paper.js/src/project/Symbol.js

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/*
* Paper.js - The Swiss Army Knife of Vector Graphics Scripting.
* http://paperjs.org/
*
* Copyright (c) 2011 - 2013, Juerg Lehni & Jonathan Puckey
* http://lehni.org/ & http://jonathanpuckey.com/
*
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* Distributed under the MIT license. See LICENSE file for details.
*
* All rights reserved.
*/
/**
* @name Symbol
*
* @class Symbols allow you to place multiple instances of an item in your
* project. This can save memory, since all instances of a symbol simply refer
* to the original item and it can speed up moving around complex objects, since
* internal properties such as segment lists and gradient positions don't need
* to be updated with every transformation.
*/
var Symbol = this.Symbol = Base.extend(/** @lends Symbol# */{
/**
* Creates a Symbol item.
*
* @param {Item} item the source item which is copied as the definition of
* the symbol
*
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* @example {@paperscript split=true height=240}
* // Placing 100 instances of a symbol:
* var path = new Path.Star(new Point(0, 0), 6, 5, 13);
* path.style = {
* fillColor: 'white',
* strokeColor: 'black'
* };
*
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* // Create a symbol from the path:
* var symbol = new Symbol(path);
*
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* // Remove the path:
* path.remove();
*
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* // Place 100 instances of the symbol:
* for (var i = 0; i < 100; i++) {
* // Place an instance of the symbol in the project:
* var instance = symbol.place();
*
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* // Move the instance to a random position within the view:
* instance.position = Point.random() * view.size;
*
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* // Rotate the instance by a random amount between
* // 0 and 360 degrees:
* instance.rotate(Math.random() * 360);
*
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* // Scale the instance between 0.25 and 1:
* instance.scale(0.25 + Math.random() * 0.75);
* }
*/
initialize: function(item) {
this.project = paper.project;
this.project.symbols.push(this);
this.setDefinition(item);
// Hash to keep track of placed instances
this._instances = {};
},
// TODO: Symbol#remove()
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// TODO: Symbol#name (accessible by name through project#symbols)
/**
* The project that this symbol belongs to.
*
* @type Project
* @readonly
* @name Symbol#project
*/
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/**
* Private notifier that is called whenever a change occurs in this symbol's
* definition.
*
* @param {ChangeFlag} flags describes what exactly has changed.
*/
_changed: function(flags) {
// Notify all PlacedItems of the change in our definition, so they
// can clear cached bounds.
Base.each(this._instances, function(item) {
item._changed(flags);
});
},
/**
* The symbol definition.
*
* @type Item
* @bean
*/
getDefinition: function() {
return this._definition;
},
setDefinition: function(item) {
// Make sure we're not steatling another symbol's definition
if (item._parentSymbol)
item = item.clone();
// Remove previous definition's reference to this symbol
if (this._definition)
delete this._definition._parentSymbol;
this._definition = item;
// Remove item from DOM, as it's embedded in Symbol now.
item.remove();
item.setSelected(false);
// Move position to 0, 0, so it's centered when placed.
item.setPosition(new Point());
item._parentSymbol = this;
this._changed(/*#=*/ Change.GEOMETRY);
},
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/**
* Places in instance of the symbol in the project.
*
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* @param [position] The position of the placed symbol.
* @return {PlacedSymbol}
*/
place: function(position) {
return new PlacedSymbol(this, position);
},
/**
* Returns a copy of the symbol.
*
* @return {Symbol}
*/
clone: function() {
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return new Symbol(this._definition.clone());
}
});