paper.js/src/item/Item.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.
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* http://paperjs.org/
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* http://scriptographer.org/
*
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* Distributed under the MIT license. See LICENSE file for details.
*
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* Copyright (c) 2011, Juerg Lehni & Jonathan Puckey
* http://lehni.org/ & http://jonathanpuckey.com/
*
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* All rights reserved.
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*/
var Item = this.Item = Base.extend({
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/** @lends Item# */
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/**
* @name Item
* @class The Item type allows you to access and modify the items in
* Paper.js projects. Its functionality is inherited by different project
* item types such as {@link Path}, {@link CompoundPath}, {@link Group},
* {@link Layer} and {@link Raster}. They each add a layer of functionality that
* is unique to their type, but share the underlying properties and functions
* that they inherit from Item.
*/
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initialize: function() {
// If _project is already set, the item was already moved into the DOM
// hierarchy. Used by Layer, where it's added to project.layers instead
if (!this._project)
paper.project.activeLayer.addChild(this);
this._style = PathStyle.create(this);
this.setStyle(this._project.getCurrentStyle());
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},
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/**
* Private notifier that is called whenever a change occurs in this item or
* its sub-elements, such as Segments, Curves, PathStyles, etc.
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*
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* @param {ChangeFlags} flags describes what exactly has changed.
*/
_changed: function(flags) {
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if (flags & ChangeFlags.GEOMETRY) {
delete this._bounds;
delete this._position;
}
},
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/**
* The unique id of the item.
*
* @type Number
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* @bean
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*/
getId: function() {
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if (this._id == null)
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this._id = Item._id = (Item._id || 0) + 1;
return this._id;
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},
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/**
* The name of the item. If the item has a name, it can be accessed by name
* through its parent's children list.
*
* @type String
* @bean
*
* @example {@paperscript}
* var path = new Path.Circle(new Point(80, 50), 35);
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* // Set the name of the path:
* path.name = 'example';
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*
* // Create a group and add path to it as a child:
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* var group = new Group();
* group.addChild(path);
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*
* // The path can be accessed by name:
* group.children['example'].fillColor = 'red';
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*/
getName: function() {
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return this._name;
},
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setName: function(name) {
// Note: Don't check if the name has changed and bail out if it has not,
// because setName is used internally also to update internal structures
// when an item is moved from one parent to another.
// If the item already had a name, remove the reference to it from the
// parent's children object:
if (this._name)
this._removeFromNamed();
this._name = name || undefined;
if (name) {
var children = this._parent._children,
namedChildren = this._parent._namedChildren;
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(namedChildren[name] = namedChildren[name] || []).push(this);
children[name] = this;
}
this._changed(ChangeFlags.ATTRIBUTE);
},
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/**
* The item's position within the project. This is the
* {@link Rectangle#center} of the item's {@link #bounds} rectangle.
*
* @type Point
* @bean
*
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* @example {@paperscript}
* // Changing the position of a path:
*
* // Create a circle at position { x: 10, y: 10 }
* var circle = new Path.Circle(new Point(10, 10), 10);
* circle.fillColor = 'red';
*
* // Move the circle to { x: 20, y: 20 }
* circle.position = new Point(20, 20);
*
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* // Move the circle 100 points to the right and 50 points down
* circle.position += new Point(100, 50);
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*
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* @example {@paperscript split=true height=100}
* // Changing the x coordinate of an item's position:
*
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* // Create a circle at position { x: 20, y: 20 }
* var circle = new Path.Circle(new Point(20, 20), 10);
* circle.fillColor = 'red';
*
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* // Move the circle 100 points to the right
* circle.position.x += 100;
*/
getPosition: function() {
// Cache position value
var pos = this._position
|| (this._position = this.getBounds().getCenter());
// this._position is a LinkedPoint as well, so we can use _x and _y.
// Do not cache LinkedPoints directly, since we would not be able to
// use them to calculate the difference in #setPosition, as when it is
// modified, it would hold new values already and only then cause the
// calling of #setPosition.
return LinkedPoint.create(this, 'setPosition', pos._x, pos._y);
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},
setPosition: function(point) {
this.translate(Point.read(arguments).subtract(this.getPosition()));
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},
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/**
* The path style of the item.
*
* @type PathStyle
* @bean
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*
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* @example {@paperscript}
* // Applying several styles to an item in one go, by passing an object
* // to its style property:
* var circle = new Path.Circle(new Point(80, 50), 30);
* circle.style = {
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* fillColor: 'blue',
* strokeColor: 'red',
* strokeWidth: 5
* };
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*
* @example {@paperscript split=true height=100}
* // Copying the style of another item:
* var path = new Path.Circle(new Point(50, 50), 30);
* path.fillColor = 'red';
*
* var path2 = new Path.Circle(new Point(180, 50), 20);
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* // Copy the path style of path:
* path2.style = path.style;
*
* @example {@paperscript}
* // Applying the same style object to multiple items:
* var myStyle = {
* fillColor: 'red',
* strokeColor: 'blue',
* strokeWidth: 4
* };
*
* var path = new Path.Circle(new Point(80, 50), 30);
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* path.style = myStyle;
*
* var path2 = new Path.Circle(new Point(150, 50), 20);
* path2.style = myStyle;
*/
getStyle: function() {
return this._style;
},
setStyle: function(style) {
this._style.initialize(style);
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}
}, new function() { // Injection scope to produce getter setters for properties
// We need setters because we want to call _changed() if a property was
// modified.
return Base.each(['locked', 'visible', 'blendMode', 'opacity'],
function(name) {
var part = Base.capitalize(name),
name = '_' + name;
this['get' + part] = function() {
return this[name];
};
this['set' + part] = function(value) {
if (value != this[name]) {
this[name] = value;
// #locked does not change appearance, all others do:
this._changed(ChangeFlags.ATTRIBUTE
| (name !== '_locked' ? ChangeFlags.APPEARANCE : 0));
}
};
}, {});
}, {
/** @lends Item# */
// Note: These properties have their getter / setters produced in the
// injection scope above.
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/**
* Specifies whether the item is locked.
*
* @name Item#locked
* @type Boolean
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* @default false
* @ignore
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*/
_locked: false,
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/**
* Specifies whether the item is visible. When set to {@code false}, the
* item won't be drawn.
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*
* @name Item#visible
* @type Boolean
* @default true
*
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* @example {@paperscript}
* // Hiding an item:
* var path = new Path.Circle(new Point(50, 50), 20);
* path.fillColor = 'red';
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*
* // Hide the path:
* path.visible = false;
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*/
_visible: true,
/**
* The blend mode of the item.
*
* @name Item#blendMode
* @type String('normal', 'multiply', 'screen', 'overlay', 'soft-light',
* 'hard-light', 'color-dodge', 'color-burn', 'darken', 'lighten',
* 'difference', 'exclusion', 'hue', 'saturation', 'luminosity', 'color',
* 'add', 'subtract', 'average', 'pin-light', 'negation')
* @default 'normal'
*
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* @example {@paperscript}
* // Setting an item's blend mode:
*
* // Create a white rectangle in the background
* // with the same dimensions as the view:
* var background = new Path.Rectangle(view.bounds);
* background.fillColor = 'white';
*
* var circle = new Path.Circle(new Point(80, 50), 35);
* circle.fillColor = 'red';
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*
* var circle2 = new Path.Circle(new Point(120, 50), 35);
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* circle2.fillColor = 'blue';
*
* // Set the blend mode of circle2:
* circle2.blendMode = 'multiply';
*/
_blendMode: 'normal',
/**
* The opacity of the item as a value between {@code 0} and {@code 1}.
*
* @name Item#opacity
* @type Number
* @default 1
*
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* @example {@paperscript}
* // Making an item 50% transparent:
* var circle = new Path.Circle(new Point(80, 50), 35);
* circle.fillColor = 'red';
*
* var circle2 = new Path.Circle(new Point(120, 50), 35);
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* circle2.style = {
* fillColor: 'blue',
* strokeColor: 'green',
* strokeWidth: 10
* };
*
* // Make circle2 50% transparent:
* circle2.opacity = 0.5;
*/
_opacity: 1,
/**
* Specifies whether an item is selected and will also return {@code true}
* if the item is partially selected (groups with some selected or partially
* selected paths).
*
* Paper.js draws the visual outlines of selected items on top of your
* project. This can be useful for debugging, as it allows you to see the
* construction of paths, position of path curves, individual segment points
* and bounding boxes of symbol and raster items.
*
* @type Boolean
* @default false
* @bean
* @see Project#selectedItems
* @see Segment#selected
* @see Point#selected
*
* @example {@paperscript}
* // Selecting an item:
* var path = new Path.Circle(new Size(80, 50), 35);
* path.selected = true; // Select the path
*/
isSelected: function() {
if (this._children) {
for (var i = 0, l = this._children.length; i < l; i++)
if (this._children[i].isSelected())
return true;
}
return this._selected;
},
setSelected: function(selected) {
if (this._children) {
for (var i = 0, l = this._children.length; i < l; i++) {
this._children[i].setSelected(selected);
}
} else if ((selected = !!selected) != this._selected) {
this._selected = selected;
this._project._updateSelection(this);
this._changed(ChangeFlags.ATTRIBUTE | ChangeFlags.APPEARANCE);
}
},
_selected: false,
// TODO: isFullySelected / setFullySelected
/**
* Specifies whether the item defines a clip mask. This can only be set on
* paths, compound paths, and text frame objects, and only if the item is
* already contained within a clipping group.
*
* @type Boolean
* @default false
* @bean
*/
isClipMask: function() {
return this._clipMask;
},
setClipMask: function(clipMask) {
this._clipMask = clipMask;
if (clipMask) {
this.setFillColor(null);
this.setStrokeColor(null);
}
this._changed(ChangeFlags.ATTRIBUTE | ChangeFlags.APPEARANCE);
},
_clipMask: false,
// TODO: get/setIsolated (print specific feature)
// TODO: get/setKnockout (print specific feature)
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// TODO: get/setAlphaIsShape
// TODO: get/setData
/**
* {@grouptitle Project Hierarchy}
* The project that this item belongs to.
*
* @type Project
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* @bean
*/
getProject: function() {
return this._project;
},
_setProject: function(project) {
if (this._project != project) {
this._project = project;
if (this._children) {
for (var i = 0, l = this._children.length; i < l; i++) {
this._children[i]._setProject(project);
}
}
}
},
// TODO: #getLayer()
/**
* The item that this item is contained within.
*
* @type Item
* @bean
*
* @example
* var path = new Path();
*
* // New items are placed in the active layer:
* console.log(path.parent == project.activeLayer); // true
*
* var group = new Group();
* group.addChild(path);
*
* // Now the parent of the path has become the group:
* console.log(path.parent == group); // true
*/
getParent: function() {
return this._parent;
},
// DOCS: add comment to Item#children about not playing around with the
// array directly - use addChild etc instead.
/**
* The children items contained within this item. Items that define a
* {@link #name} can also be accessed by name.
*
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* <b>Please note:</b> The children array should not be modified directly
* using array functions. To remove single items from the children list, use
* {@link Item#remove()}, to remove all items from the children list, use
* {@link Item#removeChildren()}. To add items to the children list, use
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* {@link Item#addChild(item)} or {@link Item#insertChild(index,item)}.
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*
* @type Item[]
* @bean
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*
* @example {@paperscript}
* // Accessing items in the children array:
* var path = new Path.Circle(new Point(80, 50), 35);
*
* // Create a group and move the path into it:
* var group = new Group();
* group.addChild(path);
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*
* // Access the path through the group's children array:
* group.children[0].fillColor = 'red';
*
* @example {@paperscript}
* // Accessing children by name:
* var path = new Path.Circle(new Point(80, 50), 35);
* // Set the name of the path:
* path.name = 'example';
*
* // Create a group and move the path into it:
* var group = new Group();
* group.addChild(path);
*
* // The path can be accessed by name:
* group.children['example'].fillColor = 'orange';
*
* @example {@paperscript}
* // Passing an array of items to item.children:
* var path = new Path.Circle(new Point(80, 50), 35);
*
* var group = new Group();
* group.children = [path];
*
* // The path is the first child of the group:
* group.firstChild.fillColor = 'green';
*/
getChildren: function() {
return this._children;
},
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setChildren: function(items) {
this.removeChildren();
this.addChildren(items);
},
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/**
* The first item contained within this item. This is a shortcut for
* accessing {@code item.children[0]}.
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*
* @type Item
* @bean
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*/
getFirstChild: function() {
return this._children && this._children[0] || null;
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},
/**
* The last item contained within this item.This is a shortcut for
* accessing {@code item.children[item.children.length - 1]}.
*
* @type Item
* @bean
*/
getLastChild: function() {
return this._children && this._children[this._children.length - 1]
|| null;
},
/**
* The next item on the same level as this item.
*
* @type Item
* @bean
*/
getNextSibling: function() {
return this._parent && this._parent._children[this._index + 1] || null;
},
/**
* The previous item on the same level as this item.
*
* @type Item
* @bean
*/
getPreviousSibling: function() {
return this._parent && this._parent._children[this._index - 1] || null;
},
/**
* The index of this item within the list of its parent's children.
*
* @type Number
* @bean
*/
getIndex: function() {
return this._index;
},
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/**
* Clones the item within the same project and places the copy above the
* item.
*
* @return {Item} the newly cloned item
*
* @example {@paperscript}
* // Cloning items:
* var circle = new Path.Circle(new Point(50, 50), 10);
* circle.fillColor = 'red';
*
* // Make 20 copies of the circle:
* for (var i = 0; i < 20; i++) {
* var copy = circle.clone();
*
* // Distribute the copies horizontally, so we can see them:
* copy.position.x += i * copy.bounds.width;
* }
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*/
clone: function() {
return this._clone(new this.constructor());
},
_clone: function(copy) {
// Copy over style
copy.setStyle(this._style);
// If this item has children, clone and append each of them:
if (this._children) {
for (var i = 0, l = this._children.length; i < l; i++)
copy.addChild(this._children[i].clone());
}
// Only copy over these fields if they are actually defined in 'this'
// TODO: Consider moving this to Base once it's useful in more than one
// place
var keys = ['_locked', '_visible', '_opacity', '_blendMode',
'_clipMask', '_selected'];
for (var i = 0, l = keys.length; i < l; i++) {
var key = keys[i];
if (this.hasOwnProperty(key))
copy[key] = this[key];
}
// Insert the clone above the original, at the same position.
copy.insertAbove(this);
// Only set name once the copy is moved, to avoid setting and unsettting
// name related structures.
if (this._name)
copy.setName(this._name);
return copy;
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},
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/**
* When passed a project, copies the item to the project,
* or duplicates it within the same project. When passed an item,
* copies the item into the specified item.
*
* @param {Project|Layer|Group|CompoundPath} item the item or project to
* copy the item to
* @return {Item} the new copy of the item
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*/
copyTo: function(itemOrProject) {
var copy = this.clone();
if (itemOrProject.layers) {
itemOrProject.activeLayer.addChild(copy);
} else {
itemOrProject.addChild(copy);
}
return copy;
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},
/**
* Rasterizes the item into a newly created Raster object. The item itself
* is not removed after rasterization.
*
* @param {Number} [resolution=72] the resolution of the raster in dpi
* @return {Raster} the newly created raster item
*
* @example {@paperscript}
* // Rasterizing an item:
* var circle = new Path.Circle(new Point(80, 50), 5);
* circle.fillColor = 'red';
*
* // Create a rasterized version of the path:
* var raster = circle.rasterize();
*
* // Move it 100pt to the right:
* raster.position.x += 100;
*
* // Scale the path and the raster by 300%, so we can compare them:
* circle.scale(5);
* raster.scale(5);
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*/
rasterize: function(resolution) {
// TODO: why would we want to pass a size to rasterize? Seems to produce
// weird results on Scriptographer. Also we can't use antialiasing, since
// Canvas doesn't support it yet. Project colorMode is also out of the
// question for now.
var bounds = this.getStrokeBounds(),
scale = (resolution || 72) / 72,
canvas = CanvasProvider.getCanvas(bounds.getSize().multiply(scale)),
ctx = canvas.getContext('2d'),
matrix = new Matrix().scale(scale).translate(-bounds.x, -bounds.y);
matrix.applyToContext(ctx);
this.draw(ctx, {});
var raster = new Raster(canvas);
raster.setPosition(this.getPosition());
raster.scale(1 / scale);
return raster;
},
/**
* {@grouptitle Hierarchy Operations}
* Adds the specified item as a child of this item at the end of the
* its children list. You can use this function for groups, compound
* paths and layers.
*
* @param {Item} item The item to be added as a child
*/
addChild: function(item) {
return this.insertChild(undefined, item);
},
/**
* Inserts the specified item as a child of this item at the specified
* index in its {@link #children} list. You can use this function for
* groups, compound paths and layers.
*
* @param {Number} index
* @param {Item} item The item to be appended as a child
*/
insertChild: function(index, item) {
if (this._children) {
item._remove(false, true);
Base.splice(this._children, [item], index, 0);
item._parent = this;
item._setProject(this._project);
if (item._name)
item.setName(item._name);
this._changed(ChangeFlags.HIERARCHY);
return true;
}
return false;
},
/**
* Adds the specified items as children of this item at the end of the
* its children list. You can use this function for groups, compound
* paths and layers.
*
* @param {item[]} items The items to be added as children
*/
addChildren: function(items) {
for (var i = 0, l = items && items.length; i < l; i++)
this.insertChild(undefined, items[i]);
},
/**
* Inserts the specified items as children of this item at the specified
* index in its {@link #children} list. You can use this function for
* groups, compound paths and layers.
*
* @param {Number} index
* @param {Item[]} items The items to be appended as children
*/
insertChildren: function(index, items) {
for (var i = 0, l = items && items.length; i < l; i++) {
if (this.insertChild(index, items[i]))
index++;
}
},
/**
* Inserts this item above the specified item.
*
* @param {Item} item The item above which it should be moved
* @return {Boolean} {@true it was inserted}
*/
insertAbove: function(item) {
return item._parent && item._parent.insertChild(
item._index + 1, this);
},
/**
* Inserts this item below the specified item.
*
* @param {Item} item The item above which it should be moved
* @return {Boolean} {@true it was inserted}
*/
insertBelow: function(item) {
return item._parent && item._parent.insertChild(
item._index - 1, this);
},
/**
* Inserts the specified item as a child of this item by appending it to
* the list of children and moving it above all other children. You can
* use this function for groups, compound paths and layers.
*
* @param {Item} item The item to be appended as a child
* @deprecated use {@link #addChild(item)} instead.
*/
appendTop: function(item) {
return this.addChild(item);
},
/**
* Inserts the specified item as a child of this item by appending it to
* the list of children and moving it below all other children. You can
* use this function for groups, compound paths and layers.
*
* @param {Item} item The item to be appended as a child
* @deprecated use {@link #insertChild(index, item)} instead.
*/
appendBottom: function(item) {
return this.insertChild(0, item);
},
/**
* Moves this item above the specified item.
*
* @param {Item} item The item above which it should be moved
* @return {Boolean} {@true it was moved}
* @deprecated use {@link #insertAbove(item)} instead.
*/
moveAbove: function(item) {
return this.insertAbove(item);
},
/**
* Moves the item below the specified item.
*
* @param {Item} item the item below which it should be moved
* @return {Boolean} {@true it was moved}
* @deprecated use {@link #insertBelow(item)} instead.
*/
moveBelow: function(item) {
return this.insertBelow(item);
},
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/**
* Removes the item from its parent's named children list.
*/
_removeFromNamed: function() {
var children = this._parent._children,
namedChildren = this._parent._namedChildren,
name = this._name,
namedArray = namedChildren[name],
index = namedArray ? namedArray.indexOf(this) : -1;
if (index == -1)
return;
// Remove the named reference
if (children[name] == this)
delete children[name];
// Remove this entry
namedArray.splice(index, 1);
// If there are any items left in the named array, set
// the last of them to be this.parent.children[this.name]
if (namedArray.length) {
children[name] = namedArray[namedArray.length - 1];
} else {
// Otherwise delete the empty array
delete namedChildren[name];
}
},
/**
* Removes the item from its parent's children list.
*/
_remove: function(deselect, notify) {
if (this._parent) {
if (deselect)
this.setSelected(false);
if (this._name)
this._removeFromNamed();
Base.splice(this._parent._children, null, this._index, 1);
// Notify parent of changed hierarchy
if (notify)
this._parent._changed(ChangeFlags.HIERARCHY);
this._parent = null;
return true;
}
return false;
},
/**
* Removes the item from the project. If the item has children, they are also
* removed.
*
* @return {Boolean} {@true the item was removed}
*/
remove: function() {
return this._remove(true, true);
},
/**
* Removes all of the item's {@link #children} (if any).
*
* @name Item#removeChildren
* @function
* @return {Array} an array containing the removed items
*/
/**
* Removes all of the item's {@link #children} (if any).
*
* @return {Array} an array containing the removed items
*/
/**
* Removes the children from the specified {@code from} index to the
* {@code to} index from the parent's {@link #children} array.
*
* @param {Number} from the beginning index, inclusive
* @param {Number} [to=children.length] the ending index, exclusive
* @return {Array} an array containing the removed items
*/
removeChildren: function(from, to) {
if (!this._children)
return null;
from = from || 0;
to = Base.pick(to, this._children.length);
var removed = this._children.splice(from, to - from);
for (var i = removed.length - 1; i >= 0; i--)
removed[i]._remove(true, false);
if (removed.length > 0)
this._changed(ChangeFlags.HIERARCHY);
return removed;
},
/**
* Reverses the order of the item's children
*/
reverseChildren: function() {
if (this._children) {
this._children.reverse();
// Adjust inidces
for (var i = 0, l = this._children.length; i < l; i++)
this._children[i]._index = i;
this._changed(ChangeFlags.HIERARCHY);
}
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},
// TODO: Item#isEditable is currently ignored in the documentation, as
// locking an item currently has no effect
/**
* {@grouptitle Tests}
* Checks whether the item is editable.
*
* @return {Boolean} {@true when neither the item, nor its parents are
* locked or hidden}
* @ignore
*/
isEditable: function() {
var item = this;
while (item) {
if (!item._visible || item._locked)
return false;
item = item._parent;
}
return true;
},
/**
* Checks whether the item is valid, i.e. it hasn't been removed.
*
* @return {Boolean} {@true the item is valid}
*/
// TODO: isValid / checkValid
/**
* Returns -1 if 'this' is above 'item', 1 if below, 0 if their order is not
* defined in such a way, e.g. if one is a descendant of the other.
*/
_getOrder: function(item) {
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// Private method that produces a list of anchestors, starting with the
// root and ending with the actual element as the last entry.
function getList(item) {
var list = [];
do {
list.unshift(item);
} while (item = item._parent)
return list;
}
var list1 = getList(this),
list2 = getList(item);
for (var i = 0, l = Math.min(list1.length, list2.length); i < l; i++) {
if (list1[i] != list2[i]) {
// Found the position in the parents list where the two start
// to differ. Look at who's above who.
return list1[i]._index < list2[i]._index ? 1 : -1;
}
}
return 0;
},
/**
* {@grouptitle Hierarchy Tests}
*
* Checks if the item contains any children items.
*
* @return {Boolean} {@true it has one or more children}
*/
hasChildren: function() {
return this._children && this._children.length > 0;
},
/**
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* Checks if this item is above the specified item in the stacking order
* of the project.
*
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* @param {Item} item The item to check against
* @return {Boolean} {@true if it is above the specified item}
*/
isAbove: function(item) {
return this._getOrder(item) == -1;
},
/**
* Checks if the item is below the specified item in the stacking order of
* the project.
*
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* @param {Item} item The item to check against
* @return {Boolean} {@true if it is below the specified item}
*/
isBelow: function(item) {
return this._getOrder(item) == 1;
},
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/**
* Checks whether the specified item is the parent of the item.
*
* @param {Item} item The item to check against
* @return {Boolean} {@true if it is the parent of the item}
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*/
isParent: function(item) {
return this._parent == item;
},
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/**
* Checks whether the specified item is a child of the item.
*
* @param {Item} item The item to check against
* @return {Boolean} {@true it is a child of the item}
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*/
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isChild: function(item) {
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return item && item._parent == this;
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},
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/**
* Checks if the item is contained within the specified item.
*
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* @param {Item} item The item to check against
* @return {Boolean} {@true if it is inside the specified item}
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*/
isDescendant: function(item) {
var parent = this;
while (parent = parent._parent) {
if (parent == item)
return true;
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}
return false;
},
/**
* Checks if the item is an ancestor of the specified item.
*
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* @param {Item} item the item to check against
* @return {Boolean} {@true if the item is an ancestor of the specified
* item}
*/
isAncestor: function(item) {
return item ? item.isDescendant(this) : false;
},
/**
* Checks whether the item is grouped with the specified item.
*
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* @param {Item} item
* @return {Boolean} {@true if the items are grouped together}
*/
isGroupedWith: function(item) {
var parent = this._parent;
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while (parent) {
// Find group parents. Check for parent._parent, since don't want
// top level layers, because they also inherit from Group
if (parent._parent
&& (parent instanceof Group || parent instanceof CompoundPath)
&& item.isDescendant(parent))
return true;
// Keep walking up otherwise
parent = parent._parent;
}
return false;
},
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/**
* {@grouptitle Bounding Rectangles}
*
* The bounding rectangle of the item excluding stroke width.
* @type Rectangle
* @bean
*/
getBounds: function() {
return this._getBounds(false);
},
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/**
* The bounding rectangle of the item including stroke width.
*
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* @type Rectangle
* @bean
*/
getStrokeBounds: function() {
return this._getBounds(true);
},
_getBounds: function(includeStroke) {
var children = this._children;
// TODO: What to return if nothing is defined, e.g. empty Groups?
// Scriptographer behaves weirdly then too.
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if (!children || children.length == 0)
return new Rectangle();
var x1 = Infinity,
x2 = -Infinity,
y1 = x1,
y2 = x2,
getBounds = includeStroke ? 'getStrokeBounds' : 'getBounds';
for (var i = 0, l = children.length; i < l; i++) {
var child = children[i];
if (child._visible) {
var rect = child[getBounds]();
x1 = Math.min(rect.x, x1);
y1 = Math.min(rect.y, y1);
x2 = Math.max(rect.x + rect.width, x2);
y2 = Math.max(rect.y + rect.height, y2);
}
}
return includeStroke
? Rectangle.create(x1, y1, x2 - x1, y2 - y1)
: LinkedRectangle.create(this, 'setBounds',
x1, y1, x2 - x1, y2 - y1);
},
setBounds: function(rect) {
rect = Rectangle.read(arguments);
var bounds = this.getBounds(),
matrix = new Matrix(),
center = rect.getCenter();
// Read this from bottom to top:
// Translate to new center:
matrix.translate(center);
// Scale to new Size, if size changes and avoid divisions by 0:
if (rect.width != bounds.width || rect.height != bounds.height) {
matrix.scale(
bounds.width != 0 ? rect.width / bounds.width : 1,
bounds.height != 0 ? rect.height / bounds.height : 1);
}
// Translate to center:
center = bounds.getCenter();
matrix.translate(-center.x, -center.y);
// Now execute the transformation:
this.transform(matrix);
},
/**
* The bounding rectangle of the item including stroke width and controls.
*/
// TODO: getControlBounds
/**
* {@grouptitle Stroke Style}
*
* The color of the stroke.
*
* @property
* @name Item#strokeColor
* @type RGBColor|HSBColor|GrayColor
*
* @example {@paperscript}
* // Setting the stroke color of a path:
*
* // Create a circle shaped path at { x: 80, y: 50 }
* // with a radius of 35:
* var circle = new Path.Circle(new Point(80, 50), 35);
*
* // Set its stroke color to RGB red:
* circle.strokeColor = new RGBColor(1, 0, 0);
*/
/**
* The width of the stroke.
*
* @property
* @name Item#strokeWidth
* @type Number
*
* @example {@paperscript}
* // Setting an item's stroke width:
*
* // Create a circle shaped path at { x: 80, y: 50 }
* // with a radius of 35:
* var circle = new Path.Circle(new Point(80, 50), 35);
*
* // Set its stroke color to black:
* circle.strokeColor = 'black';
*
* // Set its stroke width to 10:
* circle.strokeWidth = 10;
*/
/**
* The shape to be used at the end of open {@link Path} items, when they
* have a stroke.
*
* @property
* @name Item#strokeCap
* @default 'butt'
* @type String('round', 'square', 'butt')
*
* @example {@paperscript height=200}
* // A look at the different stroke caps:
*
* var line = new Path(new Point(80, 50), new Point(420, 50));
* line.strokeColor = 'black';
* line.strokeWidth = 20;
*
* // Select the path, so we can see where the stroke is formed:
* line.selected = true;
*
* // Set the stroke cap of the line to be round:
* line.strokeCap = 'round';
*
* // Copy the path and set its stroke cap to be square:
* var line2 = line.clone();
* line2.position.y += 50;
* line2.strokeCap = 'square';
*
* // Make another copy and set its stroke cap to be butt:
* var line2 = line.clone();
* line2.position.y += 100;
* line2.strokeCap = 'butt';
*/
/**
* The shape to be used at the corners of paths when they have a stroke.
*
* @property
* @name Item#strokeJoin
* @default 'miter'
* @type String ('miter', 'round', 'bevel')
*
*
* @example {@paperscript height=120}
* // A look at the different stroke joins:
* var path = new Path();
* path.add(new Point(80, 100));
* path.add(new Point(120, 40));
* path.add(new Point(160, 100));
* path.strokeColor = 'black';
* path.strokeWidth = 20;
*
* // Select the path, so we can see where the stroke is formed:
* path.selected = true;
*
* var path2 = path.clone();
* path2.position.x += path2.bounds.width * 1.5;
* path2.strokeJoin = 'round';
*
* var path3 = path2.clone();
* path3.position.x += path3.bounds.width * 1.5;
* path3.strokeJoin = 'bevel';
*/
/**
* The dash offset of the stroke.
*
* @property
* @name Item#dashOffset
* @default 0
* @type Number
*/
/**
* Specifies an array containing the dash and gap lengths of the stroke.
*
* @example {@paperscript}
* var path = new Path.Circle(new Point(80, 50), 40);
* path.strokeWidth = 2;
* path.strokeColor = 'black';
*
* // Set the dashed stroke to [10pt dash, 4pt gap]:
* path.dashArray = [10, 4];
*
* @property
* @name Item#dashArray
* @default []
* @type Array
*/
/**
* The miter limit of the stroke.
* When two line segments meet at a sharp angle and miter joins have been
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* specified for {@link Item#strokeJoin}, it is possible for the miter to
* extend far beyond the {@link Item#strokeWidth} of the path. The
* miterLimit imposes a limit on the ratio of the miter length to the
* {@link Item#strokeWidth}.
*
* @property
* @default 10
* @name Item#miterLimit
* @type Number
*/
/**
* {@grouptitle Fill Style}
*
* The fill color of the item.
*
* @property
* @name Item#fillColor
* @type RGBColor|HSBColor|GrayColor
*
* @example {@paperscript}
* // Setting the fill color of a path to red:
*
* // Create a circle shaped path at { x: 80, y: 50 }
* // with a radius of 35:
* var circle = new Path.Circle(new Point(80, 50), 35);
*
* // Set the fill color of the circle to RGB red:
* circle.fillColor = new RGBColor(1, 0, 0);
*/
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// DOCS: document the different arguments that this function can receive.
/**
* {@grouptitle Transform Functions}
*
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* Scales the item by the given value from its center point, or optionally
* from a supplied point.
*
* @name Item#scale
* @function
* @param {Number} scale the scale factor
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* @param {Point} [center={@link Item#position}]
*
* @example {@paperscript}
* // Scaling an item from its center point:
*
* // Create a circle shaped path at { x: 80, y: 50 }
* // with a radius of 20:
* var circle = new Path.Circle(new Point(80, 50), 20);
* circle.fillColor = 'red';
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*
* // Scale the path by 150% from its center point
* circle.scale(1.5);
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*
* @example {@paperscript}
* // Scaling an item from a specific point:
*
* // Create a circle shaped path at { x: 80, y: 50 }
* // with a radius of 20:
* var circle = new Path.Circle(new Point(80, 50), 20);
* circle.fillColor = 'red';
*
* // Scale the path 150% from its bottom left corner
* circle.scale(1.5, circle.bounds.bottomLeft);
*/
/**
* Scales the item by the given values from its center point, or optionally
* from a supplied point.
*
* @name Item#scale
* @function
* @param {Number} sx the horizontal scale factor
* @param {Number} sy the vertical scale factor
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* @param {Point} [center={@link Item#position}]
*
* @example {@paperscript}
* // Scaling an item horizontally by 300%:
*
* // Create a circle shaped path at { x: 100, y: 50 }
* // with a radius of 20:
* var circle = new Path.Circle(new Point(100, 50), 20);
* circle.fillColor = 'red';
*
* // Scale the path horizontally by 300%
* circle.scale(3, 1);
*/
scale: function(sx, sy /* | scale */, center) {
// See Matrix#scale for explanation of this:
if (arguments.length < 2 || typeof sy === 'object') {
center = sy;
sy = sx;
}
return this.transform(new Matrix().scale(sx, sy,
center || this.getPosition()));
},
/**
* Translates (moves) the item by the given offset point.
*
* @param {Point} delta the offset to translate the item by
*/
translate: function(delta) {
var mx = new Matrix();
return this.transform(mx.translate.apply(mx, arguments));
},
/**
* Rotates the item by a given angle around the given point.
*
* Angles are oriented clockwise and measured in degrees.
*
* @param {Number} angle the rotation angle
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* @param {Point} [center={@link Item#position}]
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* @see Matrix#rotate
*
* @example {@paperscript}
* // Rotating an item:
*
* // Create a rectangle shaped path with its top left
* // point at {x: 80, y: 25} and a size of {width: 50, height: 50}:
* var path = new Path.Rectangle(new Point(80, 25), new Size(50, 50));
* path.fillColor = 'black';
*
* // Rotate the path by 30 degrees:
* path.rotate(30);
*
* @example {@paperscript height=200}
* // Rotating an item around a specific point:
*
* // Create a rectangle shaped path with its top left
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* // point at {x: 175, y: 50} and a size of {width: 100, height: 100}:
* var topLeft = new Point(175, 50);
* var size = new Size(100, 100);
* var path = new Path.Rectangle(topLeft, size);
* path.fillColor = 'black';
*
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* // Draw a circle shaped path in the center of the view,
* // to show the rotation point:
* var circle = new Path.Circle(view.center, 5);
* circle.fillColor = 'white';
*
* // Each frame rotate the path 3 degrees around the center point
* // of the view:
* function onFrame(event) {
* path.rotate(3, view.center);
* }
*/
rotate: function(angle, center) {
return this.transform(new Matrix().rotate(angle,
center || this.getPosition()));
},
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// TODO: Add test for item shearing, as it might be behaving oddly.
/**
* Shears the item by the given value from its center point, or optionally
* by a supplied point.
*
* @name Item#shear
* @function
* @param {Point} point
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* @param {Point} [center={@link Item#position}]
* @see Matrix#shear
*/
/**
* Shears the item by the given values from its center point, or optionally
* by a supplied point.
*
* @name Item#shear
* @function
* @param {Number} shx
* @param {Number} shy
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* @param {Point} [center={@link Item#position}]
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* @see Matrix#shear
*/
shear: function(shx, shy, center) {
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// PORT: Add support for center back to Scriptographer too!
// See Matrix#scale for explanation of this:
if (arguments.length < 2 || typeof sy === 'object') {
center = shy;
shy = shx;
}
return this.transform(new Matrix().shear(shx, shy,
center || this.getPosition()));
},
/**
* Transform the item.
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*
* @param {Matrix} matrix
* @param {Array} flags Array of any of the following: 'objects', 'children',
* 'fill-gradients', 'fill-patterns', 'stroke-patterns', 'lines'.
* Default: ['objects', 'children']
*/
transform: function(matrix, flags) {
// TODO: Handle flags, add TransformFlag class and convert to bit mask
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// for quicker checking.
// TODO: Call transform on chidren only if 'children' flag is provided.
if (this._transform) {
// TODO: Detect matrices that contain only translations and scaling
// and transform the cached _bounds and _position without
// recalculating each time.
this._transform(matrix, flags);
this._changed(ChangeFlags.GEOMETRY);
}
// Transform position as well. Do not modify _position directly,
// since it's a LinkedPoint and would cause recursion!
if (this._position)
matrix._transformPoint(this._position, this._position, true);
if (this._children) {
for (var i = 0, l = this._children.length; i < l; i++) {
var child = this._children[i];
child.transform(matrix, flags);
}
}
// PORT: Return 'this' in all chainable commands
return this;
},
/**
* Transform the item so that its {@link #bounds} fit within the specified
* rectangle, without changing its aspect ratio.
*
* @param {Rectangle} rectangle
* @param {Boolean} [fill=false]
*
* @example {@paperscript height=100}
* // Fitting an item to the bounding rectangle of another item's bounding
* // rectangle:
*
* // Create a rectangle shaped path with its top left corner
* // at {x: 80, y: 25} and a size of {width: 75, height: 50}:
* var size = new Size(75, 50);
* var path = new Path.Rectangle(new Point(80, 25), size);
* path.fillColor = 'black';
*
* // Create a circle shaped path with its center at {x: 80, y: 50}
* // and a radius of 30.
* var circlePath = new Path.Circle(new Point(80, 50), 30);
* circlePath.fillColor = 'red';
*
* // Fit the circlePath to the bounding rectangle of
* // the rectangular path:
* circlePath.fitBounds(path.bounds);
*
* @example {@paperscript height=100}
* // Fitting an item to the bounding rectangle of another item's bounding
* // rectangle with the fill parameter set to true:
*
* // Create a rectangle shaped path with its top left corner
* // at {x: 80, y: 25} and a size of {width: 75, height: 50}:
* var size = new Size(75, 50);
* var path = new Path.Rectangle(new Point(80, 25), size);
* path.fillColor = 'black';
*
* // Create a circle shaped path with its center at {x: 80, y: 50}
* // and a radius of 30.
* var circlePath = new Path.Circle(new Point(80, 50), 30);
* circlePath.fillColor = 'red';
*
* // Fit the circlePath to the bounding rectangle of
* // the rectangular path:
* circlePath.fitBounds(path.bounds, true);
*
* @example {@paperscript height=200}
* // Fitting an item to the bounding rectangle of the view
* var path = new Path.Circle(new Point(80, 50), 30);
* path.fillColor = 'red';
*
* // Fit the path to the bounding rectangle of the view:
* path.fitBounds(view.bounds);
*/
fitBounds: function(rectangle, fill) {
rectangle = Rectangle.read(arguments);
var bounds = this.getBounds(),
itemRatio = bounds.height / bounds.width,
rectRatio = rectangle.height / rectangle.width,
scale = (fill ? itemRatio > rectRatio : itemRatio < rectRatio)
? rectangle.width / bounds.width
: rectangle.height / bounds.height,
delta = rectangle.getCenter().subtract(bounds.getCenter()),
newBounds = new Rectangle(new Point(),
new Size(bounds.width * scale, bounds.height * scale));
newBounds.setCenter(rectangle.getCenter());
this.setBounds(newBounds);
},
/*
_transform: function(matrix, flags) {
// The code that performs the actual transformation of content,
// if defined. Item itself does not define this.
},
*/
// TODO: toString
statics: {
drawSelectedBounds: function(bounds, ctx, matrix) {
var coords = matrix._transformCorners(bounds);
ctx.beginPath();
for (var i = 0; i < 8; i++)
ctx[i == 0 ? 'moveTo' : 'lineTo'](coords[i], coords[++i]);
ctx.closePath();
ctx.stroke();
for (var i = 0; i < 8; i++) {
ctx.beginPath();
ctx.rect(coords[i] - 2, coords[++i] - 2, 4, 4);
ctx.fill();
}
},
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// TODO: Implement View into the drawing.
// TODO: Optimize temporary canvas drawing to ignore parts that are
// outside of the visible view.
draw: function(item, ctx, param) {
if (!item._visible || item._opacity == 0)
return;
var tempCanvas, parentCtx;
// If the item has a blendMode or is defining an opacity, draw it on
// a temporary canvas first and composite the canvas afterwards.
// Paths with an opacity < 1 that both define a fillColor
// and strokeColor also need to be drawn on a temporary canvas first,
// since otherwise their stroke is drawn half transparent over their
// fill.
if (item._blendMode !== 'normal'
|| item._opacity < 1
&& !(item._segments && (!item.getFillColor()
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|| !item.getStrokeColor()))) {
var bounds = item.getStrokeBounds() || item.getBounds();
if (!bounds.width || !bounds.height)
return;
// Floor the offset and ceil the size, so we don't cut off any
// antialiased pixels when drawing onto the temporary canvas.
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var itemOffset = bounds.getTopLeft().floor(),
size = bounds.getSize().ceil().add(new Size(1, 1));
tempCanvas = CanvasProvider.getCanvas(size);
// Save the parent context, so we can draw onto it later
parentCtx = ctx;
// Set ctx to the context of the temporary canvas,
// so we draw onto it, instead of the parentCtx
ctx = tempCanvas.getContext('2d');
ctx.save();
// Translate the context so the topLeft of the item is at (0, 0)
// on the temporary canvas.
ctx.translate(-itemOffset.x, -itemOffset.y);
}
var savedOffset;
if (itemOffset) {
savedOffset = param.offset;
param.offset = itemOffset;
}
item.draw(ctx, param);
if (itemOffset)
param.offset = savedOffset;
// If we created a temporary canvas before, composite it onto the
// parent canvas:
if (tempCanvas) {
// Restore the temporary canvas to its state before the
// translation matrix was applied above.
ctx.restore();
// If the item has a blendMode, use BlendMode#process to
// composite its canvas on the parentCanvas.
if (item._blendMode !== 'normal') {
// The pixel offset of the temporary canvas to the parent
// canvas.
var pixelOffset = itemOffset.subtract(param.offset);
BlendMode.process(item._blendMode, ctx, parentCtx,
item._opacity, pixelOffset);
} else {
// Otherwise we just need to set the globalAlpha before drawing
// the temporary canvas on the parent canvas.
parentCtx.save();
parentCtx.globalAlpha = item._opacity;
parentCtx.drawImage(tempCanvas,
itemOffset.x, itemOffset.y);
parentCtx.restore();
}
// Return the temporary canvas, so it can be reused
CanvasProvider.returnCanvas(tempCanvas);
}
}
}
}, new function() {
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/**
* {@grouptitle Remove On Event}
*
* Removes the item when the events specified in the passed object literal
* occur.
* The object literal can contain the following values:
* Remove the item when the next {@link Tool#onMouseMove} event is
* fired: {@code object.move = true}
*
* Remove the item when the next {@link Tool#onMouseDrag} event is
* fired: {@code object.drag = true}
*
* Remove the item when the next {@link Tool#onMouseDown} event is
* fired: {@code object.down = true}
*
* Remove the item when the next {@link Tool#onMouseUp} event is
* fired: {@code object.up = true}
*
* @name Item#removeOn
* @function
* @param {Object} object
*
* @example {@paperscript height=200}
* // Click and drag below:
* function onMouseDrag(event) {
* // Create a circle shaped path at the mouse position,
* // with a radius of 10:
* var path = new Path.Circle(event.point, 10);
* path.fillColor = 'black';
*
* // Remove the path on the next onMouseDrag or onMouseDown event:
* path.removeOn({
* drag: true,
* down: true
* });
* }
*/
/**
* Removes the item when the next {@link Tool#onMouseMove} event is fired.
*
* @name Item#removeOnMove
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* @function
*
* @example {@paperscript height=200}
* // Move your mouse below:
* function onMouseMove(event) {
* // Create a circle shaped path at the mouse position,
* // with a radius of 10:
* var path = new Path.Circle(event.point, 10);
* path.fillColor = 'black';
*
* // On the next move event, automatically remove the path:
* path.removeOnMove();
* }
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*/
/**
* Removes the item when the next {@link Tool#onMouseDown} event is fired.
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*
* @name Item#removeOnDown
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* @function
*
* @example {@paperscript height=200}
* // Click a few times below:
* function onMouseDown(event) {
* // Create a circle shaped path at the mouse position,
* // with a radius of 10:
* var path = new Path.Circle(event.point, 10);
* path.fillColor = 'black';
*
* // Remove the path, next time the mouse is pressed:
* path.removeOnDown();
* }
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*/
/**
* Removes the item when the next {@link Tool#onMouseDrag} event is fired.
*
* @name Item#removeOnDrag
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* @function
*
* @example {@paperscript height=200}
* // Click and drag below:
* function onMouseDrag(event) {
* // Create a circle shaped path at the mouse position,
* // with a radius of 10:
* var path = new Path.Circle(event.point, 10);
* path.fillColor = 'black';
*
* // On the next drag event, automatically remove the path:
* path.removeOnDrag();
* }
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*/
/**
* Removes the item when the next {@link Tool#onMouseUp} event is fired.
*
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* @name Item#removeOnUp
* @function
*
* @example {@paperscript height=200}
* // Click a few times below:
* function onMouseDown(event) {
* // Create a circle shaped path at the mouse position,
* // with a radius of 10:
* var path = new Path.Circle(event.point, 10);
* path.fillColor = 'black';
*
* // Remove the path, when the mouse is released:
* path.removeOnUp();
* }
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*/
var sets = {
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down: {}, drag: {}, up: {}, move: {}
};
function removeAll(set) {
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for (var id in set) {
var item = set[id];
item.remove();
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for (var type in sets) {
var other = sets[type];
if (other != set && other[item.getId()])
delete other[item.getId()];
}
}
}
function installHandler(name) {
var handler = 'onMouse' + Base.capitalize(name);
// Inject a onMouse handler that performs all the behind the scene magic
// and calls the script's handler at the end, if defined.
var func = paper.tool[handler];
if (!func || !func._installed) {
var hash = {};
hash[handler] = function(event) {
// Always clear the drag set on mouseup
if (name === 'up')
sets.drag = {};
removeAll(sets[name]);
sets[name] = {};
// Call the script's overridden handler, if defined
if (this.base)
this.base(event);
};
paper.tool.inject(hash);
// Only install this handler once, and mark it as installed,
// to prevent repeated installing.
paper.tool[handler]._installed = true;
}
}
// TODO: implement Item#removeOnFrame
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return Base.each(['down', 'drag', 'up', 'move'], function(name) {
this['removeOn' + Base.capitalize(name)] = function() {
var hash = {};
hash[name] = true;
return this.removeOn(hash);
};
}, {
removeOn: function(obj) {
for (var name in obj) {
if (obj[name]) {
sets[name][this.getId()] = this;
// Since the drag set gets cleared in up, we need to make
// sure it's installed too
if (name === 'drag')
installHandler('up');
installHandler(name);
}
}
return this;
}
});
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});