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Move theme from subrepo into the main repo

the theme is customized for this site so having it
as a sub repo dosent make sense
This commit is contained in:
2025-12-24 11:05:37 -05:00
parent dd9c76b24b
commit 9a313c53a8
56 changed files with 2652 additions and 4 deletions

View File

@@ -0,0 +1,310 @@
const DITHERED_IMAGE_STYLE = `
.ditheredImageStyle {
width: 100%;
height: 100%;
padding: 0;
margin: 0;
image-rendering: crisp-edges;
}
`
const workerPath = document.currentScript.src.replace("as-dithered-image.js", "ditherworker.js")
class ASDitheredImage extends HTMLElement {
constructor() {
super()
this.original_image_ = undefined
this.force_refresh_ = false
this.crunchFactor_ = this.getAutoCrunchFactor()
this.canvas_ = undefined
this.context_ = undefined
this.image_loading_ = false
this.ignore_next_resize_ = false
this.worker_ = new Worker(workerPath)
this.cutoff_ = 0.5
this.darkrgba_ = [0, 0, 0, 255]
this.lightrgba_ = [255, 255, 255, 255]
this.worker_.onmessage = ((e) => {
const imageData = e.data.imageData
this.context_.putImageData(imageData, 0, 0)
}).bind(this)
this.resizing_timeout_ = undefined
this.last_draw_state_ = { width: 0, height: 0, crunchFactor: 0, imageSrc: "" }
}
connectedCallback() {
if (!this.isConnected) {
return
}
const shadowDOM = this.attachShadow({ mode: "open" })
const style = document.createElement("style")
style.innerHTML = DITHERED_IMAGE_STYLE
shadowDOM.appendChild(style)
this.canvas_ = document.createElement("canvas")
this.canvas_.setAttribute("role", "image")
this.canvas_.setAttribute("aria-label", this.getAttribute("alt"))
this.canvas_.classList.add("ditheredImageStyle")
shadowDOM.appendChild(this.canvas_)
this.context_ = this.canvas_.getContext("2d", { willReadFrequently: true })
const resizeObserver = new ResizeObserver(((entries) => {
// browsers generated lots of resize events but we don't want to start refreshing until
// the user has stopped resizing the page
if (entries.length > 0) {
if (entries[0].contentBoxSize) {
if (this.ignore_next_resize_ == true) {
this.ignore_next_resize_ = false
return
}
if (this.resizing_timeout_ != undefined) {
clearTimeout(this.resizing_timeout_)
}
this.resizing_timeout_ = setTimeout((() => {
this.resizing_timeout_ = undefined
this.force_refresh_ = true
this.requestUpdate()
}).bind(this), 200)
}
}
}).bind(this))
resizeObserver.observe(this.canvas_)
// since we avoid drawing the image if the element of far offscreen we need to use
// an IntersectionObserver to notify use when the element is likely to be displayed
const intersectionObserver = new IntersectionObserver(((intersections) => {
if (intersections.length > 0) {
if (intersections[0].isIntersecting) {
this.force_refresh_ = true
this.requestUpdate()
}
}
}).bind(this), { root: null, rootMargin: "1000px", threshold: [0] })
intersectionObserver.observe(this)
this.force_refresh_ = true
this.requestUpdate()
}
static get observedAttributes() { return ["src", "crunch", "alt", "cutoff", "darkrgba", "lightrgba"] }
attributeChangedCallback(name, oldValue, newValue) {
if (oldValue === newValue) return
if ((name === "src")) {
this.force_refresh_ = true
this.original_image_ = undefined
this.requestUpdate()
} else if (name === "crunch") {
if (newValue === "auto") {
this.crunchFactor_ = this.getAutoCrunchFactor()
} else if (newValue === "pixel") {
this.crunchFactor_ = 1.0 / this.getDevicePixelRatio()
} else {
this.crunchFactor_ = parseInt(newValue, 10)
if (isNaN(this.crunchFactor_)) {
this.crunchFactor_ = this.getAutoCrunchFactor()
}
}
this.force_refresh_ = true
this.requestUpdate()
} else if (name === "alt") {
this.altText = newValue;
if (this.canvas != undefined) {
let currentAltText = this.canvas.getAttribute("aria-label")
if (currentAltText != newValue) {
this.canvas.setAttribute("aria-label", newValue)
}
}
} else if (name === "cutoff") {
this.cutoff_ = parseFloat(newValue)
if (isNaN(this.cutoff_)) {
this.cutoff_ = 0.5
}
this.cutoff_ = Math.min(1.0, Math.max(0.0, this.cutoff_))
this.force_refresh_ = true
this.requestUpdate()
} else if (name === "darkrgba") {
// must be in the form "rgba(10, 10, 10, 255)"
this.darkrgba_ = this.parseRGBA(newValue)
this.force_refresh_ = true
this.requestUpdate()
}
else if (name === "lightrgba") {
this.lightrgba_ = this.parseRGBA(newValue)
this.force_refresh_ = true
this.requestUpdate()
}
}
// The crunch factor defaults 1 css pixel to 1 dither pixel which I think looks best when the device pixel ratio is 1 or 2
// If the pixel ratio is 3 or above (like on my iPhone) then even css pixels are too small to make dithering
// look effective, so I double the pixels again
getAutoCrunchFactor() {
if (this.getDevicePixelRatio() < 3) {
return 1
} else {
return 2
}
}
getDevicePixelRatio() {
// this should always be an integer for the dithering code to work
return window.devicePixelRatio
}
isInOrNearViewport() {
// this only handles vertical scrolling, could be extended later to handle horizontal
// but it probably doesn't matter
const margin = 1500
const r = this.getBoundingClientRect()
const viewHeight = Math.max(document.documentElement.clientHeight, window.innerHeight)
const above = r.bottom + margin < 0
const below = r.top - margin > viewHeight
return (!above && !below)
}
// all drawing is funneled through requestUpdate so that multiple calls are coalesced to prevent
// processing the image multiple times for no good reason
requestUpdate() {
if (this.original_image_ != undefined) {
if (this.isInOrNearViewport() == false) {
return // suppress update, the intersection observer will call us back as the element scrolls into view
}
}
window.requestAnimationFrame(((timestamp) => {
if ((this.force_refresh_ == false)) {
return
}
if (this.original_image_ == undefined) {
this.loadImage()
return
}
if (this.force_refresh_) {
this.repaintImage()
}
}).bind(this))
}
loadImage() {
if (this.image_loading_ == true) {
return
}
this.image_loading_ = true
const image = new Image()
image.src = this.getAttribute("src")
// image.onerror is old and (literally) busted - it does not file on decode errors (ie if the src does not point to a valid image)
// The new way is promise based - possibly better
image.decode().then((() => {
this.original_image_ = image
this.ignore_next_resize_ = true
this.canvas_.style.aspectRatio = this.original_image_.width + "/" + this.original_image_.height
this.force_refresh_ = true
this.requestUpdate()
}).bind(this))
.catch(((decodeError) => {
console.log("Error decoding image: ", decodeError)
this.original_image_ = undefined
}).bind(this))
.finally((() => {
this.image_loading_ = false
}).bind(this))
}
parseRGBA(s) {
var matches = s.match(/^rgba\s*\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*\,\s*(\d+)\s*\)$/i);
if (matches) {
return [matches[1], matches[2], matches[3], matches[4]]
}
else {
return [255, 255, 255, 255]
}
}
repaintImage() {
const rect = this.canvas_.getBoundingClientRect()
let screenPixelsToBackingStorePixels = this.getDevicePixelRatio()
let fractionalPart = screenPixelsToBackingStorePixels - Math.floor(screenPixelsToBackingStorePixels)
// that's it! I am officially giving up on trying to account for all the weird pixelDeviceRatios that Chrome likes
// to serve up at different zoom levels. I can understand nice fractions like 2.5 but 1.110004 and 0.89233 are just stupid
// If the fractional part doesn't make sense then just ignore it. This will give incorrect results but they still look
// pretty good if you don't look too closely.
if (this.getAttribute("crunch") == "pixel") {
this.crunchFactor_ = 1.0 / this.getDevicePixelRatio()
}
if ((1.0 / fractionalPart) > 3) {
fractionalPart = 0
screenPixelsToBackingStorePixels = Math.round(screenPixelsToBackingStorePixels)
}
if (fractionalPart != 0) {
screenPixelsToBackingStorePixels = Math.round(screenPixelsToBackingStorePixels * Math.round(1.0 / fractionalPart))
}
const calculatedWidth = Math.round(rect.width * screenPixelsToBackingStorePixels)
const calculatedHeight = Math.round(rect.height * screenPixelsToBackingStorePixels)
let adjustedPixelSize = Math.round(screenPixelsToBackingStorePixels * this.crunchFactor_)
// double check - we may have already painted this image
if ((this.last_draw_state_.width == calculatedWidth) &&
(this.last_draw_state_.height == calculatedHeight) &&
(this.last_draw_state_.adjustedPixelSize == adjustedPixelSize) &&
(this.last_draw_state_.imageSrc == this.original_image_.currentSrc) &&
(this.last_draw_state_.cutoff == this.cutoff_) &&
(this.last_draw_state_.darkrgba == this.darkrgba_) &&
(this.last_draw_state_.lightrgba == this.lightrgba_)
) {
return; // nothing to do
}
this.canvas_.width = calculatedWidth
this.canvas_.height = calculatedHeight
this.last_draw_state_.width = this.canvas_.width
this.last_draw_state_.height = this.canvas_.height
this.last_draw_state_.adjustedPixelSize = adjustedPixelSize
this.last_draw_state_.imageSrc = this.original_image_.currentSrc
this.last_draw_state_.cutoff = this.cutoff_
this.last_draw_state_.darkrgba = this.darkrgba_
this.last_draw_state_.lightrgba = this.lightrgba_
this.context_.imageSmoothingEnabled = true
this.context_.drawImage(this.original_image_, 0, 0, this.canvas_.width / adjustedPixelSize, this.canvas_.height / adjustedPixelSize)
const originalData = this.context_.getImageData(0, 0, this.canvas_.width / adjustedPixelSize, this.canvas_.height / adjustedPixelSize)
this.context_.clearRect(0, 0, this.canvas_.width, this.canvas_.height)
// TODO: look at transferring the data in a different datastructure to prevent copying
// unfortunately Safari has poor support for createImageBitmap - using it with ImageData doesn't work
const msg = {}
msg.imageData = originalData
msg.pixelSize = adjustedPixelSize
msg.cutoff = this.cutoff_
msg.blackRGBA = this.darkrgba_
msg.whiteRGBA = this.lightrgba_
this.worker_.postMessage(msg)
this.force_refresh_ = false
}
}
window.customElements.define('as-dithered-image', ASDitheredImage);