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<pre class="prettyprint source linenums"><code>const Canvas = require("canvas");
/** @module UIHelper */
/**
* Adds glow effect to a given asset and resizes it
* @param {string} iconPath - relative path of icon from /assets/ folder
* @param {number} size - max width/height of the image
* (scales to fit as much as possible whilst contained)
* @param {string=} color - Color of the glow effect to add (default: white)
* @returns {Promise<Buffer>} - canvas buffer
*/
exports.addGlow = async (iconPath, size, color = "white") => {
const canvas = Canvas.createCanvas(size, size);
const context = canvas.getContext("2d");
context.quality = "bilinear";
context.imageSmoothingEnabled = false;
context.shadowColor = color;
context.shadowBlur = 10;
const icon = await Canvas.loadImage("./assets/" + iconPath);
//Centre icon in the canvas
const iconSizeRatio = Math.min(size / icon.width, size / icon.height);
context.drawImage(icon, canvas.width/2 - icon.width * iconSizeRatio * 0.5,
canvas.height/2 - icon.height * iconSizeRatio * 0.5,
icon.width * iconSizeRatio, icon.height * iconSizeRatio);
context.shadowBlur = 0;
return canvas.toBuffer();
};
/**
* Converts an image file into a buffer
* @param {string} iconPath - relative path from /assets/ folder
* @param {number} size - max width/height of the image
* (scales to fit as much as possible whilst contained)
* @returns {Promise<Buffer>} - canvas buffer
*/
exports.imageToBuffer = async (iconPath, size) => {
const canvas = Canvas.createCanvas(size, size);
const context = canvas.getContext("2d");
const icon = await Canvas.loadImage("./assets/" + iconPath);
//Centre icon in the canvas
const iconSizeRatio = Math.min(size / icon.width, size / icon.height);
context.drawImage(icon, canvas.width/2 - icon.width * iconSizeRatio * 0.5,
canvas.height/2 - icon.height * iconSizeRatio * 0.5,
icon.width * iconSizeRatio, icon.height * iconSizeRatio);
return canvas.toBuffer();
};
/**
* Draws a rounded rectangle using the current state of the canvas.
* If you omit the last three params, it will draw a rectangle
* outline with a 5 pixel border radius
* @param {CanvasRenderingContext2D} ctx
* @param {Number} x The top left x coordinate
* @param {Number} y The top left y coordinate
* @param {Number} width The width of the rectangle
* @param {Number} height The height of the rectangle
* @param {Number} [radius = 5] The corner radius; It can also be an object
* to specify different radii for corners
* @param {Number} [radius.tl = 0] Top left
* @param {Number} [radius.tr = 0] Top right
* @param {Number} [radius.br = 0] Bottom right
* @param {Number} [radius.bl = 0] Bottom left
*/
exports.fillRoundRect = (ctx, x, y,
width, height, radius) => {
if (typeof radius === "number") {
radius = {tl: radius, tr: radius, br: radius, bl: radius};
} else {
const defaultRadius = {tl: 0, tr: 0, br: 0, bl: 0};
for (const side in defaultRadius) {
radius[side] = radius[side] || defaultRadius[side];
}
}
ctx.beginPath();
ctx.moveTo(x + radius.tl, y);
ctx.lineTo(x + width - radius.tr, y);
ctx.quadraticCurveTo(x + width, y, x + width, y + radius.tr);
ctx.lineTo(x + width, y + height - radius.br);
ctx.quadraticCurveTo(x + width, y + height, x + width - radius.br, y + height);
ctx.lineTo(x + radius.bl, y + height);
ctx.quadraticCurveTo(x, y + height, x, y + height - radius.bl);
ctx.lineTo(x, y + radius.tl);
ctx.quadraticCurveTo(x, y, x + radius.tl, y);
ctx.closePath();
ctx.fill();
};
/**
* Strokes a rounded rectangle using the current state of the canvas.
* If you omit the last three params, it will draw a rectangle
* outline with a 5 pixel border radius
* @param {CanvasRenderingContext2D} ctx
* @param {Number} x The top left x coordinate
* @param {Number} y The top left y coordinate
* @param {Number} width The width of the rectangle
* @param {Number} height The height of the rectangle
* @param {Number} [radius = 5] The corner radius; It can also be an object
* to specify different radii for corners
* @param {Number} [radius.tl = 0] Top left
* @param {Number} [radius.tr = 0] Top right
* @param {Number} [radius.br = 0] Bottom right
* @param {Number} [radius.bl = 0] Bottom left
*/
exports.strokeRoundRect = (ctx, x, y,
width, height, radius) => {
if (typeof radius === "number") {
radius = {tl: radius, tr: radius, br: radius, bl: radius};
} else {
const defaultRadius = {tl: 0, tr: 0, br: 0, bl: 0};
for (const side in defaultRadius) {
radius[side] = radius[side] || defaultRadius[side];
}
}
ctx.beginPath();
ctx.moveTo(x + radius.tl, y);
ctx.lineTo(x + width - radius.tr, y);
ctx.quadraticCurveTo(x + width, y, x + width, y + radius.tr);
ctx.lineTo(x + width, y + height - radius.br);
ctx.quadraticCurveTo(x + width, y + height, x + width - radius.br, y + height);
ctx.lineTo(x + radius.bl, y + height);
ctx.quadraticCurveTo(x, y + height, x, y + height - radius.bl);
ctx.lineTo(x, y + radius.tl);
ctx.quadraticCurveTo(x, y, x + radius.tl, y);
ctx.closePath();
ctx.stroke();
};
/**
* Draw image to buffer with the colour given
* @param img - image object to draw
* @param colour - colour to draw as
* @return {Canvas}
*/
exports.tint = (img, colour) => {
const w = img.width;
const h = img.height;
const canvas = Canvas.createCanvas(w, h);
const ctx = canvas.getContext("2d");
ctx.fillStyle = colour;
ctx.fillRect(0,0, w, h);
ctx.globalCompositeOperation = "destination-in";
ctx.drawImage( img, 0, 0 );
ctx.globalCompositeOperation = "source-out";
return canvas;
};
/**
* Returns a string embedded in a code block ```like this```
* @param str
* @return {string}
*/
exports.codeBlock = str => "```" + str + "```"
/**
* Split array into chunks of size n
* @param {Object[]} arr
* @param {number} chunkSize
* @return {Object[]}
*/
exports.splitToN = (arr, chunkSize) => {
const res = [];
for (let i = 0; i < arr.length; i += chunkSize) {
const chunk = arr.slice(i, i + chunkSize);
res.push(chunk);
}
return res;
};
</code></pre>
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