mirror of
https://github.com/lalbornoz/roar.git
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516 lines
12 KiB
JavaScript
516 lines
12 KiB
JavaScript
function Matrix (w,h,f){
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this.x = 0
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this.y = 0
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this.w = w
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this.h = h
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this.f = f
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this.focus_x = 0
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this.focus_y = 0
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this.initialize()
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}
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Matrix.prototype.initialize = function(f){
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var w = this.w || 1, h = this.h || 1, f = f || this.f
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var aa = new Array (h)
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for (var y = 0; y < h; y++) {
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aa[y] = new Array (w)
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for (var x = 0; x < w; x++) {
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aa[y][x] = f(x,y)
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}
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}
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this.aa = aa
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}
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Matrix.prototype.rebuild = function (){
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this.demolish()
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this.initialize()
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this.append()
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this.bind()
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this.generate && this.generate()
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this.focus_clamp()
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check_if_lost_focus()
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}
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Matrix.prototype.clone = function () {
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var base = this
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var clone = new Matrix(this.w, this.h, function(x,y){
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return base.getCell(x,y).clone()
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})
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clone.f = this.f
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return clone
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}
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Matrix.prototype.assign = function (mat) {
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var base = this
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this.demolish()
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this.w = mat.w
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this.h = mat.h
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// this.f = function(){}
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this.initialize(function(x,y){
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var el = mat.getCell(x,y).clone()
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el.build()
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return el
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})
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this.append()
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this.bind()
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check_if_lost_focus()
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return this
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}
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Matrix.prototype.bind = function () {}
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Matrix.prototype.demolish = function (){
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this.forEach(function(lex){
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lex.demolish()
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})
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while (this.wrapper && this.wrapper.firstChild) {
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this.wrapper.removeChild(this.wrapper.firstChild);
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}
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this.aa.forEach(function(row){
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row.length = 0
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})
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this.aa.length = 0
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}
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Matrix.prototype.forEach = function(f){
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this.aa.forEach(function(row, y){
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row.forEach(function(lex, x){
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f(lex, x, y)
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})
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})
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}
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Matrix.prototype.focus_clamp = function(){
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this.focus_x = clamp(this.focus_x, 0, this.w - 1)
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this.focus_y = clamp(this.focus_y, 0, this.h - 1)
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}
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Matrix.prototype.focus_add = function(x, y){
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this.focus(this.focus_x + x, this.focus_y + y)
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}
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Matrix.prototype.focus = function(x, y){
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if (x === undefined) x = this.focus_x
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if (y === undefined) y = this.focus_y
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x = mod(x, this.w)
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y = mod(y, this.h)
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this.focus_x = x
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this.focus_y = y
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//focused_input = this
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this.aa[y][x].focus()
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}
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Matrix.prototype.focusLex = function(y,x){
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if (x < 0) {
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y -= 1
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}
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if (x > this.aa[0].length) {
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y += 1
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}
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this.aa[mod(y,this.h)][mod(x,this.w)].focus()
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}
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Matrix.prototype.clear = function(){
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this.forEach(function(lex,x,y){ lex.clear() })
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}
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Matrix.prototype.erase = function(){
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this.forEach(function(lex,x,y){ lex.erase() })
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}
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Matrix.prototype.fill = 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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this.forEach(function(el,x,y){
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el.assign(lex)
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el.build()
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})
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}
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Matrix.prototype.build = function(){
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this.forEach(function(lex,x,y){
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lex.build()
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})
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}
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Matrix.prototype.append = function(wrapper){
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wrapper = this.wrapper = wrapper || this.wrapper
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if (! this.wrapper) return
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this.aa.forEach(function(row, y){
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var div = document.createElement("div")
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row.forEach(function(lex, x) {
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div.appendChild(lex.span)
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})
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wrapper.appendChild( div )
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})
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}
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Matrix.prototype.region = function(w,h,x,y) {
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w = w || 1
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h = h || 1
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x = x || 0
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y = y || 0
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var parent = this
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var mat = new Matrix(w, h, function(x,y){
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return parent.aa[y][x]
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})
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mat.f = this.f
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return mat
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}
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Matrix.prototype.setCell = function(lex,x,y){
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this.aa[y] && this.aa[y][x] && this.aa[y][x].assign(lex)
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}
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Matrix.prototype.getCell = function(x,y){
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if (this.aa[y] && this.aa[y][x]) return this.aa[y][x]
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else return null
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}
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Matrix.prototype.get = function(x,y){
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y = floor(mod(y || 0, this.h))
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x = floor(mod(x || 0, this.w))
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if (this.aa[y] && this.aa[y][x]) return this.aa[y][x]
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else return null
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}
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Matrix.prototype.resize = function(w,h){
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w = w || canvas.w
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h = h || canvas.h
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var div, row, lex
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var f = this.f, old_h = this.aa.length, old_w = this.aa[0].length
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var wrapper = this.wrapper
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w = max(w, 1)
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h = max(h, 1)
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if (h < old_h) {
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for (var y = old_h; y > h; y--) {
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row = this.aa.pop()
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div = row[0].span.parentNode
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row.forEach(function(lex, x){
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lex.demolish()
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})
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div.parentNode.removeChild(div)
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}
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}
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else if (h > old_h) {
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for (var y = old_h; y < h; y++) {
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div = document.createElement("div")
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wrapper.appendChild( div )
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this.aa[y] = new Array (w)
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for (var x = 0; x < w; x++) {
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lex = this.aa[y][x] = f(x,y)
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div.appendChild(lex.span)
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}
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}
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}
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if (w < old_w) {
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this.aa.forEach(function(row, y){
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while (row.length > w) {
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lex = row.pop()
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lex.demolish()
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}
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})
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}
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else if (w > old_w) {
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this.aa.forEach(function(row, y){
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div = row[0].span.parentNode
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for (var x = row.length; x < w; x++) {
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lex = row[x] = f(x,y)
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div.appendChild(lex.span)
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}
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})
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}
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this.w = w
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this.h = h
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this.bind && this.bind()
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this.focus_clamp()
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if (this.wrapper && this.wrapper.parentNode != document.body) {
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this.resize_wrapper()
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}
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}
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Matrix.prototype.resize_wrapper = function(){
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var cell = canvas.aa[0][0].span
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var cw = cell.offsetWidth
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var ch = cell.offsetHeight
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// if (canvas.grid) { ch++ }
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var width = cw * this.aa[0].length
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var height = ch * this.aa.length
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if (canvas.grid) { width++; height++ }
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this.wrapper.parentNode.style.height = ""
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this.wrapper.style.width =
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this.wrapper.parentNode.style.width = (width) + "px"
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this.wrapper.style.top = ""
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}
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Matrix.prototype.ascii = function () {
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var lines = this.aa.map(function(row, y){
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var last, line = ""
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row.forEach(function(lex, x) {
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line += lex.ascii()
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})
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return line // .replace(/\s+$/,"")
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})
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var txt = lines.join("\n")
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return txt
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}
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Matrix.prototype.ansi = function (opts) {
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var lines = this.aa.map(function(row, y){
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var last, line = "", bg_ = -1, fg_ = -1
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row.forEach(function(lex, x) {
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if (lex.eqColor(last)) {
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line += lex.sanitize()
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}
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else {
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[bg_, fg_, line_] = lex.ansi(bg_, fg_)
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line += line_; last = lex;
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}
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})
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return line
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})
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var txt = lines.filter(function(line){ return line.length > 0 }).join('\n')
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return txt
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}
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Matrix.prototype.mirc = function (opts) {
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var cutoff = false
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var lines = this.aa.map(function(row, y){
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var last, line = "", bg_ = -1, fg_ = -1
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row.forEach(function(lex, x) {
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if (lex.eqColor(last)) {
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line += lex.sanitize()
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}
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else {
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[bg_, fg_, line_] = lex.mirc(bg_, fg_)
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line += line_; last = lex;
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}
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})
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if (opts && opts.cutoff && line.length > opts.cutoff) {
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cutoff = true
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}
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return line
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})
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var txt = lines.filter(function(line){ return line.length > 0 }).join('\n')
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if (cutoff) {
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txt = new String(txt)
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txt.cutoff = true
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}
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return txt
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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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