mirror of
https://github.com/lalbornoz/roar.git
synced 2024-11-22 15:26:37 +00:00
js/{matrix,undo}.js: merged.
index.html: updates script URIs.
This commit is contained in:
parent
4c629197a7
commit
8e34feff55
@ -131,7 +131,6 @@
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<script src="js/ext/util.js"></script>
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<script src="js/ext/util.js"></script>
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<script src="js/ext/unicode.js"></script>
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<script src="js/ext/unicode.js"></script>
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<script src="js/ext/color.js"></script>
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<script src="js/ext/color.js"></script>
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<script src="js/undo.js"></script>
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<script src="js/clipboard.js"></script>
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<script src="js/clipboard.js"></script>
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<script src="js/ext/upload.js"></script>
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<script src="js/ext/upload.js"></script>
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<script src="js/ext/user.js"></script>
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<script src="js/ext/user.js"></script>
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228
js/matrix.js
228
js/matrix.js
@ -320,3 +320,231 @@ Matrix.prototype.irssi = function(opts){
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}
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}
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return txt
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return txt
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}
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}
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var undo = (function(){
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var max_states = 200;
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// undotimetotal = 0;
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var stack = {undo: [], redo: []};
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var current_undo = null;
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var dom = {undo: undo_el, redo: redo_el};
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dom.undo.is_visible = dom.redo.is_visible = false
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var LexState = function(lex){
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this.fg = lex.fg;
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this.bg = lex.bg;
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this.char = lex.char;
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this.opacity = lex.opacity;
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};
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var update_dom_visibility = function(type){
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var el = dom[type]
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if (el.is_visible){
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if (stack[type].length === 0) {
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el.classList.add('hidden')
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el.is_visible = false
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}
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} else if (stack[type].length > 0){
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el.classList.remove('hidden')
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el.is_visible = true
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}
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}
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var update_dom = function(){
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update_dom_visibility('undo')
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update_dom_visibility('redo')
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}
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// state is an undo or redo state that might contain these props
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// { lexs: {'0,0': LexState, ...}, // for sparse lex changes (eg brush, fill)
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// focus: {x:, y: },
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// size: {w:, h: },
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// rects: [{x:, y:, w:, h:, lexs: [LexState, ...]}, ...]
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// }
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var new_state = function(){
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var state = {lexs:{}};
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save_focus(canvas.focus_x, canvas.focus_y, state)
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return state
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}
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var new_redo = function(){
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return new_state()
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}
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var new_undo = function(){
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current_undo = new_state()
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stack.redo = []
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stack.undo.push(current_undo)
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if (stack.undo.length > max_states) stack.undo.shift();
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update_dom()
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return current_undo
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}
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var save_focus = function(x, y, state){
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state = state || current_undo
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state.focus = {x:x, y:y}
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}
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var save_size = function(w, h, state){
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state = state || current_undo
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state.size = {w:w, h:h};
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}
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// the reason for stringifying the x y coords is so that each
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// coordinate is saved only once in an undo state.
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// otherwise there would be problems with, eg, a brush stroke
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// that passed over the same grid cell twice.
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var save_lex = function(x, y, lex, state){
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// var start = Date.now()
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state = state || current_undo
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var lexs = state.lexs;
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var xy = x + "," + y;
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if (xy in lexs) return;
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lexs[xy] = new LexState(lex)
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// undotimetotal += Date.now() - start
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}
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var save_focused_lex = function(state){
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state = state || current_undo
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var x = canvas.focus_x
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var y = canvas.focus_y
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save_lex(x, y, canvas.aa[y][x], state)
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}
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var save_rect = function(xpos, ypos, w, h, state){
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if (w === 0 || h === 0) return;
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state = state || current_undo;
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state.rects = state.rects || []
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var aa = canvas.aa;
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var rect = {x: xpos, y: ypos, w: w, h: h, lexs: []}
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var lexs = rect.lexs
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var xlen = xpos + w
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var ylen = ypos + h
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for (var y = ypos; y < ylen; y++){
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var aay = aa[y]
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for (var x = xpos; x < xlen; x++){
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lexs.push(new LexState(aay[x]))
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}
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}
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state.rects.push(rect)
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}
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var save_resize = function(w, h, old_w, old_h, state){
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state = state || current_undo
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save_size(old_w, old_h, state)
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if (old_w > w){
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// .---XX
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// | XX
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// |___XX
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save_rect(w, 0, old_w - w, old_h, state)
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if (old_h > h){
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// .----.
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// | |
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// XXXX_|
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save_rect(0, h, w, old_h - h, state)
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}
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} else if (old_h > h){
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// .----.
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// | |
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// XXXXXX
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save_rect(0, h, old_w, old_h - h, state)
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}
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}
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var restore_state = function(state){
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// all redo states will have a cached undo state on them
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// an undo state might have a cached redo state
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// if it doesn't have one, generate one
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var make_redo = ! ('redo' in state || 'undo' in state);
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var aa = canvas.aa
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var lex, lexs;
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if (make_redo){
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state.redo = new_redo()
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// copy saved rects that intersect with current canvas size
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// important to do this before resizing canvas
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if ('rects' in state){
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for (var ri=0, rect; rect=state.rects[ri]; ri++){
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if (rect.x >= canvas.w ||
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rect.y >= canvas.h) continue;
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var w = Math.min(rect.w, canvas.w - rect.x)
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var h = Math.min(rect.h, canvas.h - rect.y)
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save_rect(rect.x, rect.y, w, h, state.redo)
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}
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}
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if ('size' in state){
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save_resize(state.size.w, state.size.h, canvas.w, canvas.h, state.redo)
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}
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}
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if ('size' in state){
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canvas.resize(state.size.w, state.size.h, true);
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}
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if ('rects' in state){
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for (var ri=0, rect; rect=state.rects[ri]; ri++){
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lexs = rect.lexs
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for (var li=0; lex=lexs[li]; li++){
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var x = (li % rect.w) + rect.x
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var y = ((li / rect.w)|0) + rect.y
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aa[y][x].assign(lex)
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}
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}
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}
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lexs = state.lexs
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for (var key in lexs){
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var xy = key.split(',');
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lex = aa[xy[1]][xy[0]]
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if (make_redo)
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save_lex(xy[0], xy[1], lex, state.redo)
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lex.assign(lexs[key])
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}
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if ('focus' in state){
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canvas.focus_x = state.focus.x
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canvas.focus_y = state.focus.y
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if (current_canvas === canvas){
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canvas.focus()
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}
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}
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}
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var undo = function(){
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var state = stack.undo.pop();
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if (!state) return;
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restore_state(state)
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// now take the applied undo state and store it on the redo state
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// and push the redo state to the redo stack
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state.redo.undo = state
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stack.redo.push(state.redo)
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delete state.redo
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update_dom()
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}
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var redo = function(){
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var state = stack.redo.pop();
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if (!state) return;
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restore_state(state)
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state.undo.redo = state
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stack.undo.push(state.undo)
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delete state.undo
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update_dom()
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}
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return {
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stack: stack,
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new: new_undo,
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// new_redo: new_redo,
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save_focus: save_focus,
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save_size: save_size,
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save_lex: save_lex,
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save_focused_lex: save_focused_lex,
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save_rect: save_rect,
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save_resize: save_resize,
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undo: undo,
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redo: redo
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}
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})()
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227
js/undo.js
227
js/undo.js
@ -1,227 +0,0 @@
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var undo = (function(){
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var max_states = 200;
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// undotimetotal = 0;
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var stack = {undo: [], redo: []};
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var current_undo = null;
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var dom = {undo: undo_el, redo: redo_el};
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dom.undo.is_visible = dom.redo.is_visible = false
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var LexState = function(lex){
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this.fg = lex.fg;
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this.bg = lex.bg;
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this.char = lex.char;
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this.opacity = lex.opacity;
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};
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var update_dom_visibility = function(type){
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var el = dom[type]
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if (el.is_visible){
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if (stack[type].length === 0) {
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el.classList.add('hidden')
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el.is_visible = false
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}
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} else if (stack[type].length > 0){
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el.classList.remove('hidden')
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el.is_visible = true
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}
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}
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var update_dom = function(){
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update_dom_visibility('undo')
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update_dom_visibility('redo')
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}
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// state is an undo or redo state that might contain these props
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// { lexs: {'0,0': LexState, ...}, // for sparse lex changes (eg brush, fill)
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// focus: {x:, y: },
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// size: {w:, h: },
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// rects: [{x:, y:, w:, h:, lexs: [LexState, ...]}, ...]
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// }
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var new_state = function(){
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var state = {lexs:{}};
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save_focus(canvas.focus_x, canvas.focus_y, state)
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return state
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}
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var new_redo = function(){
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return new_state()
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}
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var new_undo = function(){
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current_undo = new_state()
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stack.redo = []
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stack.undo.push(current_undo)
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if (stack.undo.length > max_states) stack.undo.shift();
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update_dom()
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return current_undo
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}
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var save_focus = function(x, y, state){
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state = state || current_undo
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state.focus = {x:x, y:y}
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}
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var save_size = function(w, h, state){
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state = state || current_undo
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state.size = {w:w, h:h};
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}
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// the reason for stringifying the x y coords is so that each
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// coordinate is saved only once in an undo state.
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// otherwise there would be problems with, eg, a brush stroke
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// that passed over the same grid cell twice.
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var save_lex = function(x, y, lex, state){
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// var start = Date.now()
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state = state || current_undo
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var lexs = state.lexs;
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var xy = x + "," + y;
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if (xy in lexs) return;
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lexs[xy] = new LexState(lex)
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// undotimetotal += Date.now() - start
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}
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var save_focused_lex = function(state){
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state = state || current_undo
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var x = canvas.focus_x
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var y = canvas.focus_y
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save_lex(x, y, canvas.aa[y][x], state)
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}
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var save_rect = function(xpos, ypos, w, h, state){
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if (w === 0 || h === 0) return;
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state = state || current_undo;
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state.rects = state.rects || []
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var aa = canvas.aa;
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var rect = {x: xpos, y: ypos, w: w, h: h, lexs: []}
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var lexs = rect.lexs
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var xlen = xpos + w
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var ylen = ypos + h
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for (var y = ypos; y < ylen; y++){
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var aay = aa[y]
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for (var x = xpos; x < xlen; x++){
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lexs.push(new LexState(aay[x]))
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}
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}
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state.rects.push(rect)
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}
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var save_resize = function(w, h, old_w, old_h, state){
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state = state || current_undo
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save_size(old_w, old_h, state)
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if (old_w > w){
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// .---XX
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// | XX
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// |___XX
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save_rect(w, 0, old_w - w, old_h, state)
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if (old_h > h){
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// .----.
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// | |
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// XXXX_|
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save_rect(0, h, w, old_h - h, state)
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}
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} else if (old_h > h){
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// .----.
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// | |
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// XXXXXX
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save_rect(0, h, old_w, old_h - h, state)
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}
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}
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var restore_state = function(state){
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// all redo states will have a cached undo state on them
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// an undo state might have a cached redo state
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// if it doesn't have one, generate one
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var make_redo = ! ('redo' in state || 'undo' in state);
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var aa = canvas.aa
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var lex, lexs;
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if (make_redo){
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state.redo = new_redo()
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// copy saved rects that intersect with current canvas size
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// important to do this before resizing canvas
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if ('rects' in state){
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for (var ri=0, rect; rect=state.rects[ri]; ri++){
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if (rect.x >= canvas.w ||
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rect.y >= canvas.h) continue;
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|
||||||
var w = Math.min(rect.w, canvas.w - rect.x)
|
|
||||||
var h = Math.min(rect.h, canvas.h - rect.y)
|
|
||||||
save_rect(rect.x, rect.y, w, h, state.redo)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if ('size' in state){
|
|
||||||
save_resize(state.size.w, state.size.h, canvas.w, canvas.h, state.redo)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if ('size' in state){
|
|
||||||
canvas.resize(state.size.w, state.size.h, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
if ('rects' in state){
|
|
||||||
for (var ri=0, rect; rect=state.rects[ri]; ri++){
|
|
||||||
lexs = rect.lexs
|
|
||||||
for (var li=0; lex=lexs[li]; li++){
|
|
||||||
var x = (li % rect.w) + rect.x
|
|
||||||
var y = ((li / rect.w)|0) + rect.y
|
|
||||||
aa[y][x].assign(lex)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
lexs = state.lexs
|
|
||||||
for (var key in lexs){
|
|
||||||
var xy = key.split(',');
|
|
||||||
lex = aa[xy[1]][xy[0]]
|
|
||||||
if (make_redo)
|
|
||||||
save_lex(xy[0], xy[1], lex, state.redo)
|
|
||||||
lex.assign(lexs[key])
|
|
||||||
}
|
|
||||||
|
|
||||||
if ('focus' in state){
|
|
||||||
canvas.focus_x = state.focus.x
|
|
||||||
canvas.focus_y = state.focus.y
|
|
||||||
if (current_canvas === canvas){
|
|
||||||
canvas.focus()
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
var undo = function(){
|
|
||||||
var state = stack.undo.pop();
|
|
||||||
if (!state) return;
|
|
||||||
|
|
||||||
restore_state(state)
|
|
||||||
|
|
||||||
// now take the applied undo state and store it on the redo state
|
|
||||||
// and push the redo state to the redo stack
|
|
||||||
state.redo.undo = state
|
|
||||||
stack.redo.push(state.redo)
|
|
||||||
delete state.redo
|
|
||||||
|
|
||||||
update_dom()
|
|
||||||
}
|
|
||||||
|
|
||||||
var redo = function(){
|
|
||||||
var state = stack.redo.pop();
|
|
||||||
if (!state) return;
|
|
||||||
|
|
||||||
restore_state(state)
|
|
||||||
|
|
||||||
state.undo.redo = state
|
|
||||||
stack.undo.push(state.undo)
|
|
||||||
delete state.undo
|
|
||||||
|
|
||||||
update_dom()
|
|
||||||
}
|
|
||||||
|
|
||||||
return {
|
|
||||||
stack: stack,
|
|
||||||
new: new_undo,
|
|
||||||
// new_redo: new_redo,
|
|
||||||
save_focus: save_focus,
|
|
||||||
save_size: save_size,
|
|
||||||
save_lex: save_lex,
|
|
||||||
save_focused_lex: save_focused_lex,
|
|
||||||
save_rect: save_rect,
|
|
||||||
save_resize: save_resize,
|
|
||||||
undo: undo,
|
|
||||||
redo: redo
|
|
||||||
}
|
|
||||||
|
|
||||||
})()
|
|
Loading…
Reference in New Issue
Block a user