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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 | 1x 1x 1x | import { utilities, getEnabledElement, StackViewport, } from '@cornerstonejs/core'; import CINE_EVENTS from './events'; import { addToolState, getToolState } from './state'; import { CINETypes } from '../../types'; const { triggerEvent } = utilities; const debounced = true; const loop = true; /** * Starts playing a clip or adjusts the frame rate of an already playing clip. framesPerSecond is * optional and defaults to 30 if not specified. A negative framesPerSecond will play the clip in reverse. * The element must be a stack of images * @param element - HTML Element * @param framesPerSecond - Number of frames per second */ function playClip( element: HTMLDivElement, playClipOptions: CINETypes.PlayClipOptions ): void { let playClipTimeouts; let playClipIsTimeVarying; if (element === undefined) { throw new Error('playClip: element must not be undefined'); } const enabledElement = getEnabledElement(element); if (!enabledElement) { throw new Error( 'playClip: element must be a valid Cornerstone enabled element' ); } const { viewport } = enabledElement; if (!(viewport instanceof StackViewport)) { throw new Error( 'playClip: element must be a stack viewport, volume viewport playClip not yet implemented' ); } const stackData = { targetImageIdIndex: viewport.getTargetImageIdIndex(), imageIds: viewport.getImageIds(), }; let playClipData = getToolState(element); if (!playClipData) { playClipData = { intervalId: undefined, framesPerSecond: 30, lastFrameTimeStamp: undefined, ignoreFrameTimeVector: false, usingFrameTimeVector: false, frameTimeVector: playClipOptions.frameTimeVector ?? undefined, speed: playClipOptions.frameTimeVectorSpeedMultiplier ?? 1, reverse: playClipOptions.reverse ?? false, loop: playClipOptions.loop ?? true, }; addToolState(element, playClipData); } else { // Make sure the specified clip is not running before any property update _stopClipWithData(playClipData); } // If a framesPerSecond is specified and is valid, update the playClipData now if ( playClipOptions.framesPerSecond < 0 || playClipOptions.framesPerSecond > 0 ) { playClipData.framesPerSecond = Number(playClipOptions.framesPerSecond); playClipData.reverse = playClipData.framesPerSecond < 0; // If framesPerSecond is given, frameTimeVector will be ignored... playClipData.ignoreFrameTimeVector = true; } // Determine if frame time vector should be used instead of a fixed frame rate... if ( playClipData.ignoreFrameTimeVector !== true && playClipData.frameTimeVector && playClipData.frameTimeVector.length === stackData.imageIds.length ) { const { timeouts, isTimeVarying } = _getPlayClipTimeouts( playClipData.frameTimeVector, playClipData.speed ); playClipTimeouts = timeouts; playClipIsTimeVarying = isTimeVarying; } // This function encapsulates the frame rendering logic... const playClipAction = () => { // Hoisting of context variables const stackData = { targetImageIdIndex: viewport.getTargetImageIdIndex(), imageIds: viewport.getImageIds(), }; let newImageIdIndex = stackData.targetImageIdIndex; const imageCount = stackData.imageIds.length; if (playClipData.reverse) { newImageIdIndex--; } else { newImageIdIndex++; } if ( !playClipData.loop && (newImageIdIndex < 0 || newImageIdIndex >= imageCount) ) { _stopClipWithData(playClipData); const eventDetail = { element, }; triggerEvent(element, CINE_EVENTS.CLIP_STOPPED, eventDetail); return; } // Loop around if we go outside the stack if (newImageIdIndex >= imageCount) { newImageIdIndex = 0; } if (newImageIdIndex < 0) { newImageIdIndex = imageCount - 1; } if (newImageIdIndex !== stackData.targetImageIdIndex) { const delta = newImageIdIndex - stackData.targetImageIdIndex; viewport.scroll(delta, debounced, loop); } }; // If playClipTimeouts array is available, not empty and its elements are NOT uniform ... // ... (at least one timeout is different from the others), use alternate setTimeout implementation if ( playClipTimeouts && playClipTimeouts.length > 0 && playClipIsTimeVarying ) { playClipData.usingFrameTimeVector = true; playClipData.intervalId = window.setTimeout( function playClipTimeoutHandler() { playClipData.intervalId = window.setTimeout( playClipTimeoutHandler, playClipTimeouts[stackData.targetImageIdIndex] ); playClipAction(); }, 0 ); } else { // ... otherwise user setInterval implementation which is much more efficient. playClipData.usingFrameTimeVector = false; playClipData.intervalId = window.setInterval( playClipAction, 1000 / Math.abs(playClipData.framesPerSecond) ); } const eventDetail = { element, }; triggerEvent(element, CINE_EVENTS.CLIP_STARTED, eventDetail); } /** * Stops an already playing clip. * @param element - HTML Element */ function stopClip(element: HTMLDivElement): void { const enabledElement = getEnabledElement(element); const { viewport } = enabledElement; const cineToolData = getToolState(viewport.element); if (!cineToolData) { return; } _stopClipWithData(cineToolData); } /** * [private] Turns a Frame Time Vector (0018,1065) array into a normalized array of timeouts. Each element * ... of the resulting array represents the amount of time each frame will remain on the screen. * @param vector - A Frame Time Vector (0018,1065) as specified in section C.7.6.5.1.2 of DICOM standard. * @param speed - A speed factor which will be applied to each element of the resulting array. * @returns An array with timeouts for each animation frame. */ function _getPlayClipTimeouts(vector: number[], speed: number) { let i; let sample; let delay; let sum = 0; const limit = vector.length; const timeouts = []; // Initialize time varying to false let isTimeVarying = false; if (typeof speed !== 'number' || speed <= 0) { speed = 1; } // First element of a frame time vector must be discarded for (i = 1; i < limit; i++) { // eslint-disable-next-line no-bitwise delay = (Number(vector[i]) / speed) | 0; // Integral part only timeouts.push(delay); if (i === 1) { // Use first item as a sample for comparison sample = delay; } else if (delay !== sample) { isTimeVarying = true; } sum += delay; } if (timeouts.length > 0) { if (isTimeVarying) { // If it's a time varying vector, make the last item an average... // eslint-disable-next-line no-bitwise delay = (sum / timeouts.length) | 0; } else { delay = timeouts[0]; } timeouts.push(delay); } return { timeouts, isTimeVarying }; } /** * [private] Performs the heavy lifting of stopping an ongoing animation. * @param playClipData - The data from playClip that needs to be stopped. */ function _stopClipWithData(playClipData) { const id = playClipData.intervalId; if (typeof id !== 'undefined') { playClipData.intervalId = undefined; if (playClipData.usingFrameTimeVector) { clearTimeout(id); } else { clearInterval(id); } } } export { playClip, stopClip }; |