implemented basic client-server communication
This commit is contained in:
133
html/index.html
133
html/index.html
@@ -14,6 +14,7 @@
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<canvas hidden id="hidden" width="1920" height="1080" style="border:1px solid #000000;" display="block">
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</canvas>
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<script>
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const socket = new WebSocket("ws://localhost:7865");
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var canvas = document.getElementById("board");
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var colorInput = document.getElementById("color");
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var canvasHidden = document.getElementById("hidden");
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@@ -25,13 +26,38 @@
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canvasHidden.width = 1920;
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canvasHidden.height = 1080;
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var imgData = ctx2.createImageData(canvasHidden.width, canvasHidden.height)
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imgData.data.fill(255);
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// imgData.data.fill(255);
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// All the code that is making zooms and moving around cavnas is made with big help of http://phrogz.net/tmp/canvas_zoom_to_cursor.html. Thanks alot!
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window.onload = function() {
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var ctx = canvas.getContext("2d");
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trackTransforms(ctx);
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function redraw(x ,y) {
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function drawPixel(x, y, color) {
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let pixelNumber;
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if (y > 0)
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pixelNumber = (y) * canvas.width + x
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if (y == 0)
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pixelNumber = x
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if (color == undefined) {
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let rgbColor = hexToRgb(currentColor);
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for (let l = 0; l < 4; l ++)
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for (let l = 0; l < 5; l ++){
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imgData.data[pixelNumber + 0] = rgbColor.r;
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imgData.data[pixelNumber + 1] = rgbColor.g;
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imgData.data[pixelNumber + 2] = rgbColor.b;
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imgData.data[pixelNumber + 3] = 255;
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}
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redraw();
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} else {
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for (let l = 0; l < 4; l ++)
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for (let l = 0; l < 5; l ++){
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imgData.data[pixelNumber + 0] = color.r;
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imgData.data[pixelNumber + 1] = color.g;
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imgData.data[pixelNumber + 2] = color.b;
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imgData.data[pixelNumber + 3] = 255;
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}
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}
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}
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function redraw() {
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ctx.save();
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ctx.setTransform(1,0,0,1,0,0);
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ctx.clearRect(0,0,canvas.width,canvas.height);
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@@ -42,23 +68,46 @@
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ctx.imageSmoothingEnabled = false
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}
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function drawPixel(x, y) {
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let pixelNumber;
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if (y > 0)
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pixelNumber = (y) * canvas.width + x
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if (y == 0)
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pixelNumber = x
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let rgbColor = hexToRgb(currentColor);
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for (let l = 0; l < 5; l ++){
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imgData.data[pixelNumber + 0] = rgbColor.r;
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imgData.data[pixelNumber + 1] = rgbColor.g;
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imgData.data[pixelNumber + 2] = rgbColor.b;
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imgData.data[pixelNumber + 3] = 255;
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}
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socket.addEventListener("open", (event) => {
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socket.send("{\"code\":0}");
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});
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redraw();
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}
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socket.addEventListener("message", (event) => {
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// console.log("Message from server ", JSON.stringify(event.data.toString()));
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event.data.text().then(function(packet){
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packet = JSON.parse(packet)
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let code = packet.code
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let content = packet.content
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switch (code){
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case 0:
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//Ineffective way to do that, fix that later ;)
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let converted = Uint8ClampedArray.from(content)
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for (let i = 0; i < imgData.data.length; i ++)
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imgData.data[i] = converted[i]
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redraw();
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break;
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case 1:
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contentJson = JSON.parse(content);
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let color = {
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r: contentJson.r,
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g: contentJson.g,
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b: contentJson.b
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}
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drawPixel(contentJson.x * 4, contentJson.y * 4, color)
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redraw();
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break;
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}
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});
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});
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// All the code that is making zooms and moving around cavnas is made with big help of http://phrogz.net/tmp/canvas_zoom_to_cursor.html. Thanks alot!
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window.onload = function() {
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var ctx = canvas.getContext("2d");
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trackTransforms(ctx);
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redraw();
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@@ -110,17 +159,29 @@
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b: imgData.data[pixelNumber + 2]
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};
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console.log(`${rgbToHex(color.r, color.g, color.b)}`)
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changeColor(rgbToHex(
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color.r, color.g, color.b
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));
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changeColor(rgbToHex(color.r, color.g, color.b));
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}
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} else if (evt.button == 0) {
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for (let l = 0; l < 4; l ++)
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drawPixel(
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Math.floor(ctx.transformedPoint(lastX,lastY).x) * 4,
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Math.floor(ctx.transformedPoint(lastX,lastY).y) * 4
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);
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let point = {
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x: Math.floor(ctx.transformedPoint(lastX,lastY).x) * 4,
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y: Math.floor(ctx.transformedPoint(lastX,lastY).y) * 4,
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};
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let rgbColor = hexToRgb(currentColor);
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let pixel = JSON.stringify({
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"x": `${point.x/4}`,
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"y": `${point.y/4}`,
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"r": `${rgbColor.r}`,
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"g": `${rgbColor.g}`,
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"b": `${rgbColor.b}`
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});
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let packet = {
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"code": 1,
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"content": pixel
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}
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socket.send(JSON.stringify(packet));
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// console.log(`{\"code\":1, \"content\":${pixel}}`)
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drawPixel(point.x, point.y, undefined);
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}
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},false);
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@@ -143,9 +204,13 @@
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canvas.addEventListener('mousewheel',handleScroll,false);
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};
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function changeColor() {
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function evaulatePixelNumber(x, y) {
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let pixelNumber;
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if (y > 0)
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pixelNumber = (y) * canvas.width + x
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if (y == 0)
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pixelNumber = x
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return pixelNumber
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}
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function changeColor(color) {
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if (color == undefined) currentColor = colorInput.value;
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