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Path#draw: Fix drawing of selected path handles.
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1 changed files with 4 additions and 2 deletions
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@ -681,15 +681,17 @@ var Path = this.Path = PathItem.extend({
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pointSelected = segment._selectionState == SelectionState.POINT;
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pointSelected = segment._selectionState == SelectionState.POINT;
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// TODO: draw handles depending on selection state of
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// TODO: draw handles depending on selection state of
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// segment.point and neighbouring segments.
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// segment.point and neighbouring segments.
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if (pointSelected || segment.isSelected(segment._handleIn))
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if (pointSelected || segment._isSelected(segment._handleIn))
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drawHandle(ctx, point, segment._handleIn);
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drawHandle(ctx, point, segment._handleIn);
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if (pointSelected || segment.isSelected(segment._handleOut))
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if (pointSelected || segment._isSelected(segment._handleOut))
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drawHandle(ctx, point, segment._handleOut);
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drawHandle(ctx, point, segment._handleOut);
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// Draw a rectangle at segment.point:
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// Draw a rectangle at segment.point:
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ctx.save();
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ctx.save();
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ctx.beginPath();
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ctx.beginPath();
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ctx.rect(point._x - 2, point._y - 2, 4, 4);
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ctx.rect(point._x - 2, point._y - 2, 4, 4);
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ctx.fill();
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ctx.fill();
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// If the point is not selected, draw a white square that is 1 px
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// smaller on all sides:
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if (!pointSelected) {
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if (!pointSelected) {
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ctx.beginPath();
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ctx.beginPath();
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ctx.rect(point._x - 1, point._y - 1, 2, 2);
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ctx.rect(point._x - 1, point._y - 1, 2, 2);
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