diff --git a/index.html b/index.html index 1c7eba5..071faf7 100644 --- a/index.html +++ b/index.html @@ -95,12 +95,8 @@ people, person, humans, human, divers, diver, glitch, error, text, watermark, ba onchange="changeMaskBlur()" />
- +
- - -

diff --git a/js/index.js b/js/index.js index c81d30c..8bd17b0 100644 --- a/js/index.js +++ b/js/index.js @@ -130,25 +130,6 @@ function startup() { document.getElementById("scaleFactor").value = scaleFactor; } -function drop(imageParams) { - const img = new Image(); - img.onload = function () { - writeArbitraryImage(img, imageParams.x, imageParams.y); - }; - img.src = arbitraryImageBase64; -} - -function writeArbitraryImage(img, x, y) { - commands.runCommand("drawImage", "Image Stamp", { - x, - y, - image: img, - }); - blockNewImages = false; - placingArbitraryImage = false; - document.getElementById("preloadImage").files = null; -} - function dream( x, y, @@ -595,43 +576,6 @@ function drawBackground() { } } -function preloadImage() { - // possible firefox-only bug? - // attempt to prevent requesting a dream if double-clicking a selected image - document.getElementById("overlayCanvas").onmousemove = null; - document.getElementById("overlayCanvas").onmousedown = null; - document.getElementById("overlayCanvas").onmouseup = null; - - var file = document.getElementById("preloadImage").files[0]; - var reader = new FileReader(); - reader.onload = function (evt) { - var imgCanvas = document.createElement("canvas"); - var imgCtx = imgCanvas.getContext("2d"); - arbitraryImage = new Image(); - arbitraryImage.onload = function () { - blockNewImages = true; - // now put it into imagedata for canvas fun - imgCanvas.width = arbitraryImage.width; - imgCanvas.height = arbitraryImage.height; - imgCtx.drawImage(arbitraryImage, 0, 0); - arbitraryImageData = imgCtx.getImageData( - 0, - 0, - arbitraryImage.width, - arbitraryImage.height - ); // can't use that to drawImage on a canvas... - arbitraryImageBitmap = createImageBitmap(arbitraryImageData); // apparently that either... maybe just the raw image? - arbitraryImageBase64 = imgCanvas.toDataURL(); - placingArbitraryImage = true; - document.getElementById("overlayCanvas").onmousemove = mouseMove; - document.getElementById("overlayCanvas").onmousedown = mouseDown; - document.getElementById("overlayCanvas").onmouseup = mouseUp; - }; - arbitraryImage.src = evt.target.result; - }; - reader.readAsDataURL(file); -} - function downloadCanvas() { var link = document.createElement("a"); link.download =