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38 lines
1.0 KiB
JavaScript
38 lines
1.0 KiB
JavaScript
/*
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Class that wraps the html image element and canvas.
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It also simplifies some of the canvas context manipulation
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with a set of helper functions.
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*/
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var CanvasImage = function(image){
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// If jquery object is passed in, get html element
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this.imgEl = (image.jquery)? image[0]: image;
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this.canvas = document.createElement('canvas'),
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this.context = this.canvas.getContext('2d');
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document.body.appendChild(this.canvas);
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this.width = this.canvas.width = $(this.imgEl).width(),
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this.height = this.canvas.height = $(this.imgEl).height();
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this.context.drawImage(this.imgEl, 0, 0);
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}
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CanvasImage.prototype.clear = function() {
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this.context.clearRect(0, 0, this.width, this.height);
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}
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CanvasImage.prototype.update = function(imageData) {
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console.log('worked');
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this.context.putImageData(imageData, 0, 0);
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}
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CanvasImage.prototype.getPixelCount = function() {
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return this.width * this.height;
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}
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CanvasImage.prototype.getImageData = function() {
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return this.context.getImageData(0, 0, this.width, this.height);
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}
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