Created
January 16, 2012 16:31
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An improved setPixel function for drawing on a canvas (allows color to be specified using HTML hex codes)
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Object.prototype.setPixel = function(point, rgba) { | |
if(!this.hasOwnProperty('data')) { | |
throw'This method only works with ImageData objects created with createImageData'; | |
} | |
var imageData = this; | |
if(typeof rgba == 'string') { | |
var useDefault = true; //If anything is wrong with the hex code, fall back to a default color | |
var matches; | |
//We were passed a string so let's see if it's a valid hex code | |
if(rgba.length == 7) { | |
//Full length hex code (eg #AABBCC) | |
matches = rgba.toLowerCase().match(/#([abcdef0-9]{2})([abcdef0-9]{2})([abcdef0-9]{2})/); | |
}else if(rgba.length == 4) { | |
//Short hex code (eg #ABC) | |
matches = [ | |
'', | |
rgba[1]+rgba[1], | |
rgba[2]+rgba[2], | |
rgba[3]+rgba[3] | |
]; | |
} | |
if(matches.length == 4) { | |
rgba = []; | |
for(var i=1;i<=3;i++) { | |
rgba.push(parseInt(matches[i],16)); | |
} | |
rgba.push(255); //Add the alpha | |
useDefault = false; | |
} | |
if(useDefault) { | |
rgba = [255,255,255,255]; | |
} | |
} | |
if(rgba.length <= 3 ) { rgba.push(255); } //Add alpha if not provided | |
i = (point.x + point.y * imageData.width) * 4; | |
console.log('Drawing at ' + point.x + ',' + point.y); | |
imageData.data[i ] = rgba[0]; //r | |
imageData.data[i+1] = rgba[1]; //g | |
imageData.data[i+2] = rgba[2]; //b | |
imageData.data[i+3] = rgba[3]; //a | |
}; |
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