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Animation tools for Sketchful.io
当前为
// ==UserScript== // @name Greasy Animation // @namespace https://greasyfork.org/users/281093 // @match https://sketchful.io/ // @grant none // @version 0.3 // @author Bell // @license MIT // @copyright 2020, Bell (https://openuserjs.org/users/Bell) // @description Animation tools for Sketchful.io // ==/UserScript== /* jshint esversion: 6 */ // Libraries LZWEncoder = function() { var exports = {}; var EOF = -1; var imgW; var imgH; var pixAry; var initCodeSize; var remaining; var curPixel; // GIFCOMPR.C - GIF Image compression routines // Lempel-Ziv compression based on 'compress'. GIF modifications by // David Rowley ([email protected]) // General DEFINEs var BITS = 12; var HSIZE = 5003; // 80% occupancy // GIF Image compression - modified 'compress' // Based on: compress.c - File compression ala IEEE Computer, June 1984. // By Authors: Spencer W. Thomas (decvax!harpo!utah-cs!utah-gr!thomas) // Jim McKie (decvax!mcvax!jim) // Steve Davies (decvax!vax135!petsd!peora!srd) // Ken Turkowski (decvax!decwrl!turtlevax!ken) // James A. Woods (decvax!ihnp4!ames!jaw) // Joe Orost (decvax!vax135!petsd!joe) var n_bits; // number of bits/code var maxbits = BITS; // user settable max # bits/code var maxcode; // maximum code, given n_bits var maxmaxcode = 1 << BITS; // should NEVER generate this code var htab = []; var codetab = []; var hsize = HSIZE; // for dynamic table sizing var free_ent = 0; // first unused entry // block compression parameters -- after all codes are used up, // and compression rate changes, start over. var clear_flg = false; // Algorithm: use open addressing double hashing (no chaining) on the // prefix code / next character combination. We do a variant of Knuth's // algorithm D (vol. 3, sec. 6.4) along with G. Knott's relatively-prime // secondary probe. Here, the modular division first probe is gives way // to a faster exclusive-or manipulation. Also do block compression with // an adaptive reset, whereby the code table is cleared when the compression // ratio decreases, but after the table fills. The variable-length output // codes are re-sized at this point, and a special CLEAR code is generated // for the decompressor. Late addition: construct the table according to // file size for noticeable speed improvement on small files. Please direct // questions about this implementation to ames!jaw. var g_init_bits; var ClearCode; var EOFCode; // output // Output the given code. // Inputs: // code: A n_bits-bit integer. If == -1, then EOF. This assumes // that n_bits =< wordsize - 1. // Outputs: // Outputs code to the file. // Assumptions: // Chars are 8 bits long. // Algorithm: // Maintain a BITS character long buffer (so that 8 codes will // fit in it exactly). Use the VAX insv instruction to insert each // code in turn. When the buffer fills up empty it and start over. var cur_accum = 0; var cur_bits = 0; var masks = [0x0000, 0x0001, 0x0003, 0x0007, 0x000F, 0x001F, 0x003F, 0x007F, 0x00FF, 0x01FF, 0x03FF, 0x07FF, 0x0FFF, 0x1FFF, 0x3FFF, 0x7FFF, 0xFFFF]; // Number of characters so far in this 'packet' var a_count; // Define the storage for the packet accumulator var accum = []; var LZWEncoder = exports.LZWEncoder = function LZWEncoder(width, height, pixels, color_depth) { imgW = width; imgH = height; pixAry = pixels; initCodeSize = Math.max(2, color_depth); }; // Add a character to the end of the current packet, and if it is 254 // characters, flush the packet to disk. var char_out = function char_out(c, outs) { accum[a_count++] = c; if (a_count >= 254) flush_char(outs); }; // Clear out the hash table // table clear for block compress var cl_block = function cl_block(outs) { cl_hash(hsize); free_ent = ClearCode + 2; clear_flg = true; output(ClearCode, outs); }; // reset code table var cl_hash = function cl_hash(hsize) { for (var i = 0; i < hsize; ++i) htab[i] = -1; }; var compress = exports.compress = function compress(init_bits, outs) { var fcode; var i; /* = 0 */ var c; var ent; var disp; var hsize_reg; var hshift; // Set up the globals: g_init_bits - initial number of bits g_init_bits = init_bits; // Set up the necessary values clear_flg = false; n_bits = g_init_bits; maxcode = MAXCODE(n_bits); ClearCode = 1 << (init_bits - 1); EOFCode = ClearCode + 1; free_ent = ClearCode + 2; a_count = 0; // clear packet ent = nextPixel(); hshift = 0; for (fcode = hsize; fcode < 65536; fcode *= 2) ++hshift; hshift = 8 - hshift; // set hash code range bound hsize_reg = hsize; cl_hash(hsize_reg); // clear hash table output(ClearCode, outs); outer_loop: while ((c = nextPixel()) != EOF) { fcode = (c << maxbits) + ent; i = (c << hshift) ^ ent; // xor hashing if (htab[i] == fcode) { ent = codetab[i]; continue; } else if (htab[i] >= 0) { // non-empty slot disp = hsize_reg - i; // secondary hash (after G. Knott) if (i === 0) disp = 1; do { if ((i -= disp) < 0) i += hsize_reg; if (htab[i] == fcode) { ent = codetab[i]; continue outer_loop; } } while (htab[i] >= 0); } output(ent, outs); ent = c; if (free_ent < maxmaxcode) { codetab[i] = free_ent++; // code -> hashtable htab[i] = fcode; } else cl_block(outs); } // Put out the final code. output(ent, outs); output(EOFCode, outs); }; // ---------------------------------------------------------------------------- var encode = exports.encode = function encode(os) { os.writeByte(initCodeSize); // write "initial code size" byte remaining = imgW * imgH; // reset navigation variables curPixel = 0; compress(initCodeSize + 1, os); // compress and write the pixel data os.writeByte(0); // write block terminator }; // Flush the packet to disk, and reset the accumulator var flush_char = function flush_char(outs) { if (a_count > 0) { outs.writeByte(a_count); outs.writeBytes(accum, 0, a_count); a_count = 0; } }; var MAXCODE = function MAXCODE(n_bits) { return (1 << n_bits) - 1; }; // ---------------------------------------------------------------------------- // Return the next pixel from the image // ---------------------------------------------------------------------------- var nextPixel = function nextPixel() { if (remaining === 0) return EOF; --remaining; var pix = pixAry[curPixel++]; return pix & 0xff; }; var output = function output(code, outs) { cur_accum &= masks[cur_bits]; if (cur_bits > 0) cur_accum |= (code << cur_bits); else cur_accum = code; cur_bits += n_bits; while (cur_bits >= 8) { char_out((cur_accum & 0xff), outs); cur_accum >>= 8; cur_bits -= 8; } // If the next entry is going to be too big for the code size, // then increase it, if possible. if (free_ent > maxcode || clear_flg) { if (clear_flg) { maxcode = MAXCODE(n_bits = g_init_bits); clear_flg = false; } else { ++n_bits; if (n_bits == maxbits) maxcode = maxmaxcode; else maxcode = MAXCODE(n_bits); } } if (code == EOFCode) { // At EOF, write the rest of the buffer. while (cur_bits > 0) { char_out((cur_accum & 0xff), outs); cur_accum >>= 8; cur_bits -= 8; } flush_char(outs); } }; LZWEncoder.apply(this, arguments); return exports; }; ;/* * NeuQuant Neural-Net Quantization Algorithm * ------------------------------------------ * * Copyright (c) 1994 Anthony Dekker * * NEUQUANT Neural-Net quantization algorithm by Anthony Dekker, 1994. See * "Kohonen neural networks for optimal colour quantization" in "Network: * Computation in Neural Systems" Vol. 5 (1994) pp 351-367. for a discussion of * the algorithm. * * Any party obtaining a copy of these files from the author, directly or * indirectly, is granted, free of charge, a full and unrestricted irrevocable, * world-wide, paid up, royalty-free, nonexclusive right and license to deal in * this software and documentation files (the "Software"), including without * limitation the rights to use, copy, modify, merge, publish, distribute, * sublicense, and/or sell copies of the Software, and to permit persons who * receive copies from any such party to do so, with the only requirement being * that this copyright notice remain intact. */ /* * This class handles Neural-Net quantization algorithm * @author Kevin Weiner (original Java version - [email protected]) * @author Thibault Imbert (AS3 version - bytearray.org) * @author Kevin Kwok (JavaScript version - https://github.com/antimatter15/jsgif) * @version 0.1 AS3 implementation */ NeuQuant = function() { var exports = {}; var netsize = 256; /* number of colours used */ /* four primes near 500 - assume no image has a length so large */ /* that it is divisible by all four primes */ var prime1 = 499; var prime2 = 491; var prime3 = 487; var prime4 = 503; var minpicturebytes = (3 * prime4); /* minimum size for input image */ /* * Program Skeleton ---------------- [select samplefac in range 1..30] [read * image from input file] pic = (unsigned char*) malloc(3*width*height); * initnet(pic,3*width*height,samplefac); learn(); unbiasnet(); [write output * image header, using writecolourmap(f)] inxbuild(); write output image using * inxsearch(b,g,r) */ /* * Network Definitions ------------------- */ var maxnetpos = (netsize - 1); var netbiasshift = 4; /* bias for colour values */ var ncycles = 100; /* no. of learning cycles */ /* defs for freq and bias */ var intbiasshift = 16; /* bias for fractions */ var intbias = (1 << intbiasshift); var gammashift = 10; /* gamma = 1024 */ var gamma = (1 << gammashift); var betashift = 10; var beta = (intbias >> betashift); /* beta = 1/1024 */ var betagamma = (intbias << (gammashift - betashift)); /* defs for decreasing radius factor */ var initrad = (netsize >> 3); /* for 256 cols, radius starts */ var radiusbiasshift = 6; /* at 32.0 biased by 6 bits */ var radiusbias = (1 << radiusbiasshift); var initradius = (initrad * radiusbias); /* and decreases by a */ var radiusdec = 30; /* factor of 1/30 each cycle */ /* defs for decreasing alpha factor */ var alphabiasshift = 10; /* alpha starts at 1.0 */ var initalpha = (1 << alphabiasshift); var alphadec; /* biased by 10 bits */ /* radbias and alpharadbias used for radpower calculation */ var radbiasshift = 8; var radbias = (1 << radbiasshift); var alpharadbshift = (alphabiasshift + radbiasshift); var alpharadbias = (1 << alpharadbshift); /* * Types and Global Variables -------------------------- */ var thepicture; /* the input image itself */ var lengthcount; /* lengthcount = H*W*3 */ var samplefac; /* sampling factor 1..30 */ // typedef int pixel[4]; /* BGRc */ var network; /* the network itself - [netsize][4] */ var netindex = []; /* for network lookup - really 256 */ var bias = []; /* bias and freq arrays for learning */ var freq = []; var radpower = []; var NeuQuant = exports.NeuQuant = function NeuQuant(thepic, len, sample) { var i; var p; thepicture = thepic; lengthcount = len; samplefac = sample; network = new Array(netsize); for (i = 0; i < netsize; i++) { network[i] = new Array(4); p = network[i]; p[0] = p[1] = p[2] = (i << (netbiasshift + 8)) / netsize; freq[i] = intbias / netsize; /* 1/netsize */ bias[i] = 0; } }; var colorMap = function colorMap() { var map = []; var index = new Array(netsize); for (var i = 0; i < netsize; i++) index[network[i][3]] = i; var k = 0; for (var l = 0; l < netsize; l++) { var j = index[l]; map[k++] = (network[j][0]); map[k++] = (network[j][1]); map[k++] = (network[j][2]); } return map; }; /* * Insertion sort of network and building of netindex[0..255] (to do after * unbias) * ------------------------------------------------------------------------------- */ var inxbuild = function inxbuild() { var i; var j; var smallpos; var smallval; var p; var q; var previouscol; var startpos; previouscol = 0; startpos = 0; for (i = 0; i < netsize; i++) { p = network[i]; smallpos = i; smallval = p[1]; /* index on g */ /* find smallest in i..netsize-1 */ for (j = i + 1; j < netsize; j++) { q = network[j]; if (q[1] < smallval) { /* index on g */ smallpos = j; smallval = q[1]; /* index on g */ } } q = network[smallpos]; /* swap p (i) and q (smallpos) entries */ if (i != smallpos) { j = q[0]; q[0] = p[0]; p[0] = j; j = q[1]; q[1] = p[1]; p[1] = j; j = q[2]; q[2] = p[2]; p[2] = j; j = q[3]; q[3] = p[3]; p[3] = j; } /* smallval entry is now in position i */ if (smallval != previouscol) { netindex[previouscol] = (startpos + i) >> 1; for (j = previouscol + 1; j < smallval; j++) netindex[j] = i; previouscol = smallval; startpos = i; } } netindex[previouscol] = (startpos + maxnetpos) >> 1; for (j = previouscol + 1; j < 256; j++) netindex[j] = maxnetpos; /* really 256 */ }; /* * Main Learning Loop ------------------ */ var learn = function learn() { var i; var j; var b; var g; var r; var radius; var rad; var alpha; var step; var delta; var samplepixels; var p; var pix; var lim; if (lengthcount < minpicturebytes) samplefac = 1; alphadec = 30 + ((samplefac - 1) / 3); p = thepicture; pix = 0; lim = lengthcount; samplepixels = lengthcount / (3 * samplefac); delta = (samplepixels / ncycles) | 0; alpha = initalpha; radius = initradius; rad = radius >> radiusbiasshift; if (rad <= 1) rad = 0; for (i = 0; i < rad; i++) radpower[i] = alpha * (((rad * rad - i * i) * radbias) / (rad * rad)); if (lengthcount < minpicturebytes) step = 3; else if ((lengthcount % prime1) !== 0) step = 3 * prime1; else { if ((lengthcount % prime2) !== 0) step = 3 * prime2; else { if ((lengthcount % prime3) !== 0) step = 3 * prime3; else step = 3 * prime4; } } i = 0; while (i < samplepixels) { b = (p[pix + 0] & 0xff) << netbiasshift; g = (p[pix + 1] & 0xff) << netbiasshift; r = (p[pix + 2] & 0xff) << netbiasshift; j = contest(b, g, r); altersingle(alpha, j, b, g, r); if (rad !== 0) alterneigh(rad, j, b, g, r); /* alter neighbours */ pix += step; if (pix >= lim) pix -= lengthcount; i++; if (delta === 0) delta = 1; if (i % delta === 0) { alpha -= alpha / alphadec; radius -= radius / radiusdec; rad = radius >> radiusbiasshift; if (rad <= 1) rad = 0; for (j = 0; j < rad; j++) radpower[j] = alpha * (((rad * rad - j * j) * radbias) / (rad * rad)); } } }; /* ** Search for BGR values 0..255 (after net is unbiased) and return colour * index * ---------------------------------------------------------------------------- */ var map = exports.map = function map(b, g, r) { var i; var j; var dist; var a; var bestd; var p; var best; bestd = 1000; /* biggest possible dist is 256*3 */ best = -1; i = netindex[g]; /* index on g */ j = i - 1; /* start at netindex[g] and work outwards */ while ((i < netsize) || (j >= 0)) { if (i < netsize) { p = network[i]; dist = p[1] - g; /* inx key */ if (dist >= bestd) i = netsize; /* stop iter */ else { i++; if (dist < 0) dist = -dist; a = p[0] - b; if (a < 0) a = -a; dist += a; if (dist < bestd) { a = p[2] - r; if (a < 0) a = -a; dist += a; if (dist < bestd) { bestd = dist; best = p[3]; } } } } if (j >= 0) { p = network[j]; dist = g - p[1]; /* inx key - reverse dif */ if (dist >= bestd) j = -1; /* stop iter */ else { j--; if (dist < 0) dist = -dist; a = p[0] - b; if (a < 0) a = -a; dist += a; if (dist < bestd) { a = p[2] - r; if (a < 0) a = -a; dist += a; if (dist < bestd) { bestd = dist; best = p[3]; } } } } } return (best); }; var process = exports.process = function process() { learn(); unbiasnet(); inxbuild(); return colorMap(); }; /* * Unbias network to give byte values 0..255 and record position i to prepare * for sort * ----------------------------------------------------------------------------------- */ var unbiasnet = function unbiasnet() { var i; var j; for (i = 0; i < netsize; i++) { network[i][0] >>= netbiasshift; network[i][1] >>= netbiasshift; network[i][2] >>= netbiasshift; network[i][3] = i; /* record colour no */ } }; /* * Move adjacent neurons by precomputed alpha*(1-((i-j)^2/[r]^2)) in * radpower[|i-j|] * --------------------------------------------------------------------------------- */ var alterneigh = function alterneigh(rad, i, b, g, r) { var j; var k; var lo; var hi; var a; var m; var p; lo = i - rad; if (lo < -1) lo = -1; hi = i + rad; if (hi > netsize) hi = netsize; j = i + 1; k = i - 1; m = 1; while ((j < hi) || (k > lo)) { a = radpower[m++]; if (j < hi) { p = network[j++]; try { p[0] -= (a * (p[0] - b)) / alpharadbias; p[1] -= (a * (p[1] - g)) / alpharadbias; p[2] -= (a * (p[2] - r)) / alpharadbias; } catch (e) {} // prevents 1.3 miscompilation } if (k > lo) { p = network[k--]; try { p[0] -= (a * (p[0] - b)) / alpharadbias; p[1] -= (a * (p[1] - g)) / alpharadbias; p[2] -= (a * (p[2] - r)) / alpharadbias; } catch (e) {} } } }; /* * Move neuron i towards biased (b,g,r) by factor alpha * ---------------------------------------------------- */ var altersingle = function altersingle(alpha, i, b, g, r) { /* alter hit neuron */ var n = network[i]; n[0] -= (alpha * (n[0] - b)) / initalpha; n[1] -= (alpha * (n[1] - g)) / initalpha; n[2] -= (alpha * (n[2] - r)) / initalpha; }; /* * Search for biased BGR values ---------------------------- */ var contest = function contest(b, g, r) { /* finds closest neuron (min dist) and updates freq */ /* finds best neuron (min dist-bias) and returns position */ /* for frequently chosen neurons, freq[i] is high and bias[i] is negative */ /* bias[i] = gamma*((1/netsize)-freq[i]) */ var i; var dist; var a; var biasdist; var betafreq; var bestpos; var bestbiaspos; var bestd; var bestbiasd; var n; bestd = ~ (1 << 31); bestbiasd = bestd; bestpos = -1; bestbiaspos = bestpos; for (i = 0; i < netsize; i++) { n = network[i]; dist = n[0] - b; if (dist < 0) dist = -dist; a = n[1] - g; if (a < 0) a = -a; dist += a; a = n[2] - r; if (a < 0) a = -a; dist += a; if (dist < bestd) { bestd = dist; bestpos = i; } biasdist = dist - ((bias[i]) >> (intbiasshift - netbiasshift)); if (biasdist < bestbiasd) { bestbiasd = biasdist; bestbiaspos = i; } betafreq = (freq[i] >> betashift); freq[i] -= betafreq; bias[i] += (betafreq << gammashift); } freq[bestpos] += beta; bias[bestpos] -= betagamma; return (bestbiaspos); }; NeuQuant.apply(this, arguments); return exports; }; ;/** * This class lets you encode animated GIF files * Base class : http://www.java2s.com/Code/Java/2D-Graphics-GUI/AnimatedGifEncoder.htm * @author Kevin Weiner (original Java version - [email protected]) * @author Thibault Imbert (AS3 version - bytearray.org) * @author Kevin Kwok (JavaScript version - https://github.com/antimatter15/jsgif) * @version 0.1 AS3 implementation */ GIFEncoder = function() { for (var i = 0, chr = {}; i < 256; i++) chr[i] = String.fromCharCode(i); function ByteArray() { this.bin = []; } ByteArray.prototype.getData = function() { for (var v = '', l = this.bin.length, i = 0; i < l; i++) v += chr[this.bin[i]]; return v; }; ByteArray.prototype.writeByte = function(val) { this.bin.push(val); }; ByteArray.prototype.writeUTFBytes = function(string) { for (var l = string.length, i = 0; i < l; i++) this.writeByte(string.charCodeAt(i)); }; ByteArray.prototype.writeBytes = function(array, offset, length) { for (var l = length || array.length, i = offset || 0; i < l; i++) this.writeByte(array[i]); }; var exports = {}; var width; // image size var height; var transparent = null; // transparent color if given var transIndex; // transparent index in color table var repeat = -1; // no repeat var delay = 0; // frame delay (hundredths) var started = false; // ready to output frames var out; var image; // current frame var pixels; // BGR byte array from frame var indexedPixels; // converted frame indexed to palette var colorDepth; // number of bit planes var colorTab; // RGB palette var usedEntry = []; // active palette entries var palSize = 7; // color table size (bits-1) var dispose = -1; // disposal code (-1 = use default) var closeStream = false; // close stream when finished var firstFrame = true; var sizeSet = false; // if false, get size from first frame var sample = 10; // default sample interval for quantizer var comment = "Generated by jsgif (https://github.com/antimatter15/jsgif/)"; // default comment for generated gif /** * Sets the delay time between each frame, or changes it for subsequent frames * (applies to last frame added) * int delay time in milliseconds * @param ms */ var setDelay = exports.setDelay = function setDelay(ms) { delay = Math.round(ms / 10); }; /** * Sets the GIF frame disposal code for the last added frame and any * * subsequent frames. Default is 0 if no transparent color has been set, * otherwise 2. * @param code * int disposal code. */ var setDispose = exports.setDispose = function setDispose(code) { if (code >= 0) dispose = code; }; /** * Sets the number of times the set of GIF frames should be played. Default is * 1; 0 means play indefinitely. Must be invoked before the first image is * added. * * @param iter * int number of iterations. * @return */ var setRepeat = exports.setRepeat = function setRepeat(iter) { if (iter >= 0) repeat = iter; }; /** * Sets the transparent color for the last added frame and any subsequent * frames. Since all colors are subject to modification in the quantization * process, the color in the final palette for each frame closest to the given * color becomes the transparent color for that frame. May be set to null to * indicate no transparent color. * @param * Color to be treated as transparent on display. */ var setTransparent = exports.setTransparent = function setTransparent(c) { transparent = c; }; /** * Sets the comment for the block comment * @param * string to be insterted as comment */ var setComment = exports.setComment = function setComment(c) { comment = c; }; /** * The addFrame method takes an incoming BitmapData object to create each frames * @param * BitmapData object to be treated as a GIF's frame */ var addFrame = exports.addFrame = function addFrame(im, is_imageData) { if ((im === null) || !started || out === null) { throw new Error("Please call start method before calling addFrame"); } var ok = true; try { if (!is_imageData) { image = im.getImageData(0, 0, im.canvas.width, im.canvas.height).data; if (!sizeSet) setSize(im.canvas.width, im.canvas.height); } else { if(im instanceof ImageData) { image = im.data; if(!sizeset || width!=im.width || height!=im.height) { setSize(im.width,im.height); } else { } } else if(im instanceof Uint8ClampedArray) { if(im.length==(width*height*4)) { image=im; } else { console.log("Please set the correct size: ImageData length mismatch"); ok=false; } } else { console.log("Please provide correct input"); ok=false; } } getImagePixels(); // convert to correct format if necessary analyzePixels(); // build color table & map pixels if (firstFrame) { writeLSD(); // logical screen descriptior writePalette(); // global color table if (repeat >= 0) { // use NS app extension to indicate reps writeNetscapeExt(); } } writeGraphicCtrlExt(); // write graphic control extension if (comment !== '') { writeCommentExt(); // write comment extension } writeImageDesc(); // image descriptor if (!firstFrame) writePalette(); // local color table writePixels(); // encode and write pixel data firstFrame = false; } catch (e) { ok = false; } return ok; }; /** * @description: Downloads the encoded gif with the given name * No need of any conversion from the stream data (out) to base64 * Solves the issue of large file sizes when there are more frames * and does not involve in creation of any temporary data in the process * so no wastage of memory, and speeds up the process of downloading * to just calling this function. * @parameter {String} filename filename used for downloading the gif */ var download = exports.download = function download(filename) { if(out===null || closeStream==false) { console.log("Please call start method and add frames and call finish method before calling download"); } else { filename= filename !== undefined ? ( filename.endsWith(".gif")? filename: filename+".gif" ): "download.gif"; var templink = document.createElement("a"); templink.download=filename; templink.href= URL.createObjectURL(new Blob([new Uint8Array(out.bin)], {type : "image/gif" } )); templink.click(); } } /** * Adds final trailer to the GIF stream, if you don't call the finish method * the GIF stream will not be valid. */ var finish = exports.finish = function finish() { if (!started) return false; var ok = true; started = false; try { out.writeByte(0x3b); // gif trailer closeStream=true; } catch (e) { ok = false; } return ok; }; /** * Resets some members so that a new stream can be started. * This method is actually called by the start method */ var reset = function reset() { // reset for subsequent use transIndex = 0; image = null; pixels = null; indexedPixels = null; colorTab = null; closeStream = false; firstFrame = true; }; /** * * Sets frame rate in frames per second. Equivalent to * <code>setDelay(1000/fps)</code>. * @param fps * float frame rate (frames per second) */ var setFrameRate = exports.setFrameRate = function setFrameRate(fps) { if (fps != 0xf) delay = Math.round(100 / fps); }; /** * Sets quality of color quantization (conversion of images to the maximum 256 * colors allowed by the GIF specification). Lower values (minimum = 1) * produce better colors, but slow processing significantly. 10 is the * default, and produces good color mapping at reasonable speeds. Values * greater than 20 do not yield significant improvements in speed. * @param quality * int greater than 0. * @return */ var setQuality = exports.setQuality = function setQuality(quality) { if (quality < 1) quality = 1; sample = quality; }; /** * Sets the GIF frame size. The default size is the size of the first frame * added if this method is not invoked. * @param w * int frame width. * @param h * int frame width. */ var setSize = exports.setSize = function setSize(w, h) { if (started && !firstFrame) return; width = w; height = h; if (width < 1) width = 320; if (height < 1) height = 240; sizeSet = true; }; /** * Initiates GIF file creation on the given stream. * @param os * OutputStream on which GIF images are written. * @return false if initial write failed. */ var start = exports.start = function start() { reset(); var ok = true; closeStream = false; out = new ByteArray(); try { out.writeUTFBytes("GIF89a"); // header } catch (e) { ok = false; } return started = ok; }; var cont = exports.cont = function cont() { reset(); var ok = true; closeStream = false; out = new ByteArray(); return started = ok; }; /** * Analyzes image colors and creates color map. */ var analyzePixels = function analyzePixels() { var len = pixels.length; var nPix = len / 3; indexedPixels = []; var nq = new NeuQuant(pixels, len, sample); // initialize quantizer colorTab = nq.process(); // create reduced palette // map image pixels to new palette var k = 0; for (var j = 0; j < nPix; j++) { var index = nq.map(pixels[k++] & 0xff, pixels[k++] & 0xff, pixels[k++] & 0xff); usedEntry[index] = true; indexedPixels[j] = index; } pixels = null; colorDepth = 8; palSize = 7; // get closest match to transparent color if specified if (transparent !== null) { transIndex = findClosest(transparent); } }; /** * Returns index of palette color closest to c */ var findClosest = function findClosest(c) { if (colorTab === null) return -1; var r = (c & 0xFF0000) >> 16; var g = (c & 0x00FF00) >> 8; var b = (c & 0x0000FF); var minpos = 0; var dmin = 256 * 256 * 256; var len = colorTab.length; for (var i = 0; i < len;) { var dr = r - (colorTab[i++] & 0xff); var dg = g - (colorTab[i++] & 0xff); var db = b - (colorTab[i] & 0xff); var d = dr * dr + dg * dg + db * db; var index = i / 3; if (usedEntry[index] && (d < dmin)) { dmin = d; minpos = index; } i++; } return minpos; }; /** * Extracts image pixels into byte array "pixels */ var getImagePixels = function getImagePixels() { var w = width; var h = height; pixels = []; var data = image; var count = 0; for (var i = 0; i < h; i++) { for (var j = 0; j < w; j++) { var b = (i * w * 4) + j * 4; pixels[count++] = data[b]; pixels[count++] = data[b + 1]; pixels[count++] = data[b + 2]; } } }; /** * Writes Graphic Control Extension */ var writeGraphicCtrlExt = function writeGraphicCtrlExt() { out.writeByte(0x21); // extension introducer out.writeByte(0xf9); // GCE label out.writeByte(4); // data block size var transp; var disp; if (transparent === null) { transp = 0; disp = 0; // dispose = no action } else { transp = 1; disp = 2; // force clear if using transparent color } if (dispose >= 0) { disp = dispose & 7; // user override } disp <<= 2; // packed fields out.writeByte(0 | // 1:3 reserved disp | // 4:6 disposal 0 | // 7 user input - 0 = none transp); // 8 transparency flag WriteShort(delay); // delay x 1/100 sec out.writeByte(transIndex); // transparent color index out.writeByte(0); // block terminator }; /** * Writes Comment Extention */ var writeCommentExt = function writeCommentExt() { out.writeByte(0x21); // extension introducer out.writeByte(0xfe); // comment label out.writeByte(comment.length); // Block Size (s) out.writeUTFBytes(comment); out.writeByte(0); // block terminator }; /** * Writes Image Descriptor */ var writeImageDesc = function writeImageDesc() { out.writeByte(0x2c); // image separator WriteShort(0); // image position x,y = 0,0 WriteShort(0); WriteShort(width); // image size WriteShort(height); // packed fields if (firstFrame) { // no LCT - GCT is used for first (or only) frame out.writeByte(0); } else { // specify normal LCT out.writeByte(0x80 | // 1 local color table 1=yes 0 | // 2 interlace - 0=no 0 | // 3 sorted - 0=no 0 | // 4-5 reserved palSize); // 6-8 size of color table } }; /** * Writes Logical Screen Descriptor */ var writeLSD = function writeLSD() { // logical screen size WriteShort(width); WriteShort(height); // packed fields out.writeByte((0x80 | // 1 : global color table flag = 1 (gct used) 0x70 | // 2-4 : color resolution = 7 0x00 | // 5 : gct sort flag = 0 palSize)); // 6-8 : gct size out.writeByte(0); // background color index out.writeByte(0); // pixel aspect ratio - assume 1:1 }; /** * Writes Netscape application extension to define repeat count. */ var writeNetscapeExt = function writeNetscapeExt() { out.writeByte(0x21); // extension introducer out.writeByte(0xff); // app extension label out.writeByte(11); // block size out.writeUTFBytes("NETSCAPE" + "2.0"); // app id + auth code out.writeByte(3); // sub-block size out.writeByte(1); // loop sub-block id WriteShort(repeat); // loop count (extra iterations, 0=repeat forever) out.writeByte(0); // block terminator }; /** * Writes color table */ var writePalette = function writePalette() { out.writeBytes(colorTab); var n = (3 * 256) - colorTab.length; for (var i = 0; i < n; i++) out.writeByte(0); }; var WriteShort = function WriteShort(pValue) { out.writeByte(pValue & 0xFF); out.writeByte((pValue >> 8) & 0xFF); }; /** * Encodes and writes pixel data */ var writePixels = function writePixels() { var myencoder = new LZWEncoder(width, height, indexedPixels, colorDepth); myencoder.encode(out); }; /** * Retrieves the GIF stream */ var stream = exports.stream = function stream() { return out; }; var setProperties = exports.setProperties = function setProperties(has_start, is_first) { started = has_start; firstFrame = is_first; }; return exports; }; // garbage code below const styleRules = [ '#layerContainer::-webkit-scrollbar { width: 5px; height: 5px; overflow: hidden}', '#layerContainer::-webkit-scrollbar-track { background: none }', '#layerContainer::-webkit-scrollbar-thumb { background: #F5BC09; border-radius: 5px }', ]; const sheet = window.document.styleSheets[window.document.styleSheets.length - 1]; const outerContainer = document.createElement('div'); const canvasContainer = document.querySelector('#gameCanvas'); const canvasInner = document.querySelector("#gameCanvasInner"); const containerStyle = `white-space: nowrap; overflow: auto; justify-content:center; margin-top: 10px; max-width: 76%; height: 124px; background: rgb(0 0 0 / 30%); padding: 10px; overflow-y: hidden; border-radius: 10px; margin-bottom: 5px; margin-left: 5vw; width: 100%`; const canvas = document.querySelector('#canvas'); const ctx = canvas.getContext('2d'); const encoder = new GIFEncoder(); const contextLayers = []; (() => { addLayerContainer(); styleRules.forEach((rule) => sheet.insertRule(rule)); const gameModeObserver = new MutationObserver(checkRoomType); gameModeObserver.observe(document.querySelector('.game'), { attributes: true }); gameModeObserver.observe(canvas, { attributes: true }); })(); function checkRoomType() { outerContainer.style.display = isFreeDraw() ? 'flex' : 'none'; } function addLayer() { resetActiveLayer(); const imgData = ctx.getImageData(0, 0, canvas.width, canvas.height); saveLayer(imgData); const canvasLayer = createLayer(); const layerCtx = canvasLayer.getContext('2d'); layerCtx.putImageData(imgData, 0, 0); makeTransparent(layerCtx); const previousLayer = canvasInner.querySelector("#canvasLayer"); if (previousLayer) previousLayer.remove(); canvas.parentElement.insertBefore(canvasLayer, canvas); } function render(name, delay) { if (!contextLayers.length) return; encoder.setRepeat(0); encoder.setDelay(delay); encoder.start(); contextLayers.forEach(layer => { encoder.addFrame(layer); }); encoder.finish(); encoder.download(name + ".gif"); } function copyCtx(imgData) { const tempCanvas = document.createElement('canvas'); tempCanvas.width = canvas.width; tempCanvas.height = canvas.height; const tempCtx = tempCanvas.getContext('2d'); tempCtx.putImageData(imgData, 0, 0); return tempCtx; } function saveLayer(data) { contextLayers.push(copyCtx(data)); const container = document.querySelector("#layerContainer"); // const div = document.createElement("div"); const img = document.createElement("img"); img.style.width = "133px"; img.style.cursor = "pointer"; img.style.marginRight = "5px"; img.src = canvas.toDataURL(); container.append(img); } function setActiveLayer(e) { const img = e.target; if (img.tagName !== "IMG") return; resetActiveLayer(); const canvasLayerCtx = document.querySelector("#canvasLayer").getContext("2d"); const previousImg = img.previousSibling; if (previousImg) { canvasLayerCtx.drawImage(previousImg, 0, 0); makeTransparent(canvasLayerCtx); } else { canvasLayerCtx.clearRect(0, 0, canvas.width, canvas.height); } img.id = "activeLayer"; img.style.border = "3px solid red"; ctx.drawImage(img, 0, 0); } function resetActiveLayer() { const layer = document.querySelector("#activeLayer"); if (!layer) return; layer.id = ""; layer.style.border = ""; } function createLayer() { const canvasLayer = document.createElement('canvas'); canvasLayer.style.width = '100%'; canvasLayer.style.position = 'absolute'; canvasLayer.style.pointerEvents = 'none'; canvasLayer.style.imageRendering = 'pixelated'; canvasLayer.style.filter = 'opacity(0.5)'; canvasLayer.width = canvas.width; canvasLayer.height = canvas.height; canvasLayer.id = "canvasLayer"; return canvasLayer; } function downloadGif(data, name) { let a = document.createElement("a"); a.download = name + ".gif"; a.href = data; a.click(); } function addButton(text, clickFunction, element, type) { const button = document.createElement("div"); button.setAttribute("class", `btn btn-sm btn-${type}`); button.setAttribute("style", "height: fit-content; margin-top: 10px; margin-left: 10px;"); button.textContent = text; button.onclick = clickFunction; element.append(button); return button; } function getInterval() { let interval = parseInt(document.querySelector("#gifInterval").value); if (isNaN(interval) || interval < 0 || interval > 5000) interval = 100; return interval; } function renderGif() { const interval = getInterval(); const name = "sketchful-gif-" + Date.now(); render(name, interval); console.log("rendered " + name); } function removeLayer() { const activeLayer = document.querySelector('#activeLayer'); const layerContainer = document.querySelector('#layerContainer'); if (!activeLayer) return; const index = Array.prototype.indexOf.call(layerContainer.children, activeLayer); contextLayers.splice(index, 1); activeLayer.remove(); } function addLayerContainer() { const game = document.querySelector("body > div.game"); const container = document.createElement("div"); outerContainer.style.display = "flex"; outerContainer.style.flexDirection = "row"; container.addEventListener('wheel', (e) => { if (e.deltaY > 0) container.scrollLeft += 100; else container.scrollLeft -= 100; e.preventDefault(); }); container.addEventListener('pointerdown', setActiveLayer, true); container.id = "layerContainer"; container.setAttribute("style", containerStyle); container.setAttribute("ondragstart", "return false"); outerContainer.append(container); const buttonContainer = document.createElement("div"); buttonContainer.style.width = "15%"; outerContainer.append(buttonContainer); addButton("Save Gif", renderGif, buttonContainer, "warning"); addButton("NOnion", toggleOnion, buttonContainer, "warning"); addButton("Save Layer", addLayer, buttonContainer, "info"); addButton("Delete Layer", removeLayer, buttonContainer, "danger"); const textInput = document.createElement("input"); textInput.style.width = "100px"; textInput.placeholder = "Interval (ms)"; textInput.style.marginTop = "10px"; textInput.style.marginLeft = "10px"; textInput.id = "gifInterval"; setInputFilter(textInput, (value) => { return /^\d*\.?\d*$/.test(value); }); buttonContainer.append(textInput); addButton("Play", playAnimation, buttonContainer, "success").style.marginTop = ""; game.append(outerContainer); } function toggleOnion(e) { const button = e.target; const canvasLayer = document.querySelector("#canvasLayer"); if (!canvasLayer) return; if (button.textContent === "NOnion") { canvasLayer.style.display = "none"; button.textContent = "Onion"; } else { canvasLayer.style.display = ""; button.textContent = "NOnion"; } } let animating = null; function playAnimation(e) { const playButton = e.target; if (playButton.textContent === "Stop") { playButton.classList.toggle("btn-success"); playButton.classList.toggle("btn-danger"); playButton.textContent = "Play"; if (animating) clearInterval(animating); const preview = document.querySelector("#gifPreview"); if (preview) preview.remove(); return; } const canvasCover = document.querySelector("#canvasCover"); const layerContainer = document.querySelector("#layerContainer"); const img = document.createElement('img'); img.style.position = "absolute"; img.style.zIndex = "1"; img.style.width = "100%"; img.style.imageRendering = "pixelated"; img.id = "gifPreview"; canvasCover.parentElement.insertBefore(img, canvasCover); let frame = layerContainer.firstChild; if (!frame) return; const interval = getInterval(); playButton.classList.toggle("btn-success"); playButton.classList.toggle("btn-danger"); playButton.textContent = "Stop"; animating = setInterval(() => { img.src = frame.src; frame = frame.nextSibling || layerContainer.firstChild; }, interval); } function isFreeDraw() { return ( document.querySelector("#canvas").style.display !== 'none' && document.querySelector('#gameClock').style.display === 'none' && document.querySelector('#gameSettings').style.display === 'none' ); } function setInputFilter(textbox, inputFilter) { ["input", "keydown", "keyup", "mousedown", "mouseup", "select", "contextmenu", "drop"].forEach(function(event) { textbox.addEventListener(event, function() { if (inputFilter(this.value)) { this.oldValue = this.value; this.oldSelectionStart = this.selectionStart; this.oldSelectionEnd = this.selectionEnd; } else if (this.hasOwnProperty("oldValue")) { this.value = this.oldValue; this.setSelectionRange(this.oldSelectionStart, this.oldSelectionEnd); } else { this.value = ""; } }); }); } function makeTransparent(context) { const imgData = context.getImageData(0, 0, canvas.width, canvas.height); const data = imgData.data; for(let i = 0; i < data.length; i += 4) { const [r, g, b] = data.slice(i, i + 3); if (r == 255 && g == 255 && b == 255) { data[i + 3] = 0; } } context.putImageData(imgData, 0, 0); }