Using canvas for now

This commit is contained in:
Lani Aung
2021-10-11 19:25:42 -06:00
parent 738b3c6d35
commit 590c84b81f
10 changed files with 469 additions and 431 deletions
+25 -9
View File
@@ -1,18 +1,13 @@
import Builder from "./utility"
import {ICel, IPlayset} from "./pto"
import Builder from "./utility";
export function draw(playset: IPlayset, set: number): HTMLCanvasElement {
let canvas = new Builder("canvas").addAttributes({
"height": playset.height.toString(),
"width": playset.width.toString()
}).build() as HTMLCanvasElement
export function draw(playset: IPlayset, canvas: HTMLCanvasElement, set: number): void {
let context = canvas.getContext("2d")
context.clearRect(0, 0, canvas.width, canvas.height)
playset.cels.forEach(cel => {
drawToCanvas2dContext(cel, context, set)
})
return canvas
}
export function drawToCanvas2dContext(cel: ICel, context: CanvasRenderingContext2D, set: number): void {
@@ -24,4 +19,25 @@ export function drawToCanvas2dContext(cel: ICel, context: CanvasRenderingContext
}
image.src = `data:image/gif;base64,${cel.defaultImage}`
}
export function setPlayArea(header: HTMLElement, container: HTMLElement, playset: IPlayset, set: number): void {
const cssClass = "active-set"
header.querySelectorAll("button").forEach(button => {
button.classList.remove(cssClass)
})
header.querySelector(`button[data-set="${set}"]`).classList.add(cssClass)
let canvases = container.getElementsByTagName("canvas")
if (canvases.length) {
draw(playset, canvases[0], set)
return
}
let canvas = new Builder("canvas")
.addAttributes({"height": playset.height, "width": playset.width})
.build()
container.appendChild(canvas)
draw(playset, canvases[0], set)
}