everyting but gif is missing 1 frame
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bf6f99e87c
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@ -21,7 +21,8 @@ class GIFGenerator extends React.Component {
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return;
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return;
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}
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}
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this.setState({rendering: true});
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this.setState({rendering: true});
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this.setState({duration: Math.abs(this.state.duration)});
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this.setState({duration: Number(Math.abs(this.state.duration))},
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() => {
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var gif = new GIF( {
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var gif = new GIF( {
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workers: 2,
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workers: 2,
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quality: 10,
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quality: 10,
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@ -50,28 +51,31 @@ class GIFGenerator extends React.Component {
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clearInterval(this.animationId);
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clearInterval(this.animationId);
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this.props.setState({step: 0}, () => {
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this.props.setState({step: 0}, () => {
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this.stepTime = 1;
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this.animationId = setInterval(this.grabImageAndNextStep.bind(null, gif, stepBefore,this.state.duration * 1000 / this.props.animationLength), 1);
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//this.animationId = setInterval(this.visualizeOneStep, this.stepTime);
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this.animationId = setInterval(this.grabImageAndNextStep.bind(null, gif, stepBefore), this.stepTime);
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this.props.setState({playing: true});
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this.props.setState({playing: true});
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});
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});
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});
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}
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}
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grabImageAndNextStep = (gif, stepBefore) => {
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grabImageAndNextStep = (gif, stepBefore, delay) => {
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//check if we are at the end
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//check if we are at the end
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if (this.props.state.step > this.props.animationLength) {
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if (this.props.state.step >= this.props.animationLength) {
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//add last frame and finish
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this.props.visualizeOneStep();
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clearInterval(this.animationId);
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gif.addFrame(document.querySelectorAll("canvas")[2],
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{copy: true, delay: delay});
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//reset animation
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this.props.setState({playing: false});
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this.props.setState({step: stepBefore});
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this.props.setState({step: stepBefore});
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this.props.visualizeOneStep(false);
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this.props.visualizeOneStep(false);
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clearInterval(this.animationId);
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gif.render();
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gif.render();
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this.props.setState({playing: false});
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return;
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return;
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}
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}
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this.props.visualizeOneStep();
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this.props.visualizeOneStep();
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//select the canvas (this is a bit hacky but ey it works)
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//select the canvas (this is a bit hacky but ey it works)
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gif.addFrame(document.querySelectorAll("canvas")[2],
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gif.addFrame(document.querySelectorAll("canvas")[2],
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// there is probably a minimum cap.... I'm not sure
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{copy: true, delay: delay});
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{copy: true, delay: this.state.duration / this.props.animationLength});
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}
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}
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getButtonText = () => {
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getButtonText = () => {
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@ -124,7 +124,6 @@ class Graph extends React.Component {
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this.setState({playing: true});
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this.setState({playing: true});
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return;
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return;
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}
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}
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console.log("here")
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this.neverPlayed = false;
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this.neverPlayed = false;
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//check if we pause the animation
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//check if we pause the animation
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clearInterval(this.animationId);
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clearInterval(this.animationId);
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