forked from external-repos/squoosh
Options UI (#39)
* Initial work to add Options config
* Use a single encoder instance and retry up to 10 times on failure.
* Switch both sides to allow encoding from the source image, add options configuration for each.
* Styling for options (and a few tweaks for the app)
* Dep updates.
* Remove commented out code.
* Fix Encoder typing
* Fix lint issues
* Apparently I didnt have tslint autofix enabled on the chromebook
* Attempt to fix layout/panning issues
* Fix missing custom element import!
* Fix variable naming, remove dynamic encoder names, remove retry, allow encoders to return ImageData.
* Refactor state management to use an Array of objects and immutable updates instead of relying on explicit update notifications.
* Add Identity encoder, which is a passthrough encoder that handles the "original" view.
* Drop comlink-loader into the project and add ".worker" to the jpeg encoder filename so it runs in a worker (🦄)
* lint fixes.
* cleanup
* smaller PR feedback fixes
* rename "jpeg" codec to "MozJpeg"
* Formatting fixes for Options
* Colocate codecs and their options UIs in src/codecs, and standardize the namings
* Handle canvas errors
* Throw if quality is undefined, add default quality
* add note about temp styles
* add note about temp styles [2]
* Renaming updateOption
* Clarify option input bindings
* Move updateCanvas() to util and rename to drawBitmapToCanvas
* use generics to pass through encoder options
* Remove unused dependencies
* fix options type
* const
* Use `Array.prototype.some()` for image loading check
* Display encoding errors in the UI.
* I fought typescript and I think I won
* This doesn't need to be optional
* Quality isn't optional
* Simplifying comlink casting
* Splitting counters into loading and displaying
* Still loading if the loading counter isn't equal.
This commit is contained in:
committed by
Jake Archibald
parent
65847c0ed7
commit
3035a68b90
@@ -42,3 +42,11 @@ export async function bitmapToImageData(bitmap: ImageBitmap): Promise<ImageData>
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ctx.drawImage(bitmap, 0, 0);
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return ctx.getImageData(0, 0, bitmap.width, bitmap.height);
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}
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/** Replace the contents of a canvas with the given bitmap */
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export function drawBitmapToCanvas (canvas: HTMLCanvasElement, img: ImageBitmap) {
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const ctx = canvas.getContext('2d');
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if (!ctx) throw Error('Canvas not initialized');
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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ctx.drawImage(img, 0, 0);
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}
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