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Odysseus v1.0
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/**
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* Whole-document transforms: rotate by 90/180/270° or flip horizontal/
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* vertical. These mutate every layer's canvas + the offset map + the
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* document's overall width/height so the result feels like the whole
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* image rotated as one piece.
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*
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* Pure-ish — reads/writes shared state directly; the factory takes a
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* small dep bag for the orchestration plumbing (undo snapshot, canvas
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* loading overlay, fit-zoom-to-viewport, composite redraw).
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*
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* @param {{
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* saveState: (label?: string) => void,
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* composite: () => void,
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* fitZoom: () => void,
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* showCanvasLoading: (label: string) => void,
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* hideCanvasLoading: () => void,
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* }} deps
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*/
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import { state } from './state.js';
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export function createCanvasTransforms({ saveState, composite, fitZoom, showCanvasLoading, hideCanvasLoading }) {
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return {
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/**
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* Rotate the entire document by `deg` (90 / 180 / 270). 90 and 270
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* swap canvas dimensions. Each layer is rotated around its own
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* centre, then its centre is rotated around the old image centre
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* and translated into the new image's frame.
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*
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* Wrapped in requestAnimationFrame because the rotation pass can
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* block the UI for 0.5–2 s on big images — the spinner overlay
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* paints before we block.
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*/
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rotateAll(deg) {
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if (!state.layers.length) return;
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saveState(`Rotate ${deg}°`);
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showCanvasLoading('Rotating…');
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const oldW = state.imgWidth, oldH = state.imgHeight;
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const swap = (deg === 90 || deg === 270);
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const newW = swap ? oldH : oldW;
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const newH = swap ? oldW : oldH;
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const rad = (deg * Math.PI) / 180;
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const cos = Math.cos(rad), sin = Math.sin(rad);
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requestAnimationFrame(() => {
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try {
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for (const layer of state.layers) {
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const lw = layer.canvas.width, lh = layer.canvas.height;
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const off = state.layerOffsets.get(layer.id) || { x: 0, y: 0 };
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// Layer centre in old image coords.
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const cx = off.x + lw / 2;
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const cy = off.y + lh / 2;
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// Rotate the centre around the old image centre and
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// translate so the new image centre lands at (newW/2, newH/2).
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const dx = cx - oldW / 2;
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const dy = cy - oldH / 2;
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const nx = dx * cos - dy * sin + newW / 2;
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const ny = dx * sin + dy * cos + newH / 2;
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// New per-layer dims: swap when 90/270.
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const newLw = swap ? lh : lw;
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const newLh = swap ? lw : lh;
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const tmp = document.createElement('canvas');
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tmp.width = newLw; tmp.height = newLh;
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const tctx = tmp.getContext('2d');
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tctx.translate(newLw / 2, newLh / 2);
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tctx.rotate(rad);
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tctx.drawImage(layer.canvas, -lw / 2, -lh / 2);
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layer.canvas.width = newLw;
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layer.canvas.height = newLh;
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layer.ctx.drawImage(tmp, 0, 0);
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// The adjustment-render caches are keyed only by the adjustment
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// signature, which rotation doesn't change — so composite would draw
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// the STALE pre-rotation cache (the "had to click twice" bug). Drop
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// them so the next composite re-renders from the rotated canvas.
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layer._adjCacheKey = null;
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layer._adjFinalKey = null;
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state.layerOffsets.set(layer.id, {
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x: Math.round(nx - newLw / 2),
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y: Math.round(ny - newLh / 2),
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});
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}
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state.imgWidth = newW;
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state.imgHeight = newH;
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state.mainCanvas.width = newW;
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state.mainCanvas.height = newH;
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if (state.maskCanvas) {
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state.maskCanvas.width = newW;
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state.maskCanvas.height = newH;
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}
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const sizeLabel = document.getElementById('ge-canvas-size');
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if (sizeLabel) sizeLabel.textContent = `${newW}×${newH}`;
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fitZoom();
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composite();
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} finally {
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hideCanvasLoading();
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}
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});
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},
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/**
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* Mirror every layer horizontally ('h') or vertically ('v').
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* Canvas dimensions don't change. Each layer offset is reflected
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* around the image centre.
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*/
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flipAll(axis) {
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if (!state.layers.length) return;
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saveState(axis === 'h' ? 'Flip horizontal' : 'Flip vertical');
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for (const layer of state.layers) {
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const lw = layer.canvas.width, lh = layer.canvas.height;
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const tmp = document.createElement('canvas');
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tmp.width = lw; tmp.height = lh;
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const tctx = tmp.getContext('2d');
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tctx.save();
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if (axis === 'h') { tctx.translate(lw, 0); tctx.scale(-1, 1); }
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else { tctx.translate(0, lh); tctx.scale(1, -1); }
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tctx.drawImage(layer.canvas, 0, 0);
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tctx.restore();
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layer.ctx.clearRect(0, 0, lw, lh);
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layer.ctx.drawImage(tmp, 0, 0);
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// Invalidate the adjustment-render caches (keyed by adjustment sig only)
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// so composite redraws from the flipped canvas, not a stale cache.
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layer._adjCacheKey = null;
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layer._adjFinalKey = null;
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const off = state.layerOffsets.get(layer.id) || { x: 0, y: 0 };
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if (axis === 'h') {
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state.layerOffsets.set(layer.id, { x: state.imgWidth - off.x - lw, y: off.y });
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} else {
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state.layerOffsets.set(layer.id, { x: off.x, y: state.imgHeight - off.y - lh });
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}
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}
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composite();
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},
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};
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}
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