/*
* 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 View
*
* @class The View object wraps a canvas element and handles drawing and user
* interaction through mouse and keyboard for it. It offer means to scroll the
* view, find the currently visible bounds in project coordinates, or the
* center, both useful for constructing artwork that should appear centered on
* screen.
*/
var View = this.View = Base.extend(/** @lends View# */{
/**
* Creates a view object
* @param {Canvas} canvas
*/
initialize: function(canvas) {
// Associate this view with the active paper scope.
this._scope = paper;
// Push it onto project.views and set index:
this._index = this._scope.views.push(this) - 1;
// Handle canvas argument
var size;
if (canvas && canvas instanceof HTMLCanvasElement) {
this._canvas = canvas;
// If the canvas has the resize attribute, resize the it to fill the
// window and resize it again whenever the user resizes the window.
if (canvas.attributes.resize) {
// Subtract canvas' viewport offset from the total size, to
// stretch it in
var offset = DomElement.getOffset(canvas, false, true),
that = this;
size = DomElement.getViewportSize(canvas).subtract(offset);
canvas.width = size.width;
canvas.height = size.height;
DomEvent.add(window, {
resize: function(event) {
// Only update canvas offset if it's not invisible, as
// otherwise the offset would be wrong.
if (!DomElement.isInvisible(canvas))
offset = DomElement.getOffset(canvas, false, true);
// Set the size now, which internally calls onResize
// and redraws the view
that.setViewSize(DomElement.getViewportSize(canvas)
.subtract(offset));
}
});
} else {
size = DomElement.isInvisible(canvas)
? Size.create(parseInt(canvas.getAttribute('width')),
parseInt(canvas.getAttribute('height')))
: DomElement.getSize(canvas);
}
// TODO: Test this on IE:
if (canvas.attributes.stats) {
this._stats = new Stats();
// Align top-left to the canvas
var element = this._stats.domElement,
style = element.style,
offset = DomElement.getOffset(canvas);
style.position = 'absolute';
style.left = offset.x + 'px';
style.top = offset.y + 'px';
document.body.appendChild(element);
}
} else {
// 2nd argument onwards could be view size, otherwise use default:
size = Size.read(arguments, 1);
if (size.isZero())
size = new Size(1024, 768);
this._canvas = CanvasProvider.getCanvas(size);
}
// Generate an id for this view / canvas if it does not have one
this._id = this._canvas.getAttribute('id');
if (this._id == null)
this._canvas.setAttribute('id', this._id = 'canvas-' + View._id++);
// Link this id to our view
View._views[this._id] = this;
this._viewSize = LinkedSize.create(this, 'setViewSize',
size.width, size.height);
this._context = this._canvas.getContext('2d');
this._matrix = new Matrix();
this._zoom = 1;
this._events = this._createEvents();
DomEvent.add(this._canvas, this._events);
// Make sure the first view is focused for keyboard input straight away
if (!View._focused)
View._focused = this;
// As soon as a new view is added we need to mark the redraw as not
// motified, so the next call loops through all the views again.
this._scope._redrawNotified = false;
},
/**
* The underlying native canvas element.
*
* @type HTMLCanvasElement
* @bean
*/
getCanvas: function() {
return this._canvas;
},
/**
* The size of the view canvas. Changing the view's size will resize it's
* underlying canvas.
*
* @type Size
* @bean
*/
getViewSize: function() {
return this._viewSize;
},
setViewSize: function(size) {
size = Size.read(arguments);
var delta = size.subtract(this._viewSize);
if (delta.isZero())
return;
this._canvas.width = size.width;
this._canvas.height = size.height;
// Call onResize handler on any size change
if (this.onResize) {
this.onResize({
size: size,
delta: delta
});
}
// Update _viewSize but don't notify of change.
this._viewSize.set(size.width, size.height, true);
// Force recalculation
this._bounds = null;
this._redrawNeeded = true;
if (this._onFrameCallback) {
// If there's a _onFrameCallback, call it staight away,
// but without requesting another animation frame.
this._onFrameCallback(0, true);
} else {
// Otherwise simply redraw the view now
this.draw(true);
}
},
/**
* The bounds of the currently visible area in project coordinates.
*
* @type Rectangle
* @bean
*/
getBounds: function() {
if (!this._bounds)
this._bounds = this._matrix._transformBounds(
new Rectangle(new Point(), this._viewSize));
return this._bounds;
},
/**
* The size of the visible area in project coordinates.
*
* @type Size
* @bean
*/
getSize: function() {
return this.getBounds().getSize();
},
/**
* The center of the visible area in project coordinates.
*
* @type Point
* @bean
*/
getCenter: function() {
return this.getBounds().getCenter();
},
setCenter: function(center) {
this.scrollBy(Point.read(arguments).subtract(this.getCenter()));
},
/**
* The zoom factor by which the project coordinates are magnified.
*
* @type Number
* @bean
*/
getZoom: function() {
return this._zoom;
},
setZoom: function(zoom) {
// TODO: Clamp the view between 1/32 and 64, just like Illustrator?
this._transform(new Matrix().scale(zoom / this._zoom, this.getCenter()));
this._zoom = zoom;
},
/**
* Checks whether the view is currently visible within the current browser
* viewport.
*
* @return {Boolean} Whether the view is visible.
*/
isVisible: function() {
// TODO: Take bounds into account if it's not the full canvas?
return DomElement.isVisible(this._canvas);
},
/**
* Scrolls the view by the given vector.
*
* @param {Point} point
*/
scrollBy: function(point) {
this._transform(new Matrix().translate(Point.read(arguments).negate()));
},
_transform: function(matrix, flags) {
this._matrix.preConcatenate(matrix);
// Force recalculation of these values next time they are requested.
this._bounds = null;
this._inverse = null;
},
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);
// Just draw the active project for now
this._scope.project.draw(ctx);
ctx.restore();
if (this._redrawNeeded) {
this._redrawNeeded = false;
// Update _redrawNotified in PaperScope as soon as a view was drawn
this._scope._redrawNotified = false;
}
return true;
},
activate: function() {
this._scope.view = this;
},
remove: function() {
if (this._index == null)
return false;
// Clear focus if removed view had it
if (View._focused == this)
View._focused = null;
delete View._views[this._id];
Base.splice(this._scope.views, null, this._index, 1);
// Uninstall event handlers again for this view.
DomEvent.remove(this._canvas, this._events);
// Clearing _onFrame makes the frame handler stop automatically.
this._scope = this._canvas = this._events = this._onFrame = null;
return true;
},
// TODO: getInvalidBounds
// TODO: invalidate(rect)
// TODO: style: artwork / preview / raster / opaque / ink
// TODO: getShowGrid
// TODO: getMousePoint
// TODO: projectToView(rect)
projectToView: function(point) {
return this._matrix._transformPoint(Point.read(arguments));
},
viewToProject: function(point) {
return this._getInverse()._transformPoint(Point.read(arguments));
},
_getInverse: function() {
if (!this._inverse)
this._inverse = this._matrix.createInverse();
return this._inverse;
},
/**
* {@grouptitle Event Handlers}
* Handler function to be called on each frame of an animation.
* The function receives an event object which contains information about
* the frame event:
*
* {@code event.count}: the number of times the frame event was fired.
* {@code event.time}: the total amount of time passed since the first frame
* event in seconds.
* {@code event.delta}: the time passed in seconds since the last frame
* event.
*
* @example {@paperscript}
* // Creating an animation:
*
* // Create a rectangle shaped path with its top left point at:
* // {x: 50, y: 25} and a size of {width: 50, height: 50}
* var path = new Path.Rectangle(new Point(50, 25), new Size(50, 50));
* path.fillColor = 'black';
*
* function onFrame(event) {
* // Every frame, rotate the path by 3 degrees:
* path.rotate(3);
* }
*
* @type Function
* @bean
*/
getOnFrame: function() {
return this._onFrame;
},
setOnFrame: function(onFrame) {
this._onFrame = onFrame;
if (!onFrame) {
delete this._onFrameCallback;
return;
}
var that = this,
requested = false,
before,
time = 0,
count = 0;
this._onFrameCallback = function(param, dontRequest) {
requested = false;
if (!that._onFrame)
return;
// Set the global paper object to the current scope
paper = that._scope;
// Request next frame already
requested = true;
if (!dontRequest) {
DomEvent.requestAnimationFrame(that._onFrameCallback,
that._canvas);
}
var now = Date.now() / 1000,
delta = before ? now - before : 0;
that._onFrame({
delta: delta, // Time elapsed since last redraw in seconds
time: time += delta, // Time since first call of frame() in seconds
count: count++
});
before = now;
// Automatically draw view on each frame.
that.draw(true);
};
// Call the onFrame handler straight away, initializing the sequence
// of onFrame calls.
if (!requested)
this._onFrameCallback();
},
/**
* Handler function that is called whenever a view is resized.
*
* @example
* // Repositioning items when a view is resized:
*
* // Create a circle shaped path in the center of the view:
* var path = new Path.Circle(view.bounds.center, 30);
* path.fillColor = 'red';
*
* function onResize(event) {
* // Whenever the view is resized, move the path to its center:
* path.position = view.center;
* }
*
* @type Function
*/
onResize: null
}, new function() { // Injection scope for mouse handlers
var tool,
timer,
curPoint,
tempFocus,
dragging = false;
function viewToProject(view, event) {
return view.viewToProject(DomEvent.getOffset(event, view._canvas));
}
function updateFocus() {
if (!View._focused || !View._focused.isVisible()) {
// Find the first visible view in all scopes
PaperScope.each(function(scope) {
for (var i = 0, l = scope.views.length; i < l; i++) {
var view = scope.views[i];
if (view.isVisible()) {
View._focused = tempFocus = view;
throw Base.stop;
}
}
});
}
}
function mousemove(event) {
var view;
if (!dragging) {
// See if we can get the view from the current event target, and
// handle the mouse move over it.
view = View._views[DomEvent.getTarget(event).getAttribute('id')];
if (view) {
// Temporarily focus this view without making it sticky, so
// Key events are handled too during the mouse over
View._focused = tempFocus = view;
} else if (tempFocus && tempFocus == View._focused) {
// Clear temporary focus again and update it.
View._focused = null;
updateFocus();
}
}
if (!(view = view || View._focused) || !(tool = view._scope.tool))
return;
var point = event && viewToProject(view, event);
var onlyMove = !!(!tool.onMouseDrag && tool.onMouseMove);
if (dragging && !onlyMove) {
curPoint = point || curPoint;
if (curPoint && tool.onHandleEvent('mousedrag', curPoint, event)) {
view.draw(true);
DomEvent.stop(event);
}
// PORT: If there is only an onMouseMove handler, also call it when
// the user is dragging:
} else if ((!dragging || onlyMove)
&& tool.onHandleEvent('mousemove', point, event)) {
view.draw(true);
DomEvent.stop(event);
}
}
function mouseup(event) {
var view = View._focused;
if (!view || !dragging)
return;
dragging = false;
curPoint = null;
if (tool) {
if (timer != null)
timer = clearInterval(timer);
if (tool.onHandleEvent('mouseup', viewToProject(view, event), event)) {
view.draw(true);
DomEvent.stop(event);
}
}
}
function selectstart(event) {
// Only stop this even if we're dragging already, since otherwise no
// text whatsoever can be selected on the page.
if (dragging)
DomEvent.stop(event);
}
// mousemove and mouseup events need to be installed on document, not the
// view canvas, since we want to catch the end of drag events even outside
// our view. Only the mousedown events are installed on the view, as handled
// by _createEvents below.
DomEvent.add(document, {
mousemove: mousemove,
mouseup: mouseup,
touchmove: mousemove,
touchend: mouseup,
selectstart: selectstart,
scroll: updateFocus
});
DomEvent.add(window, {
load: updateFocus
});
return {
_createEvents: function() {
var view = this;
function mousedown(event) {
// Tell the Key class which view should receive keyboard input.
View._focused = view;
if (!(tool = view._scope.tool))
return;
curPoint = viewToProject(view, event);
if (tool.onHandleEvent('mousedown', curPoint, event))
view.draw(true);
if (tool.eventInterval != null)
timer = setInterval(mousemove, tool.eventInterval);
dragging = true;
}
return {
mousedown: mousedown,
touchstart: mousedown,
selectstart: selectstart
};
},
statics: {
_views: {},
_id: 0,
/**
* Loops through all scopes and their views and sets the focus on
* the first active one.
*/
updateFocus: updateFocus
}
};
});