JuliusHerrmann d955aff239 stash
2022-01-07 00:30:02 +01:00

116 lines
3.7 KiB
JavaScript

import React from 'react';
import '../../css/Graph.css';
import '../../css/GIFGenerator.css';
import GIF from '@dhdbstjr98/gif.js';
class GIFGenerator extends React.Component {
constructor() {
super();
this.state = {step: 0, duration: 5, loop: true, background: "#ffffff", rendering: false};
this.animationId = 0;
}
generateGIF = () => {
if(this.state.rendering) {
return;
}
//clean input
if(!Math.abs(Number(this.state.duration)) > 0) {
console.log("Only numbers are allowed in duration!");
return;
}
this.setState({rendering: true});
this.setState({duration: Math.abs(this.state.duration)});
var gif = new GIF( {
workers: 2,
quality: 10,
repeat: this.state.loop? 0 : -1,
background: this.state.background
});
//set download trigger
gif.on('finished', function(blob) {
this.setState({rendering: false});
const link = document.createElement('a');
// create a blobURI pointing to our Blob
link.href = URL.createObjectURL(blob);
link.download = "simulationGIF";
// some browser needs the anchor to be in the doc
document.body.append(link);
link.click();
link.remove();
// in case the Blob uses a lot of memory
setTimeout(() => URL.revokeObjectURL(link.href), 7000);
}.bind(this));
let stepBefore = this.state.step;
//clear playing animation
clearInterval(this.animationId);
this.props.setState({step: 0}, () => {
this.stepTime = 1;
//this.animationId = setInterval(this.visualizeOneStep, this.stepTime);
this.animationId = setInterval(this.grabImageAndNextStep.bind(null, gif, stepBefore), this.stepTime);
this.props.setState({playing: true});
});
}
grabImageAndNextStep = (gif, stepBefore) => {
//check if we are at the end
if (this.props.state.step > this.props.animationLength) {
this.props.setState({step: stepBefore});
this.props.visualizeOneStep(false);
clearInterval(this.animationId);
gif.render();
this.props.setState({playing: false});
return;
}
this.props.visualizeOneStep();
//select the canvas (this is a bit hacky but ey it works)
gif.addFrame(document.querySelectorAll("canvas")[2],
// there is probably a minimum cap.... I'm not sure
{copy: true, delay: this.state.duration / this.props.animationLength});
}
getButtonText = () => {
if(this.state.rendering) {
return "Please Wait ...";
}
return "Generate GIF 📸";
}
//onChange={(e) => this.setState({loop: e.state.value})}>
render() {
return (
<div id="generateGIFPopup">
<div className="popupHeader">
GIF Generator
</div>
<div className="popupSection">
<label htmlFor="gifDuration" id="gifLengthLabel">Duration In Seconds: </label>
<input htmlFor="gifDuration" type="number" id="gifLengthInput"
value={this.state.duration} onChange={(e) => this.setState({duration: e.target.value})}/>
</div>
<div className="popupSection">
<label htmlFor="gifBackground" id="gifBackgroundLabel">Background Color: </label>
<input htmlFor="gifBackground" id="gifBackgroundInput" type='color'
value={this.state.background}
onChange={(e) => this.setState({background: e.target.value})}/>
</div>
<div className="popupSection">
<label htmlFor="gifLoop" id="gifLoopLabel">Loop: </label>
<input htmlFor="gifLoop" id="gifLoopInput" type="checkbox" checked={this.state.loop}
onChange={(e) =>
this.setState({loop: e.target.checked})}/>
</div>
<button className="popupButton" onClick={this.generateGIF} >{this.getButtonText()}</button>
</div>
);
}
}
export default GIFGenerator;