import { uint8ToBase64 } from "./utils";
/** An instance of a template.
* Handles all mathematics, manipulation, and analysis regarding a single template.
* @since 0.65.2
*/
export default class Template {
/** The constructor for the {@link Template} class with enhanced pixel tracking.
* @param {Object} [params={}] - Object containing all optional parameters
* @param {string} [params.displayName='My template'] - The display name of the template
* @param {number} [params.sortID=0] - The sort number of the template for rendering priority
* @param {string} [params.authorID=''] - The user ID of the person who exported the template (prevents sort ID collisions)
* @param {string} [params.url=''] - The URL to the source image
* @param {File} [params.file=null] - The template file (pre-processed File or processed bitmap)
* @param {Array<number>} [params.coords=null] - The coordinates of the top left corner as (tileX, tileY, pixelX, pixelY)
* @param {Object} [params.chunked=null] - The affected chunks of the template, and their template for each chunk
* @param {number} [params.tileSize=1000] - The size of a tile in pixels (assumes square tiles)
* @param {number} [params.pixelCount=0] - Total number of pixels in the template (calculated automatically during processing)
* @since 0.65.2
*/
constructor({
displayName = 'My template',
sortID = 0,
authorID = '',
url = '',
file = null,
coords = null,
chunked = null,
tileSize = 1000,
} = {}) {
this.displayName = displayName;
this.sortID = sortID;
this.authorID = authorID;
this.url = url;
this.file = file;
this.coords = coords;
this.chunked = chunked;
this.tileSize = tileSize;
this.pixelCount = 0; // Total pixel count in template
}
/** Creates chunks of the template for each tile.
*
* @returns {Object} Collection of template bitmaps & buffers organized by tile coordinates
* @since 0.65.4
*/
async createTemplateTiles() {
console.log('Template coordinates:', this.coords);
const shreadSize = 3; // Scale image factor for pixel art enhancement (must be odd)
const bitmap = await createImageBitmap(this.file); // Create efficient bitmap from uploaded file
const imageWidth = bitmap.width;
const imageHeight = bitmap.height;
// Calculate total pixel count using standard width × height formula
// TODO: Use non-transparent pixels instead of basic width times height
const totalPixels = imageWidth * imageHeight;
console.log(`Template pixel analysis - Dimensions: ${imageWidth}×${imageHeight} = ${totalPixels.toLocaleString()} pixels`);
// Store pixel count in instance property for access by template manager and UI components
this.pixelCount = totalPixels;
const templateTiles = {}; // Holds the template tiles
const templateTilesBuffers = {}; // Holds the buffers of the template tiles
const canvas = new OffscreenCanvas(this.tileSize, this.tileSize);
const context = canvas.getContext('2d', { willReadFrequently: true });
// For every tile...
for (let pixelY = this.coords[3]; pixelY < imageHeight + this.coords[3]; ) {
// Draws the partial tile first, if any
// This calculates the size based on which is smaller:
// A. The top left corner of the current tile to the bottom right corner of the current tile
// B. The top left corner of the current tile to the bottom right corner of the image
const drawSizeY = Math.min(this.tileSize - (pixelY % this.tileSize), imageHeight - (pixelY - this.coords[3]));
console.log(`Math.min(${this.tileSize} - (${pixelY} % ${this.tileSize}), ${imageHeight} - (${pixelY - this.coords[3]}))`);
for (let pixelX = this.coords[2]; pixelX < imageWidth + this.coords[2];) {
console.log(`Pixel X: ${pixelX}\nPixel Y: ${pixelY}`);
// Draws the partial tile first, if any
// This calculates the size based on which is smaller:
// A. The top left corner of the current tile to the bottom right corner of the current tile
// B. The top left corner of the current tile to the bottom right corner of the image
const drawSizeX = Math.min(this.tileSize - (pixelX % this.tileSize), imageWidth - (pixelX - this.coords[2]));
console.log(`Math.min(${this.tileSize} - (${pixelX} % ${this.tileSize}), ${imageWidth} - (${pixelX - this.coords[2]}))`);
console.log(`Draw Size X: ${drawSizeX}\nDraw Size Y: ${drawSizeY}`);
// Change the canvas size and wipe the canvas
const canvasWidth = drawSizeX * shreadSize;// + (pixelX % this.tileSize) * shreadSize;
const canvasHeight = drawSizeY * shreadSize;// + (pixelY % this.tileSize) * shreadSize;
canvas.width = canvasWidth;
canvas.height = canvasHeight;
console.log(`Draw X: ${drawSizeX}\nDraw Y: ${drawSizeY}\nCanvas Width: ${canvasWidth}\nCanvas Height: ${canvasHeight}`);
context.imageSmoothingEnabled = false; // Nearest neighbor
console.log(`Getting X ${pixelX}-${pixelX + drawSizeX}\nGetting Y ${pixelY}-${pixelY + drawSizeY}`);
// Draws the template segment on this tile segment
context.clearRect(0, 0, canvasWidth, canvasHeight); // Clear any previous drawing (only runs when canvas size does not change)
context.drawImage(
bitmap, // Bitmap image to draw
pixelX - this.coords[2], // Coordinate X to draw from
pixelY - this.coords[3], // Coordinate Y to draw from
drawSizeX, // X width to draw from
drawSizeY, // Y height to draw from
0, // Coordinate X to draw at
0, // Coordinate Y to draw at
drawSizeX * shreadSize, // X width to draw at
drawSizeY * shreadSize // Y height to draw at
); // Coordinates and size of draw area of source image, then canvas
// const final = await canvas.convertToBlob({ type: 'image/png' });
// const url = URL.createObjectURL(final); // Creates a blob URL
// window.open(url, '_blank'); // Opens a new tab with blob
// setTimeout(() => URL.revokeObjectURL(url), 60000); // Destroys the blob 1 minute later
const imageData = context.getImageData(0, 0, canvasWidth, canvasHeight); // Data of the image on the canvas
for (let y = 0; y < canvasHeight; y++) {
for (let x = 0; x < canvasWidth; x++) {
// For every pixel...
// ... Make it transparent unless it is the "center"
if (x % shreadSize !== 1 || y % shreadSize !== 1) {
const pixelIndex = (y * canvasWidth + x) * 4; // Find the pixel index in an array where every 4 indexes are 1 pixel
imageData.data[pixelIndex + 3] = 0; // Make the pixel transparent on the alpha channel
// if (!!imageData.data[pixelIndex + 3]) {
// imageData.data[pixelIndex + 3] = 50; // Alpha
// imageData.data[pixelIndex] = 30; // Red
// imageData.data[pixelIndex + 1] = 30; // Green
// imageData.data[pixelIndex + 2] = 30; // Blue
// }
}
}
}
console.log(`Shreaded pixels for ${pixelX}, ${pixelY}`, imageData);
context.putImageData(imageData, 0, 0);
// Creates the "0000,0000,000,000" key name
const templateTileName = `${(this.coords[0] + Math.floor(pixelX / 1000))
.toString()
.padStart(4, '0')},${(this.coords[1] + Math.floor(pixelY / 1000))
.toString()
.padStart(4, '0')},${(pixelX % 1000)
.toString()
.padStart(3, '0')},${(pixelY % 1000).toString().padStart(3, '0')}`;
templateTiles[templateTileName] = await createImageBitmap(canvas); // Creates the bitmap
const canvasBlob = await canvas.convertToBlob();
const canvasBuffer = await canvasBlob.arrayBuffer();
const canvasBufferBytes = Array.from(new Uint8Array(canvasBuffer));
templateTilesBuffers[templateTileName] = uint8ToBase64(canvasBufferBytes); // Stores the buffer
console.log(templateTiles);
pixelX += drawSizeX;
}
pixelY += drawSizeY;
}
console.log('Template Tiles: ', templateTiles);
console.log('Template Tiles Buffers: ', templateTilesBuffers);
return { templateTiles, templateTilesBuffers };
}
}