117 lines
3.8 KiB
JavaScript
117 lines
3.8 KiB
JavaScript
import React from 'react';
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import '../../css/Graph.css';
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import '../../css/GIFGenerator.css';
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import Slider from '../Slider';
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import GIF from '@dhdbstjr98/gif.js';
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class GIFGenerator extends React.Component {
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constructor() {
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super();
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this.state = {step: 0, duration: 5, loop: true, background: "#ffffff", rendering: false};
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this.animationId = 0;
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}
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generateGIF = () => {
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if(this.state.rendering) {
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return;
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}
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//clean input
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if(!Math.abs(Number(this.state.duration)) > 0) {
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console.log("Only numbers are allowed in duration!");
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return;
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}
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this.setState({rendering: true});
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this.setState({duration: Math.abs(this.state.duration)});
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var gif = new GIF( {
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workers: 2,
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quality: 10,
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repeat: this.state.loop? 0 : -1,
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background: this.state.background
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});
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//set download trigger
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gif.on('finished', function(blob) {
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this.setState({rendering: false});
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const link = document.createElement('a');
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// create a blobURI pointing to our Blob
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link.href = URL.createObjectURL(blob);
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link.download = "simulationGIF";
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// some browser needs the anchor to be in the doc
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document.body.append(link);
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link.click();
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link.remove();
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// in case the Blob uses a lot of memory
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setTimeout(() => URL.revokeObjectURL(link.href), 7000);
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}.bind(this));
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let stepBefore = this.state.step;
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//clear playing animation
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clearInterval(this.animationId);
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this.props.setState({step: 0}, () => {
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this.stepTime = 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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});
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}
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grabImageAndNextStep = (gif, stepBefore) => {
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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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this.props.setState({step: stepBefore});
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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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this.props.setState({playing: false});
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return;
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}
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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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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: this.state.duration / this.props.animationLength});
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}
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getButtonText = () => {
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if(this.state.rendering) {
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return "Please Wait ...";
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}
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return "Generate GIF 📸";
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}
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//onChange={(e) => this.setState({loop: e.state.value})}>
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render() {
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return (
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<div id="generateGIFPopup">
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<div className="popupHeader">
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GIF Generator
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</div>
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<div className="popupSection">
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<label htmlFor="gifDuration" id="gifLengthLabel">Duration In Seconds: </label>
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<input htmlFor="gifDuration" type="number" id="gifLengthInput"
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value={this.state.duration} onChange={(e) => this.setState({duration: e.target.value})}/>
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</div>
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<div className="popupSection">
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<label htmlFor="gifBackground" id="gifBackgroundLabel">Background Color: </label>
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<input htmlFor="gifBackground" id="gifBackgroundInput" type='color'
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value={this.state.background}
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onChange={(e) => this.setState({background: e.target.value})}/>
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</div>
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<div className="popupSection">
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<label htmlFor="gifLoop" id="gifLoopLabel">Loop: </label>
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<input htmlFor="gifLoop" id="gifLoopInput" type="checkbox" checked={this.state.loop}
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onChange={(e) =>
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this.setState({loop: e.target.checked})}/>
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</div>
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<button className="popupButton" onClick={this.generateGIF} >{this.getButtonText()}</button>
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</div>
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);
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}
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}
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export default GIFGenerator;
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