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  • caman.coffee

  • ¶

    NodeJS compatibility

    if exports?
      Root = exports
      Canvas = require 'canvas'
      Image = Canvas.Image
    
      Fiber = require 'fibers'
    
      fs = require 'fs'
    else
      Root = window
  • ¶

    Here it begins. Caman is defined. There are many different initialization for Caman, which are described on the Basic Usage page.

    Initialization is tricky because we need to make sure everything we need is actually fully loaded in the DOM before proceeding. When initialized on an image, we need to make sure that the image is done loading before converting it to a canvas element and writing the pixel data. If we do this prematurely, the browser will throw a DOM Error, and chaos will ensue. In the event that we initialize Caman on a canvas element while specifying an image URL, we need to create a new image element, load the image, then continue with initialization.

    The main goal for Caman was simplicity, so all of this is handled transparently to the end-user.

    Root.Caman = class Caman
      @version:
        release: "4.1.0"
        date: "2/12/2013"
  • ¶

    Debug mode enables console logging

      @DEBUG: false
  • ¶

    Are we in a NodeJS environment?

      @NodeJS: exports?
  • ¶

    Should we check the DOM for images with Caman instructions?

      @autoload: not Caman.NodeJS
  • ¶

    Allow reverting the canvas? If your JS process is running out of memory, disabling this could help drastically.

      @allowRevert: true
  • ¶

    Default cross-origin policy

      @crossOrigin: "anonymous"
    
      @toString: ->
        "Version " + Caman.version.release + ", Released " + Caman.version.date;
  • ¶

    Set the URL of the image proxy script

      @remoteProxy: ""
  • ¶

    Change the GET param used with the proxy script if needed

      @proxyParam: "camanProxyUrl"
    
      @getAttrId: (canvas) ->
        return true if Caman.NodeJS
    
        if typeof canvas is "string"
          canvas = $(canvas)
    
        return null unless canvas? and canvas.getAttribute?
        canvas.getAttribute 'data-caman-id'
    
      constructor: ->
        throw "Invalid arguments" if arguments.length is 0
    
        if @ instanceof Caman
  • ¶

    We have to do this to avoid polluting the global scope because of how Coffeescript binds functions specified with => and the fact that Caman can be invoked as both a function and as a 'new' object.

          @finishInit = @finishInit.bind(@)
          @imageLoaded = @imageLoaded.bind(@)
    
          args = arguments[0]
    
          unless Caman.NodeJS
            id = parseInt Caman.getAttrId(args[0]), 10
            callback = if typeof args[1] is "function"
              args[1]
            else if typeof args[2] is "function"
              args[2]
            else
              ->
    
            if !isNaN(id) and Store.has(id)
              return Store.execute(id, callback)
  • ¶

    Every instance gets a unique ID. Makes it much simpler to check if two variables are the same instance.

          @id = Util.uniqid.get()
          
          @initializedPixelData = @originalPixelData = null
          @cropCoordinates = x: 0, y: 0
          @cropped = false
          @resized = false
    
          @pixelStack = []  # Stores the pixel layers
          @layerStack = []  # Stores all of the layers waiting to be rendered
          @canvasQueue = [] # Stores all of the canvases to be processed
          @currentLayer = null
          @scaled = false
    
          @analyze = new Analyze @
          @renderer = new Renderer @
    
          @domIsLoaded =>  
            @parseArguments(args)
            @setup()
    
          return @
        else
          return new Caman(arguments)
    
      domIsLoaded: (cb) ->
        if Caman.NodeJS
          setTimeout =>
            cb.call(@)
          , 0
        else
          if document.readyState is "complete"
            Log.debug "DOM initialized"
            setTimeout =>
              cb.call(@)
            , 0
          else
            listener = =>
              if document.readyState is "complete"
                Log.debug "DOM initialized"
                cb.call(@)
    
            document.addEventListener "readystatechange", listener, false
  • ¶

    All possible combinations:

    1 argument - Image selector - Image object - Canvas selector - Canvas object

    2 arguments - Image selector + callback - Image object + callback - Canvas selector + URL - Canvas object + URL

    3 arguments - Canvas selector + URL + callback - Canvas object + URL + callback

    NodeJS - file path - file object - file path + callback - file object + callback

      parseArguments: (args) ->
        throw "Invalid arguments given" if args.length is 0
  • ¶

    Defaults

        @initObj = null
        @initType = null
        @imageUrl = null
        @callback = ->
  • ¶

    First argument is always our canvas/image

        @setInitObject args[0]
        return if args.length is 1
        
        switch typeof args[1]
          when "string" then @imageUrl = args[1]
          when "function" then @callback = args[1]
          
        return if args.length is 2
    
        @callback = args[2]
    
        if args.length is 4
          @options[key] = val for own key, val of args[4]
    
      setInitObject: (obj) ->
        if Caman.NodeJS
          @initObj = obj
          @initType = 'node'
          return
    
        if typeof obj is "object"
          @initObj = obj
        else
          @initObj = $(obj)
    
        throw "Could not find image or canvas for initialization." unless @initObj?
    
        @initType = @initObj.nodeName.toLowerCase()
    
      setup: ->
        switch @initType
          when "node" then @initNode()
          when "img" then @initImage()
          when "canvas" then @initCanvas()
    
      initNode: ->
        Log.debug "Initializing for NodeJS"
    
        @image = new Image()
        @image.onload = =>
          Log.debug "Image loaded. Width = #{@imageWidth()}, Height = #{@imageHeight()}"
          @canvas = new Canvas @imageWidth(), @imageHeight()
          @finishInit()
    
        @image.onerror = (err) -> throw err
        @image.src = @initObj
    
      initImage: ->
        @image = @initObj
        @canvas = document.createElement 'canvas'
        @context = @canvas.getContext '2d'
        Util.copyAttributes @image, @canvas, except: ['src']
    
        @image.parentNode.replaceChild @canvas, @image
    
        @imageAdjustments()
        @waitForImageLoaded()
    
      initCanvas: ->
        @canvas = @initObj
        @context = @canvas.getContext '2d'
    
        if @imageUrl?
          @image = document.createElement 'img'
          @image.src = @imageUrl
    
          @imageAdjustments()
          @waitForImageLoaded()
        else
          @finishInit()
    
      imageAdjustments: ->
        if @needsHiDPISwap()
          Log.debug @image.src, "->", @hiDPIReplacement()
    
          @swapped = true
          @image.src = @hiDPIReplacement()
    
        if IO.isRemote(@image)
          @image.src = IO.proxyUrl(@image.src)
          Log.debug "Remote image detected, using URL = #{@image.src}"
    
      waitForImageLoaded: ->
        if @isImageLoaded()
          @imageLoaded()
        else
          @image.onload = @imageLoaded
    
      isImageLoaded: ->
        return false unless @image.complete
        return false if @image.naturalWidth? and @image.naturalWidth is 0
        return true
  • ¶

    Internet Explorer has issues figuring out image dimensions when they aren't explicitly defined apparently. We check the normal width/height properties first, but fall back to natural sizes if they are 0.

      imageWidth: -> @image.width or @image.naturalWidth
      imageHeight: -> @image.height or @image.naturalHeight
    
      imageLoaded: ->
        Log.debug "Image loaded. Width = #{@imageWidth()}, Height = #{@imageHeight()}"
    
        if @swapped
          @canvas.width = @imageWidth() / @hiDPIRatio()
          @canvas.height = @imageHeight() / @hiDPIRatio()
        else
          @canvas.width = @imageWidth()
          @canvas.height = @imageHeight()
    
        @finishInit()
    
      finishInit: ->
        @context = @canvas.getContext '2d' unless @context?
    
        @originalWidth = @preScaledWidth = @width = @canvas.width
        @originalHeight = @preScaledHeight = @height = @canvas.height
    
        @hiDPIAdjustments()
        @assignId() unless @hasId()
    
        if @image?
          @context.drawImage @image, 
            0, 0, 
            @imageWidth(), @imageHeight(), 
            0, 0, 
            @preScaledWidth, @preScaledHeight
        
        @reloadCanvasData()
        
        if Caman.allowRevert
          @initializedPixelData = Util.dataArray(@pixelData.length)
          @originalPixelData = Util.dataArray(@pixelData.length)
    
          for pixel, i in @pixelData
            @initializedPixelData[i] = pixel
            @originalPixelData[i] = pixel
    
        @dimensions =
          width: @canvas.width
          height: @canvas.height
    
        Store.put @id, @
    
        @callback.call @,@
  • ¶

    Reset the callback so re-initialization doesn't trigger it again.

        @callback = ->
  • ¶

    If you have a separate context reference to this canvas outside of CamanJS and you make a change to the canvas outside of CamanJS, you will have to call this function to update our context reference to include those changes.

      reloadCanvasData: ->
        @imageData = @context.getImageData 0, 0, @canvas.width, @canvas.height
        @pixelData = @imageData.data
    
      resetOriginalPixelData: ->
        throw "Revert disabled" unless Caman.allowRevert
    
        @originalPixelData = Util.dataArray(@pixelData.length)
        @originalPixelData.push pixel for pixel in @pixelData
    
      hasId: -> Caman.getAttrId(@canvas)?
    
      assignId: ->
        return if Caman.NodeJS or @canvas.getAttribute 'data-caman-id'
        @canvas.setAttribute 'data-caman-id', @id
    
      hiDPIDisabled: ->
        @canvas.getAttribute('data-caman-hidpi-disabled') isnt null
    
      hiDPIAdjustments: ->
        return if Caman.NodeJS or @hiDPIDisabled()
    
        ratio = @hiDPIRatio()
    
        if ratio isnt 1
          Log.debug "HiDPI ratio = #{ratio}"
          @scaled = true
    
          @preScaledWidth = @canvas.width
          @preScaledHeight = @canvas.height
    
          @canvas.width = @preScaledWidth * ratio
          @canvas.height = @preScaledHeight * ratio
          @canvas.style.width = "#{@preScaledWidth}px"
          @canvas.style.height = "#{@preScaledHeight}px"
    
          @context.scale ratio, ratio
    
          @width = @originalWidth = @canvas.width
          @height = @originalHeight = @canvas.height
    
      hiDPIRatio: ->
        devicePixelRatio = window.devicePixelRatio or 1
        backingStoreRatio = @context.webkitBackingStorePixelRatio or
                            @context.mozBackingStorePixelRatio or
                            @context.msBackingStorePixelRatio or
                            @context.oBackingStorePixelRatio or
                            @context.backingStorePixelRatio or 1
    
        devicePixelRatio / backingStoreRatio
    
      hiDPICapable: -> window.devicePixelRatio? and window.devicePixelRatio isnt 1
    
      needsHiDPISwap: ->
        return false if @hiDPIDisabled() or !@hiDPICapable()
        @hiDPIReplacement() isnt null
    
      hiDPIReplacement: ->
        return null unless @image?
        @image.getAttribute 'data-caman-hidpi'
    
      replaceCanvas: (newCanvas) ->
        oldCanvas = @canvas
        @canvas = newCanvas
        @context = @canvas.getContext '2d'
    
        oldCanvas.parentNode.replaceChild @canvas, oldCanvas
    
        @width  = @canvas.width
        @height = @canvas.height
    
        @reloadCanvasData()
    
        @dimensions =
          width: @canvas.width
          height: @canvas.height
  • ¶

    Begins the rendering process

      render: (callback = ->) ->
        Event.trigger @, "renderStart"
        
        @renderer.execute =>
          @context.putImageData @imageData, 0, 0
          callback.call @
  • ¶

    Reverts the canvas back to it's original state while maintaining any cropped or resized dimensions.

      revert: ->
        throw "Revert disabled" unless Caman.allowRevert
    
        @pixelData[i] = pixel for pixel, i in @originalVisiblePixels()
        @context.putImageData @imageData, 0, 0
  • ¶

    Completely resets the canvas back to it's original state. Any size adjustments will also be reset.

      reset: ->
        canvas = document.createElement('canvas')
        Util.copyAttributes(@canvas, canvas)
    
        canvas.width = @originalWidth
        canvas.height = @originalHeight
    
        ctx = canvas.getContext('2d')
        imageData = ctx.getImageData 0, 0, canvas.width, canvas.height
        pixelData = imageData.data
    
        pixelData[i] = pixel for pixel, i in @initializedPixelData
    
        ctx.putImageData imageData, 0, 0
    
        @cropCoordinates = x: 0, y: 0
        @resized = false
    
        @replaceCanvas(canvas)
  • ¶

    Returns the original pixel data while maintaining any cropping or resizing that may have occured.

      originalVisiblePixels: ->
        throw "Revert disabled" unless Caman.allowRevert
    
        pixels = []
    
        startX = @cropCoordinates.x
        endX = startX + @width
        startY = @cropCoordinates.y
        endY = startY + @height
    
        if @resized
          canvas = document.createElement('canvas')
          canvas.width = @originalWidth
          canvas.height = @originalHeight
    
          ctx = canvas.getContext('2d')
          imageData = ctx.getImageData 0, 0, canvas.width, canvas.height
          pixelData = imageData.data
    
          pixelData[i] = pixel for pixel, i in @originalPixelData
    
          ctx.putImageData imageData, 0, 0
    
          scaledCanvas = document.createElement('canvas')
          scaledCanvas.width = @width
          scaledCanvas.height = @height
    
          ctx = scaledCanvas.getContext('2d')
          ctx.drawImage canvas, 0, 0, @originalWidth, @originalHeight, 0, 0, @width, @height
    
          pixelData = ctx.getImageData(0, 0, @width, @height).data
          width = @width
        else
          pixelData = @originalPixelData
          width = @originalWidth
    
        for i in [0...pixelData.length] by 4
          coord = PixelInfo.locationToCoordinates(i, width)
          if (startX <= coord.x < endX) and (startY <= coord.y < endY)
            pixels.push pixelData[i], 
              pixelData[i+1],
              pixelData[i+2], 
              pixelData[i+3]
    
        pixels
  • ¶

    Pushes the filter callback that modifies the RGBA object into the render queue

      process: (name, processFn) ->
        @renderer.add
          type: Filter.Type.Single
          name: name
          processFn: processFn
    
        return @
  • ¶

    Pushes the kernel into the render queue

      processKernel: (name, adjust, divisor, bias) ->
        if not divisor
          divisor = 0
          divisor += adjust[i] for i in [0...adjust.length]
    
        @renderer.add
          type: Filter.Type.Kernel
          name: name
          adjust: adjust
          divisor: divisor
          bias: bias or 0
    
        return @
  • ¶

    Adds a standalone plugin into the render queue

      processPlugin: (plugin, args) ->
        @renderer.add
          type: Filter.Type.Plugin
          plugin: plugin
          args: args
    
        return @
  • ¶

    Pushes a new layer operation into the render queue and calls the layer callback

      newLayer: (callback) ->
        layer = new Layer @
        @canvasQueue.push layer
        @renderer.add type: Filter.Type.LayerDequeue
    
        callback.call layer
    
        @renderer.add type: Filter.Type.LayerFinished
        return @
  • ¶

    Pushes the layer context and moves to the next operation

      executeLayer: (layer) -> @pushContext layer
  • ¶

    Set all of the relevant data to the new layer

      pushContext: (layer) ->
        @layerStack.push @currentLayer
        @pixelStack.push @pixelData
        @currentLayer = layer
        @pixelData = layer.pixelData
  • ¶

    Restore the previous layer context

      popContext: ->
        @pixelData = @pixelStack.pop()
        @currentLayer = @layerStack.pop()
  • ¶

    Applies the current layer to its parent layer

      applyCurrentLayer: -> @currentLayer.applyToParent()