import React, {useCallback, useEffect, useState, createContext} from "react"; import {useColorMode} from "@docusaurus/theme-common"; import BrowserOnly from "@docusaurus/BrowserOnly"; function invertImage(sourceImage: ImageData): ImageData { const image = new ImageData(sourceImage.width, sourceImage.height); sourceImage.data.forEach((value, index) => image.data[index] = index % 4 === 3 ? value : 0xff - value) return image; } type InvertibleCanvasProps = { width: number, height: number, // NOTE: Images are provided as a single-element array //so we can allow re-painting with the same (modified) ImageData reference. image?: [ImageData], } /** * Draw images to a canvas, automatically inverting colors as needed. * * @param width Canvas width * @param height Canvas height * @param hidden Hide the canvas element * @param image Image data to draw on the canvas */ const InvertibleCanvas: React.FC = ({width, height, image}) => { const [canvasCtx, setCanvasCtx] = useState(null); const canvasRef = useCallback(node => { if (node !== null) { setCanvasCtx(node.getContext("2d")); } }, []); const [paintImage, setPaintImage] = useState<[ImageData]>(null); useEffect(() => { if (canvasCtx && paintImage) { canvasCtx.putImageData(paintImage[0], 0, 0); } }, [canvasCtx, paintImage]); const {colorMode} = useColorMode(); useEffect(() => { if (image) { setPaintImage(colorMode === 'light' ? image : [invertImage(image[0])]); } }, [image, colorMode]); return ( ) } type PainterProps = { width: number; height: number; setPainter: (painter: Iterator) => void; } export const PainterContext = createContext(null); interface CanvasProps { width?: number; height?: number; children?: React.ReactElement; } /** * Draw fractal flames to a canvas. * * This component is a bit involved because it attempts to solve * a couple problems at once: * - Incrementally drawing an image to the canvas * - Interrupting drawing with new parameters * * Running a full render is labor-intensive, so we model it * as an iterator that yields an image of the current system. * Internally, that iterator is re-queued on each new image; * so long as retrieving each image happens quickly, * we keep the main loop running even with CPU-heavy code. * As a side benefit, this also animates the chaos game nicely. * TODO(bspeice): This also causes React to complain about maximum update depth * Would this be better off spawning a `useEffect` animator * that has access to a `setState` queue? * * To interrupt drawing, children set the active iterator * through the context provider. This component doesn't care * about which iterator is in progress, it exists only * to fetch the next image and paint it to our canvas. * * TODO(bspeice): Can we make this "re-queueing iterator" pattern generic? * It would be nice to have iterators returning arbitrary objects, * but we rely on contexts to manage the iterator, and I can't find * a good way to make those generic. */ export default function Canvas({width, height, children}: CanvasProps) { const [image, setImage] = useState<[ImageData]>(null); const [painterHolder, setPainterHolder] = useState<[Iterator]>(null); useEffect(() => { if (!painterHolder) { return; } const painter = painterHolder[0]; const nextImage = painter.next().value; if (nextImage) { setImage([nextImage]); setPainterHolder([painter]); } else { setPainterHolder(null); } }, [painterHolder]); const [painter, setPainter] = useState>(null); useEffect(() => { if (painter) { setPainterHolder([painter]); } }, [painter]); width = width ?? 500; height = height ?? 500; return ( <>
{() => children} ) }