/** * Command pattern to allow for editing history */ const _commands_events = new Observer(); const commands = { current: -1, history: [], undo(n = 1) { for (var i = 0; i < n && this.current > -1; i++) { this.history[this.current--].undo(); } }, redo(n = 1) { for (var i = 0; i < n && this.current + 1 < this.history.length; i++) { this.history[++this.current].redo(); } }, /** * These are basic commands that can be done/undone * * They must contain a 'run' method that performs the action 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. */ createCommand(name, run, undo, redo = run) { const command = function runWrapper(title, options) { // Create copy of options and state object const copy = {}; Object.assign(copy, options); const state = {}; // Attempt to run command try { run(title, copy, state); } catch (e) { console.warn(`Error while running command '${name}' with options:`); console.warn(copy); console.warn(e); return; } const undoWrapper = () => { console.debug(`Undoing ${name}, currently ${commands.current}`); undo(title, state); _commands_events.emit({ name, action: "undo", state, current: commands.current, }); }; const redoWrapper = () => { console.debug(`Redoing ${name}, currently ${commands.current}`); redo(title, copy, state); _commands_events.emit({ name, action: "redo", state, current: commands.current, }); }; // Add to history if (commands.history.length > commands.current + 1) commands.history.splice(commands.current + 1); const entry = { id: guid(), title, undo: undoWrapper, redo: redoWrapper, state, }; commands.history.push(entry); commands.current++; _commands_events.emit({ name, action: "run", state, current: commands.current, }); return entry; }; this.types[name] = command; return command; }, runCommand(name, title, options) { this.types[name](title, options); }, types: {}, }; /** * 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, ctx?}"; // Check if we have state if (!state.context) { const context = options.ctx || imgCtx; state.context = context; // Saving what was in the canvas before the command const imgData = context.getImageData( options.x, options.y, options.image.width, options.image.height ); state.box = { x: options.x, y: options.y, w: options.image.width, 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(); } // Apply command state.context.drawImage(options.image, state.box.x, state.box.y); }, (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); } );