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More work on Color refactoring.
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1 changed files with 66 additions and 47 deletions
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@ -55,39 +55,43 @@ var Color = this.Color = Base.extend(new function() {
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var colorCache = {},
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colorCtx;
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function nameToRgbColor(name) {
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var color = colorCache[name];
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if (color)
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return color.clone();
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// Use a canvas to draw to with the given name and then retrieve rgb
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// values from. Build a cache for all the used colors.
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if (!colorCtx) {
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colorCtx = CanvasProvider.getContext(1, 1);
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colorCtx.globalCompositeOperation = 'copy';
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function nameToRgb(name) {
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var cached = colorCache[name];
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if (!cached) {
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// Use a canvas to draw to with the given name and then retrieve rgb
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// values from. Build a cache for all the used colors.
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if (!colorCtx) {
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colorCtx = CanvasProvider.getContext(1, 1);
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colorCtx.globalCompositeOperation = 'copy';
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}
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// Set the current fillStyle to transparent, so that it will be
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// transparent instead of the previously set color in case the new
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// color can not be interpreted.
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colorCtx.fillStyle = 'rgba(0,0,0,0)';
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// Set the fillStyle of the context to the passed name and fill the
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// canvas with it, then retrieve the data for the drawn pixel:
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colorCtx.fillStyle = name;
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colorCtx.fillRect(0, 0, 1, 1);
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var data = colorCtx.getImageData(0, 0, 1, 1).data;
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cached = colorCache[name] = [
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data[0] / 255,
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data[1] / 255,
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data[2] / 255
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];
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}
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// Set the current fillStyle to transparent, so that it will be
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// transparent instead of the previously set color in case the new color
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// can not be interpreted.
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colorCtx.fillStyle = 'rgba(0,0,0,0)';
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// Set the fillStyle of the context to the passed name and fill the
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// canvas with it, then retrieve the data for the drawn pixel:
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colorCtx.fillStyle = name;
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colorCtx.fillRect(0, 0, 1, 1);
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var data = colorCtx.getImageData(0, 0, 1, 1).data,
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rgb = [data[0] / 255, data[1] / 255, data[2] / 255];
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return (colorCache[name] = new Color(rgb)).clone();
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return cached.slice();
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}
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function hexToRgbColor(string) {
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function hexToRgb(string) {
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var hex = string.match(/^#?(\w{1,2})(\w{1,2})(\w{1,2})$/);
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if (hex.length >= 4) {
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var rgb = new Array(3);
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var components = new Array(3);
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for (var i = 0; i < 3; i++) {
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var channel = hex[i + 1];
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rgb[i] = parseInt(channel.length == 1
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? channel + channel : channel, 16) / 255;
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var value = hex[i + 1];
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components[i] = parseInt(value.length == 1
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? value + value : value, 16) / 255;
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}
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return new Color(rgb);
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return components;
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}
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}
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@ -217,10 +221,11 @@ var Color = this.Color = Base.extend(new function() {
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initialize: function(arg) {
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// We are storing color internally as an array of components
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var type,
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components = typeof arg === 'number'
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var argType = arg && typeof arg,
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type,
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components = argType === 'number'
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? arguments
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: arg && arg.length != null
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: Array.isArray(arg)
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? arg
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: [],
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alpha;
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@ -233,26 +238,40 @@ var Color = this.Color = Base.extend(new function() {
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: 'gray';
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var length = types[type].length;
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alpha = components[length];
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if (this._read)
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this._read = components === arguments
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? length + (alpha != null ? 1 : 0)
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: 1;
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components = Array.prototype.slice.call(components, 0, length);
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} else if (arg) {
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// Loop through all possible types and detect type by property
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// names. Then convert to components array
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for (var t in types) {
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var properties = types[t];
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if (properties[0] in arg) {
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type = t;
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for (var i = 0, l = properties.length; i < l; i++)
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components[i] = arg[properties[i]];
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break;
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}
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} else {
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if (argType === 'object') {
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// Loop through all possible types and detect type by
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// property names. Then convert to components array
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type = 'hue' in arg
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? 'lightness' in arg
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? 'hsl'
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: 'hsb'
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: 'gray' in arg
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? 'gray'
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: 'rgb';
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var properties = types[type];
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for (var i = 0, l = properties.length; i < l; i++)
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components[i] = arg[properties[i]];
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alpha = arg.alpha;
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} else if (argType === 'string') {
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components = arg.match(/^#[0-9a-f]{3,6}$/i)
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? hexToRgb(arg)
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: nameToRgb(arg);
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type = 'rgb';
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}
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if (type) {
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if (this._read)
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this._read = 1;
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} else {
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// Default fallback: rgb black
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type = 'rgb';
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components = [0, 0, 0];
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}
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alpha = arg.alpha;
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}
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if (!type) {
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// Default fallback: rgb black
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type = 'rgb';
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components = [0, 0, 0];
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}
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this._type = type;
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this._components = components;
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