paper.js/src/ui/CanvasView.js

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/*
* Paper.js
*
* This file is part of Paper.js, a JavaScript Vector Graphics Library,
* based on Scriptographer.org and designed to be largely API compatible.
* http://paperjs.org/
* http://scriptographer.org/
*
* Copyright (c) 2011, Juerg Lehni & Jonathan Puckey
* http://lehni.org/ & http://jonathanpuckey.com/
*
* Distributed under the MIT license. See LICENSE file for details.
*
* All rights reserved.
*/
/**
* @name CanvasView
*
* @private
*/
var CanvasView = View.extend(/** @lends CanvasView# */{
/**
* Creates a view object that wraps a canvas element.
*
* @param {HTMLCanvasElement} canvas The canvas object that this view should
* wrap
*/
initialize: function(canvas) {
// Handle canvas argument
if (!(canvas instanceof HTMLCanvasElement)) {
// 2nd argument onwards could be view size, otherwise use default:
var size = Size.read(arguments, 1);
if (size.isZero())
size = new Size(1024, 768);
canvas = CanvasProvider.getCanvas(size);
}
this._context = canvas.getContext('2d');
// Have Item count installed mouse events.
this._eventCounters = {};
this.base(canvas);
},
/**
* Draws the view.
*
* @name View#draw
* @function
*/
draw: function(checkRedraw) {
if (checkRedraw && !this._redrawNeeded)
return false;
if (this._stats)
this._stats.update();
// Initial tests conclude that clearing the canvas using clearRect
// is always faster than setting canvas.width = canvas.width
// http://jsperf.com/clearrect-vs-setting-width/7
var ctx = this._context,
size = this._viewSize;
ctx.clearRect(0, 0, size._width + 1, size._height + 1);
ctx.save();
this._matrix.applyToContext(ctx);
this._project.draw(ctx);
ctx.restore();
this._redrawNeeded = false;
return true;
}
}, new function() { // Item based mouse handling:
var hitOptions = {
fill: true,
stroke: true,
tolerance: 0
};
var downPoint,
downItem,
hasDrag,
overItem,
doubleClick,
clickTime;
function handleEvent(view, type, event, point) {
if (view._eventCounters[type]) {
var hit = view._project.hitTest(point, hitOptions),
item = hit && hit.item;
if (item) {
// If we have a downItem with a mousedrag event, do not send
// mousemove events to any item while we're dragging.
if (type != 'mousemove' || !downItem)
new MouseEvent(type, point, item, event)._call();
return item;
}
}
}
return {
_onMouseDown: function(event, point) {
var item = handleEvent(this, 'mousedown', event, point);
// See if we're clicking again on the same item, within the
// double-click time. Firefox uses 300ms as the max time difference:
doubleClick = downItem == item && Date.now() - clickTime < 300;
downItem = item;
downPoint = point;
hasDrag = downItem && downItem.responds('mousedrag');
},
_onMouseUp: function(event, point) {
var item = handleEvent(this, 'mouseup', event, point);
// If we had a mousedrag event locking mousemove events and are over
// another item, send it a mousemove event now
if (hasDrag && item != downItem)
new MouseEvent('mousemove', point, item, event)._call();
if (item == downItem) {
clickTime = Date.now();
new MouseEvent(doubleClick ? 'doubleclick' : 'click', downPoint,
overItem, event)._call();
doubleClick = false;
}
downItem = null;
hasDrag = false;
},
_onMouseMove: function(event, point) {
// Call the mousedrag event first if an item was clicked earlier
if (downItem)
new MouseEvent('mousedrag', point, downItem, event)._call();
var item = handleEvent(this, 'mousemove', event, point);
if (item != overItem) {
new MouseEvent('mouseleave', point, overItem, event)._call();
overItem = item;
new MouseEvent('mouseenter', point, item, event)._call();
}
}
};
});
/*#*/ if (options.server) {
// Node.js server based image exporting code.
CanvasView.inject(new function() {
var path = require('path');
// Utility function that converts a number to a string with
// x amount of padded 0 digits:
function toPaddedString(number, length) {
var str = number.toString(10);
for (var i = 0, l = length - str.length; i < l; i++) {
str = '0' + str;
}
return str;
}
return {
// DOCS: CanvasView#exportFrames(param);
exportFrames: function(param) {
param = Base.merge({
fps: 30,
prefix: 'frame-',
amount: 1
}, param);
if (!param.directory) {
throw new Error('Missing param.directory');
}
var view = this,
count = 0,
frameDuration = 1 / param.fps,
lastTime = startTime = Date.now();
// Start exporting frames by exporting the first frame:
exportFrame(param);
function exportFrame(param) {
count++;
var filename = param.prefix + toPaddedString(count, 6) + '.png',
uri = param.directory + '/' + filename;
var out = view.exportImage(uri, function() {
// When the file has been closed, export the next fame:
var then = Date.now();
if (param.onProgress) {
param.onProgress({
count: count,
amount: param.amount,
percentage: Math.round(count / param.amount
* 10000) / 100,
time: then - startTime,
delta: then - lastTime
});
}
lastTime = then;
if (count < param.amount) {
exportFrame(param);
} else {
// Call onComplete handler when finished:
if (param.onComplete) {
param.onComplete();
}
}
});
if (view.onFrame) {
view.onFrame({
delta: frameDuration,
time: frameDuration * count,
count: count
});
}
}
},
// DOCS: View#exportImage(uri, callback);
exportImage: function(uri, callback) {
this.draw();
// TODO: is it necessary to resolve the path?
var out = fs.createWriteStream(path.resolve(__dirname, uri)),
stream = this._element.createPNGStream();
// Pipe the png stream to the write stream:
stream.pipe(out);
if (callback) {
out.on('close', callback);
}
return out;
}
};
});
/*#*/ } // options.server