openOutpaint/js/lib/commands.js

345 lines
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JavaScript
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/**
* Command pattern to allow for editing history
*/
const _commands_events = new Observer();
/** Global Commands Object */
const commands = makeReadOnly(
{
/** Current History Index Reader */
get current() {
return this._current;
},
/** Current History Index (private) */
_current: -1,
/**
* Command History (private)
*
* @type {CommandEntry[]}
*/
_history: [],
/** The types of commands we can run (private) */
_types: {},
/**
* Undoes the last commands in the history
*
* @param {number} [n] Number of actions to undo
*/
async undo(n = 1) {
for (var i = 0; i < n && this.current > -1; i++) {
try {
await this._history[this._current--].undo();
} catch (e) {
console.warn("[commands] Failed to undo command");
console.warn(e);
this._current++;
break;
}
}
},
/**
* Redoes the next commands in the history
*
* @param {number} [n] Number of actions to redo
*/
async redo(n = 1) {
for (var i = 0; i < n && this.current + 1 < this._history.length; i++) {
try {
await this._history[++this._current].redo();
} catch (e) {
console.warn("[commands] Failed to redo command");
console.warn(e);
this._current--;
break;
}
}
},
/**
* Creates a basic command, that can be done and undone
*
* They must contain a 'run' method that performs the action for the first time,
* a 'undo' method that undoes that action and a 'redo' method that does the
* action again, but without requiring parameters. 'redo' is by default the
* same as 'run'.
*
* The 'run' and 'redo' functions will receive a 'options' parameter which will be
* forwarded directly to the operation, and a 'state' parameter that
* can be used to store state for undoing things.
*
* The 'state' object will be passed to the 'undo' function as well.
*
* @param {string} name Command identifier (name)
* @param {CommandDoCallback} run A method that performs the action for the first time
* @param {CommandUndoCallback} undo A method that reverses what the run method did
* @param {object} options Extra options
* @param {CommandDoCallback} options.redo A method that redoes the action after undone (default: run)
* @returns {Command}
*/
createCommand(name, run, undo, options = {}) {
defaultOpt(options, {
redo: run,
});
const redo = options.redo;
const command = async function runWrapper(title, options, extra) {
// Create copy of options and state object
const copy = {};
Object.assign(copy, options);
const state = {};
/** @type {CommandEntry} */
const entry = {
id: guid(),
title,
state,
extra: extra.extra,
};
// Attempt to run command
try {
console.debug(`[commands] Running '${title}'[${name}]`);
await run(title, copy, state);
} catch (e) {
console.warn(
`[commands] Error while running command '${name}' with options:`
);
console.warn(copy);
console.warn(e);
return;
}
const undoWrapper = async () => {
console.debug(
`[commands] Undoing '${title}'[${name}], currently ${this._current}`
);
await undo(title, state);
_commands_events.emit({
id: entry.id,
name,
action: "undo",
state,
current: this._current,
});
};
const redoWrapper = async () => {
console.debug(
`[commands] Redoing '${title}'[${name}], currently ${this._current}`
);
await redo(title, copy, state);
_commands_events.emit({
id: entry.id,
name,
action: "redo",
state,
current: this._current,
});
};
entry.undo = undoWrapper;
entry.redo = redoWrapper;
if (!extra.recordHistory) return entry;
// Add to history
if (commands._history.length > commands._current + 1) {
commands._history.forEach((entry, index) => {
if (index >= commands._current + 1)
_commands_events.emit({
id: entry.id,
name,
action: "deleted",
state,
current: this._current,
});
});
commands._history.splice(commands._current + 1);
}
commands._history.push(entry);
commands._current++;
_commands_events.emit({
id: entry.id,
name,
action: "run",
state,
current: commands._current,
});
return entry;
};
this._types[name] = command;
return command;
},
/**
* Runs a command
*
* @param {string} name The name of the command to run
* @param {string} title The display name of the command on the history panel view
* @param {any} options The options to be sent to the command to be run
* @param {CommandExtraParams} extra Extra running options
* @return {Promise<{undo: () => void, redo: () => void}>} The command's return value
*/
async runCommand(name, title, options = null, extra = {}) {
defaultOpt(extra, {
recordHistory: true,
extra: {},
});
if (!this._types[name])
throw new ReferenceError(`[commands] Command '${name}' does not exist`);
return this._types[name](title, options, extra);
},
},
"commands",
["_current"]
);
/**
* Draw Image Command, used to draw a Image to a context
*/
commands.createCommand(
"drawImage",
(title, options, state) => {
if (
!options ||
options.image === undefined ||
options.x === undefined ||
options.y === undefined
)
throw "Command drawImage requires options in the format: {image, x, y, w?, h?, ctx?}";
// Check if we have state
if (!state.context) {
const context = options.ctx || uil.ctx;
state.context = context;
// Saving what was in the canvas before the command
const imgData = context.getImageData(
options.x,
options.y,
options.w || options.image.width,
options.h || options.image.height
);
state.box = {
x: options.x,
y: options.y,
w: options.w || options.image.width,
h: options.h || options.image.height,
};
// Create Image
const cutout = document.createElement("canvas");
cutout.width = state.box.w;
cutout.height = state.box.h;
cutout.getContext("2d").putImageData(imgData, 0, 0);
state.original = new Image();
state.original.src = cutout.toDataURL();
}
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// Apply command
state.context.drawImage(
options.image,
0,
0,
options.image.width,
options.image.height,
state.box.x,
state.box.y,
state.box.w,
state.box.h
);
},
(title, state) => {
// Clear destination area
state.context.clearRect(state.box.x, state.box.y, state.box.w, state.box.h);
// Undo
state.context.drawImage(state.original, state.box.x, state.box.y);
}
);
commands.createCommand(
"eraseImage",
(title, options, state) => {
if (
!options ||
options.x === undefined ||
options.y === undefined ||
options.w === undefined ||
options.h === undefined
)
throw "Command eraseImage requires options in the format: {x, y, w, h, ctx?}";
// Check if we have state
if (!state.context) {
const context = options.ctx || uil.ctx;
state.context = context;
// Saving what was in the canvas before the command
state.box = {
x: options.x,
y: options.y,
w: options.w,
h: options.h,
};
// Create Image
const cutout = document.createElement("canvas");
cutout.width = state.box.w;
cutout.height = state.box.h;
cutout
.getContext("2d")
.drawImage(
context.canvas,
options.x,
options.y,
options.w,
options.h,
0,
0,
options.w,
options.h
);
state.original = new Image();
state.original.src = cutout.toDataURL();
}
// Apply command
const style = state.context.fillStyle;
state.context.fillStyle = "black";
const op = state.context.globalCompositeOperation;
state.context.globalCompositeOperation = "destination-out";
if (options.mask)
state.context.drawImage(
options.mask,
state.box.x,
state.box.y,
state.box.w,
state.box.h
);
else
state.context.fillRect(
state.box.x,
state.box.y,
state.box.w,
state.box.h
);
state.context.fillStyle = style;
state.context.globalCompositeOperation = op;
},
(title, state) => {
// Clear destination area
state.context.clearRect(state.box.x, state.box.y, state.box.w, state.box.h);
// Undo
state.context.drawImage(state.original, state.box.x, state.box.y);
}
);