/* Copyright (c) 2015 William Toohey * Portions Copyright (c) 2015 Calvin Walton * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ /* Takes an element name to attach to, and an audio context element for getting the current time with reasonable accuracy */ function HuesCanvas(element, aContext, core) { 'use strict'; this.aContext = aContext; this.core = core; this.needsRedraw = false; this.colour = 0xFFFFFF; this.image = null; this.smartAlign = true; // avoid string comparisons every frame this.animTimeout = null; this.animFrame = null; this.lastBeat = 0; // set later this.blurDecay = null; this.blurAmount = null; this.blurIterations = null; this.blurDelta = null; this.blurAlpha = null; // dynamic this.blurStart = 0; this.blurDistance = 0; this.xBlur = false; this.yBlur = false; this.blackout = false; this.blackoutColour = "#000"; // for the whiteout case we must store this this.blackoutTimeout = null; this.colourFade = false; this.colourFadeStart=0; this.colourFadeLength=0; this.oldColour=0xFFFFFF; this.newColour=0xFFFFFF; this.blendMode = "hard-light"; // Chosen because they look decent this.setBlurAmount("medium"); this.setBlurQuality("high"); this.setBlurDecay("fast"); this.canvas = document.getElementById(element).getContext("2d"); window.addEventListener('resize', this.resizeHandler(this)); this.resize(); this.snowing = false; this.maxSnow = 30; this.snowAngle = 0; this.lastSnow = 0; this.snowflakes = []; this.vBarWidth = 10; this.animating = true; requestAnimationFrame(this.getAnimLoop()); } HuesCanvas.prototype.resizeHandler = function(that) { return function() {that.resize();}; }; HuesCanvas.prototype.resize = function() { // height is constant 720px, we expand width to suit var ratio = window.innerWidth / window.innerHeight; this.canvas.canvas.width = Math.ceil(720 * ratio); var snow = document.getElementById("snow").getContext("2d"); snow.canvas.width = Math.ceil(720 * ratio); this.core.soundManager.initVisualiser(this.canvas.canvas.width/this.vBarWidth); this.needsRedraw = true; }; HuesCanvas.prototype.redraw = function() { var offset; // for centering/right/left align var bOpacity; var width = this.canvas.canvas.width; var cTime = this.aContext.currentTime; // white BG for the hard light filter this.canvas.globalAlpha = 1; this.canvas.globalCompositeOperation = "source-over"; if(this.blackout) { // original is 3 frames at 30fps, this is close bOpacity = (cTime - this.blackoutStart)*10; if(bOpacity > 1) { // optimise the draw this.canvas.fillStyle = this.blackoutColour; this.canvas.fillRect(0,0,width,720); this.needsRedraw = false; return; } } this.canvas.clearRect(0,0,width,720); if(this.image && (this.image.bitmap || this.image.bitmaps)) { var bitmap = this.image.animated ? this.image.bitmaps[this.animFrame] : this.image.bitmap; if(this.smartAlign) { switch(this.image.align) { case "left": offset = 0; break; case "right": offset = width - bitmap.width; break; default: offset = width/2 - bitmap.width/2; break; } } else { offset = width/2 - bitmap.width/2; } if(this.xBlur || this.yBlur) { this.canvas.globalAlpha = this.blurAlpha; } if(this.xBlur) { if(this.blurIterations < 0) { this.canvas.globalAlpha = 1; this.canvas.drawImage(bitmap, Math.floor(offset - this.blurDistance/2), 0, bitmap.width + this.blurDistance, bitmap.height); } else { for(var i=-1; i<=1; i+= this.blurDelta) { this.canvas.drawImage(bitmap, Math.floor(this.blurDistance * i) + offset, 0); } } } else if(this.yBlur) { if(this.blurIterations < 0) { this.canvas.globalAlpha = 1; this.canvas.drawImage(bitmap, offset, Math.floor(-this.blurDistance/2), bitmap.width, bitmap.height + this.blurDistance); } else { for(var i=-1; i<=1; i+= this.blurDelta) { this.canvas.drawImage(bitmap, offset, Math.floor(this.blurDistance * i)); } } } else { this.canvas.globalAlpha = 1; this.canvas.drawImage(bitmap, offset, 0); } } this.canvas.globalCompositeOperation = "source-atop"; this.canvas.globalAlpha = 1; this.updateVisualiser(); this.canvas.globalCompositeOperation = "source-out"; this.canvas.fillStyle = "#FFF"; //this.canvas.fillRect(0,0,width,720); this.canvas.globalCompositeOperation = this.blendMode; this.canvas.globalAlpha = 0.7; this.canvas.fillStyle = this.intToHex(this.colour); this.canvas.fillRect(0,0,width,720); if(this.blackout) { this.canvas.globalAlpha = bOpacity; this.canvas.fillStyle = this.blackoutColour; this.canvas.fillRect(0,0,width,720); this.needsRedraw = true; } else { this.needsRedraw = false; } }; /* Second fastest method from http://stackoverflow.com/questions/10073699/pad-a-number-with-leading-zeros-in-javascript It stil does millions of ops per second, and isn't ugly like the integer if/else */ HuesCanvas.prototype.intToHex = function(num) { return '#' + ("00000"+num.toString(16)).slice(-6); }; HuesCanvas.prototype.getAnimLoop = function() { var that = this; return function() {that.animationLoop();}; }; HuesCanvas.prototype.animationLoop = function() { if (this.colourFade) { var delta = this.aContext.currentTime - this.colourFadeStart; var fadeVal = delta / this.colourFadeLength; if (fadeVal >= 1) { this.stopFade(); this.colour = this.newColour; } else { this.mixColours(fadeVal); } this.needsRedraw = true; } if(this.blackoutTimeout && this.aContext.currentTime > this.blackoutTimeout) { this.clearBlackout(); } if(this.image && this.image.animated){ if(this.image.beatsPerAnim && this.core.currentSong && this.core.currentSong.charsPerBeat) { var a = this.animFrame; this.syncAnim(); if(this.animFrame != a) { this.needsRedraw = true; // If you change to a non-synced song, this needs to be reset this.animTimeout = this.aContext.currentTime; } } else if(this.animTimeout < this.aContext.currentTime) { this.animFrame++; this.animFrame %= this.image.frameDurations.length; // Don't rebase to current time otherwise we may lag this.animTimeout += this.image.frameDurations[this.animFrame]/1000; this.needsRedraw = true; } } if(this.blurStart) { // flash offsets blur gen by a frame var delta = this.aContext.currentTime - this.blurStart + (1/30); this.blurDistance = this.blurAmount * Math.exp(-this.blurDecay * delta); // Update UI var dist = this.blurDistance / this.blurAmount; if(this.xBlur) this.core.blurUpdated(dist, 0); else this.core.blurUpdated(0, dist); } if(this.blurStart && this.blurDistance < 1) { this.core.blurUpdated(0, 0); this.blurDistance = 0; this.blurStart = 0; this.xBlur = this.yBlur = false; this.redraw(); } else if(this.blurStart) { this.redraw(); } else if(localStorage["visualiser"]){ this.redraw(); } if(this.snowing) { this.drawSnow(); } if(this.animating) { requestAnimationFrame(this.getAnimLoop()); } }; HuesCanvas.prototype.setImage = function(image) { this.needsRedraw = true; this.image = image; // Null images don't need anything interesting done to them if(!image || (!image.bitmap && !image.bitmaps)) { return; } if(image.animated) { this.animBeat = null; this.animFrame = 0; this.animTimeout = this.aContext.currentTime + image.frameDurations[0]/1000; if(image.beatsPerAnim && this.core.currentSong && this.core.currentSong.charsPerBeat) { this.syncAnim(); } } }; HuesCanvas.prototype.beat = function() { this.lastBeat = this.aContext.currentTime; }; HuesCanvas.prototype.syncAnim = function() { var song = this.core.currentSong; if(!song) { // fallback to default return; } var index = this.core.beatIndex; // When animation has more frames than song has beats, or part thereof if(this.lastBeat && this.core.beatLength) { var interp = (this.aContext.currentTime - this.lastBeat) / this.core.beatLength; index += Math.min(interp, 1); } // This loops A-OK because the core's beatIndex never rolls over for a new loop var beatLoc = (index / song.charsPerBeat) % this.image.beatsPerAnim; var aLen = this.image.bitmaps.length; this.animFrame = Math.floor(aLen * (beatLoc / this.image.beatsPerAnim)); if(this.image.syncOffset) { this.animFrame += this.image.syncOffset; } // Because negative mods are different in JS this.animFrame = ((this.animFrame % aLen) + aLen) % aLen; }; HuesCanvas.prototype.updateVisualiser = function() { if(localStorage["visualiser"] != "on") { return; } var width = this.canvas.canvas.width; var height = this.canvas.canvas.height; if(!this.core.soundManager.vReady) { this.core.soundManager.initVisualiser(width/this.vBarWidth); } var logArrays = this.core.soundManager.getVisualiserData(); if(!logArrays) { return; } var gradient=this.canvas.createLinearGradient(0,height/2.5,0,0); gradient.addColorStop(1,"rgb(255,255,255)"); gradient.addColorStop(0,"rgb(20,20,20)"); this.canvas.fillStyle = "#444";//gradient; var barHeight; var x = 0; for(var a = 0; a < logArrays.length; a++) { var vals = logArrays[a]; for(var i = 0; i < vals.length; i++) { var index = 0; if(logArrays.length == 2 && a == 0) { index = vals.length - i - 1; } else { index = i; } barHeight = vals[index]/255*height; this.canvas.fillRect(x,height-barHeight,this.vBarWidth,barHeight); x += this.vBarWidth; } } } HuesCanvas.prototype.setColour = function(colour, isFade) { if(isFade) { this.newColour = colour; } else { this.stopFade(); this.colour = colour; } this.needsRedraw = true; }; HuesCanvas.prototype.doBlackout = function(whiteout) { if (typeof(whiteout)==='undefined') whiteout = false; if(whiteout) { this.blackoutColour = "#FFF"; } else { this.blackoutColour = "#000"; } this.blackoutTimeout = 0; // indefinite this.blackoutStart = this.aContext.currentTime; this.blackout = true; this.needsRedraw = true; if(localStorage["blackoutUI"] == "on") { this.core.userInterface.hide(); } }; // for song changes HuesCanvas.prototype.clearBlackout = function() { this.blackout = false; this.blackoutTimeout = 0; this.needsRedraw = true; if(localStorage["blackoutUI"] == "on") { this.core.userInterface.show(); } }; HuesCanvas.prototype.doShortBlackout = function(beatTime) { this.doBlackout(); this.blackoutTimeout = this.aContext.currentTime + beatTime / 1.7; // looks better if we go right to black this.blackoutStart = 0; }; HuesCanvas.prototype.doColourFade = function(length) { this.colourFade = true; this.colourFadeLength = length; this.colourFadeStart = this.aContext.currentTime; this.oldColour = this.colour; }; HuesCanvas.prototype.stopFade = function() { this.colourFade = false; this.colourFadeStart = 0; this.colourFadeLength = 0; }; HuesCanvas.prototype.mixColours = function(percent) { percent = Math.min(1, percent); var oldR = this.oldColour >> 16 & 0xFF; var oldG = this.oldColour >> 8 & 0xFF; var oldB = this.oldColour & 0xFF; var newR = this.newColour >> 16 & 0xFF; var newG = this.newColour >> 8 & 0xFF; var newB = this.newColour & 0xFF; var mixR = oldR * (1 - percent) + newR * percent; var mixG = oldG * (1 - percent) + newG * percent; var mixB = oldB * (1 - percent) + newB * percent; this.colour = mixR << 16 | mixG << 8 | mixB; }; HuesCanvas.prototype.doXBlur = function() { this.blurStart = this.aContext.currentTime; this.blurDistance = this.blurAmount; this.xBlur = true; this.yBlur = false; this.needsRedraw = true; }; HuesCanvas.prototype.doYBlur = function() { this.blurStart = this.aContext.currentTime; this.blurDistance = this.blurAmount; this.xBlur = false; this.yBlur = true; this.needsRedraw = true; }; HuesCanvas.prototype.setBlurDecay = function(decay) { this.blurDecay = {"slow" : 7.8, "medium" : 14.1, "fast" : 20.8, "faster!" : 28.7}[decay]; }; HuesCanvas.prototype.setBlurQuality = function(quality) { this.blurIterations = {"low" : -1, "medium" : 11, "high" : 19, "extreme" : 35}[quality]; this.blurDelta = 1 / (this.blurIterations/2); this.blurAlpha = 1 / (this.blurIterations/2); }; HuesCanvas.prototype.setBlurAmount = function(amount) { this.blurAmount = {"low" : 48, "medium" : 96, "high" : 384}[amount]; }; HuesCanvas.prototype.setSmartAlign = function(align) { this.smartAlign = align == "on"; }; HuesCanvas.prototype.setAnimating = function(anim) { if(!this.animating && anim) { requestAnimationFrame(this.animationLoop); } this.animating = anim; }; // From http://thecodeplayer.com/walkthrough/html5-canvas-snow-effect HuesCanvas.prototype.startSnow = function() { this.snowing = true; document.getElementById("snow").style.display = "block"; var height = this.canvas.canvas.height; var width = this.canvas.canvas.width; this.snowAngle = 0; this.snowflakes = []; for(var i = 0; i < this.maxSnow; i++) { this.snowflakes.push({ x: Math.random()*width, //x-coordinate y: Math.random()*height, //y-coordinate r: Math.random()*4+1, //radius d: Math.random()*25 //density }); } this.lastSnow = this.aContext.currentTime; }; HuesCanvas.prototype.stopSnow = function() { this.snowing = false; document.getElementById("snow").style.display = "none"; }; HuesCanvas.prototype.drawSnow = function() { var ctx = document.getElementById("snow").getContext("2d"); var W = ctx.canvas.width; var H = ctx.canvas.height; var delta = this.lastSnow - this.aContext.currentTime; ctx.clearRect(0, 0, W, H); ctx.fillStyle = "rgba(255, 255, 255, 0.8)"; ctx.beginPath(); for(var i = 0; i < this.maxSnow; i++) { var p = this.snowflakes[i]; ctx.moveTo(p.x, p.y); ctx.arc(p.x, p.y, p.r, 0, Math.PI*2, true); } ctx.fill(); this.snowAngle += delta / 6; for(var i = 0; i < this.maxSnow; i++) { var p = this.snowflakes[i]; //Updating X and Y coordinates //We will add 1 to the cos function to prevent negative values which will lead flakes to move upwards //Every particle has its own density which can be used to make the downward movement different for each flake //Lets make it more random by adding in the radius p.y += Math.cos(this.snowAngle+p.d) + 1 + p.r/2; p.x += Math.sin(this.snowAngle) * 2; //Sending flakes back from the top when it exits //Lets make it a bit more organic and let flakes enter from the left and right also. if(p.x > W+5 || p.x < -5 || p.y > H) { if(i%3 > 0) {//66.67% of the flakes this.snowflakes[i] = {x: Math.random()*W, y: -10, r: p.r, d: p.d}; } else { //If the flake is exitting from the right if(Math.sin(this.snowAngle) > 0) { //Enter from the left this.snowflakes[i] = {x: -5, y: Math.random()*H, r: p.r, d: p.d}; } else { //Enter from the right this.snowflakes[i] = {x: W+5, y: Math.random()*H, r: p.r, d: p.d}; } } } } this.lastSnow = this.aContext.currentTime; };