.registerLayer(null, {
name,
after:
(this.layers.length > 0 && this.layers[this.layers.length - 1].layer) ||
bgLayer,
});
const uiLayer = {
id: layer.id,
group,
name,
_hidden: false,
set hidden(v) {
if (v) {
this._hidden = true;
this.layer.hide(v);
} else {
this._hidden = false;
this.layer.unhide(v);
}
},
get hidden() {
return this._hidden;
},
entry: null,
layer,
};
this.layers.push(uiLayer);
this._syncLayers();
this.active = uiLayer;
return uiLayer;
},
/**
* Moves a layer to a specified position
*
* @param {UserLayer} layer Layer to move
* @param {number} position Position to move the layer to
*/
moveLayerTo(layer, position) {
if (position < 0 || position >= this.layers.length)
throw new RangeError("Position out of bounds");
const index = this.layers.indexOf(layer);
if (index !== -1) {
if (this.layers.length < 2) return; // Do nothing if moving a layer doesn't make sense
this.layers.splice(index, 1);
this.layers.splice(position, 0, layer);
this._syncLayers();
return;
}
throw new ReferenceError("Layer could not be found");
},
/**
* Moves a layer up a single position
*
* @param {UserLayer} [layer=uil.active] Layer to move
*/
moveLayerUp(layer = uil.active) {
const index = this.layers.indexOf(layer);
if (index === -1) throw new ReferenceError("Layer could not be found");
try {
this.moveLayerTo(layer, index + 1);
} catch (e) {}
},
/**
* Moves a layer down a single position
*
* @param {UserLayer} [layer=uil.active] Layer to move
*/
moveLayerDown(layer = uil.active) {
const index = this.layers.indexOf(layer);
if (index === -1) throw new ReferenceError("Layer could not be found");
try {
this.moveLayerTo(layer, index - 1);
} catch (e) {}
},
/**
* Function that returns a canvas with full visible information of a certain bounding box.
*
* For now, only the img is used.
*
* @param {BoundingBox} bb The bouding box to get visible data from
* @param {object} [options] Options
* @param {boolean} [options.includeBg=false] Whether to include the background
* @returns {HTMLCanvasElement} The canvas element containing visible image data
*/
getVisible(bb, options = {}) {
defaultOpt(options, {
includeBg: false,
});
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
canvas.width = bb.w;
canvas.height = bb.h;
if (options.includeBg)
ctx.drawImage(bgLayer.canvas, bb.x, bb.y, bb.w, bb.h, 0, 0, bb.w, bb.h);
this.layers.forEach((layer) => {
if (!layer.hidden)
ctx.drawImage(
layer.layer.canvas,
bb.x,
bb.y,
bb.w,
bb.h,
0,
0,
bb.w,
bb.h
);
});
return canvas;
},
};
uil.addLayer(null, "Default Image Layer");