mirror of
https://github.com/scratchfoundation/paper.js.git
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3077 lines
87 KiB
JavaScript
3077 lines
87 KiB
JavaScript
/*
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* Paper.js - The Swiss Army Knife of Vector Graphics Scripting.
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* http://paperjs.org/
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*
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* Copyright (c) 2011 - 2013, Juerg Lehni & Jonathan Puckey
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* http://lehni.org/ & http://jonathanpuckey.com/
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*
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* Distributed under the MIT license. See LICENSE file for details.
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*
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* All rights reserved.
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*/
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/**
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* @name Item
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*
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* @class The Item type allows you to access and modify the items in
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* Paper.js projects. Its functionality is inherited by different project
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* item types such as {@link Path}, {@link CompoundPath}, {@link Group},
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* {@link Layer} and {@link Raster}. They each add a layer of functionality that
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* is unique to their type, but share the underlying properties and functions
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* that they inherit from Item.
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*/
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var Item = Base.extend(Callback, /** @lends Item# */{
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statics: {
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/**
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* Override Item.extend() to merge the subclass' _serializeFields with
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* the parent class' _serializeFields.
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*
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* @private
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*/
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extend: function extend(src) {
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if (src._serializeFields)
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src._serializeFields = Base.merge(
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this.prototype._serializeFields, src._serializeFields);
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var res = extend.base.apply(this, arguments),
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name = res.name;
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// Derive the _type string from constructor name
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if (name)
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res.prototype._type = Base.hyphenate(name);
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return res;
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}
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},
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// All items apply their matrix by default.
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// Exceptions are Raster, PlacedSymbol, Clip and Shape.
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_applyMatrix: true,
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_boundsSelected: false,
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// Provide information about fields to be serialized, with their defaults
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// that can be ommited.
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_serializeFields: {
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name: null,
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matrix: new Matrix(),
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locked: false,
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visible: true,
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blendMode: 'normal',
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opacity: 1,
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guide: false,
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clipMask: false,
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data: {}
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},
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initialize: function Item(point) {
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// Define this Item's unique id.
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this._id = Item._id = (Item._id || 0) + 1;
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// If _project is already set, the item was already moved into the DOM
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// hierarchy. Used by Layer, where it's added to project.layers instead
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if (!this._project) {
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var project = paper.project,
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layer = project.activeLayer;
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if (layer)
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layer.addChild(this);
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else
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this._setProject(project);
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}
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this._style = new Style(this._project._currentStyle);
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this._style._item = this;
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this._matrix = new Matrix();
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if (point)
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this._matrix.translate(point);
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},
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_events: new function() {
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// Flags defining which native events are required by which Paper events
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// as required for counting amount of necessary natives events.
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// The mapping is native -> virtual
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var mouseFlags = {
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mousedown: {
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mousedown: 1,
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mousedrag: 1,
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click: 1,
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doubleclick: 1
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},
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mouseup: {
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mouseup: 1,
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mousedrag: 1,
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click: 1,
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doubleclick: 1
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},
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mousemove: {
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mousedrag: 1,
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mousemove: 1,
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mouseenter: 1,
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mouseleave: 1
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}
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};
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// Entry for all mouse events in the _events list
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var mouseEvent = {
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install: function(type) {
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// If the view requires counting of installed mouse events,
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// increase the counters now according to mouseFlags
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var counters = this._project.view._eventCounters;
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if (counters) {
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for (var key in mouseFlags) {
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counters[key] = (counters[key] || 0)
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+ (mouseFlags[key][type] || 0);
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}
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}
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},
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uninstall: function(type) {
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// If the view requires counting of installed mouse events,
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// decrease the counters now according to mouseFlags
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var counters = this._project.view._eventCounters;
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if (counters) {
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for (var key in mouseFlags)
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counters[key] -= mouseFlags[key][type] || 0;
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}
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}
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};
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return Base.each(['onMouseDown', 'onMouseUp', 'onMouseDrag', 'onClick',
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'onDoubleClick', 'onMouseMove', 'onMouseEnter', 'onMouseLeave'],
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function(name) {
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this[name] = mouseEvent;
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}, {
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onFrame: {
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install: function() {
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this._project.view._animateItem(this, true);
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},
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uninstall: function() {
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this._project.view._animateItem(this, false);
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}
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},
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// Only for external sources, e.g. Raster
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onLoad: {}
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}
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);
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},
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_serialize: function(options, dictionary) {
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var props = {},
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that = this;
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function serialize(fields) {
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for (var key in fields) {
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var value = that[key];
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if (!Base.equals(value, fields[key]))
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props[key] = Base.serialize(value, options,
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// Do not use compact mode for data
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key !== 'data', dictionary);
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}
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}
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// Serialize fields that this Item subclass defines first
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serialize(this._serializeFields);
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// Serialize style fields, but only if they differ from defaults.
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// Do not serialize styles on Groups and Layers, since they just unify
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// their children's own styles.
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if (!(this instanceof Group))
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serialize(this._style._defaults);
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// There is no compact form for Item serialization, we always keep the
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// type.
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return [ this.constructor.name, props ];
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},
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/**
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* Private notifier that is called whenever a change occurs in this item or
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* its sub-elements, such as Segments, Curves, Styles, etc.
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*
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* @param {ChangeFlag} flags describes what exactly has changed.
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*/
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_changed: function(flags) {
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if (flags & /*#=*/ ChangeFlag.GEOMETRY) {
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// Clear cached bounds and position whenever geometry changes
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delete this._bounds;
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delete this._position;
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}
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if (this._parent
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&& (flags & (/*#=*/ ChangeFlag.GEOMETRY | /*#=*/ ChangeFlag.STROKE))) {
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// Clear cached bounds of all items that this item contributes to.
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// We call this on the parent, since the information is cached on
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// the parent, see getBounds().
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this._parent._clearBoundsCache();
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}
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if (flags & /*#=*/ ChangeFlag.HIERARCHY) {
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// Clear cached bounds of all items that this item contributes to.
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// We don't call this on the parent, since we're already the parent
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// of the child that modified the hierarchy (that's where these
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// HIERARCHY notifications go)
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this._clearBoundsCache();
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}
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if (flags & /*#=*/ ChangeFlag.APPEARANCE) {
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this._project._needsRedraw = true;
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}
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// If this item is a symbol's definition, notify it of the change too
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if (this._parentSymbol)
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this._parentSymbol._changed(flags);
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// Have project keep track of changed items, so they can be iterated.
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// This can be used for example to update the SVG tree. Needs to be
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// activated in Project
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if (this._project._changes) {
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var entry = this._project._changesById[this._id];
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if (entry) {
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entry.flags |= flags;
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} else {
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entry = { item: this, flags: flags };
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this._project._changesById[this._id] = entry;
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this._project._changes.push(entry);
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}
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}
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},
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/**
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* Sets those properties of the passed object literal on this item to
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* the values defined in the object literal, if the item has property of the
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* given name (or a setter defined for it).
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* @param {Object} props
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* @return {Item} the item itself.
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*
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* @example {@paperscript}
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* // Setting properties through an object literal
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* var circle = new Path.Circle({
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* center: [80, 50],
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* radius: 35
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* });
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*
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* circle.set({
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* strokeColor: 'red',
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* strokeWidth: 10,
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* fillColor: 'black',
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* selected: true
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* });
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*/
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set: function(props) {
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if (props)
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this._set(props);
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return this;
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},
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/**
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* The unique id of the item.
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*
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* @type Number
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* @bean
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*/
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getId: function() {
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return this._id;
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},
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/**
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* The type of the item as a string.
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*
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* @type String('group', 'layer', 'path', 'compound-path', 'raster',
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* 'placed-symbol', 'point-text')
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* @bean
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*/
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getType: function() {
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return this._type;
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},
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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
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* through its parent's children list.
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*
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* @type String
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* @bean
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*
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* @example {@paperscript}
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* var path = new Path.Circle({
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* center: [80, 50],
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* radius: 35
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* });
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* // Set the name of the path:
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* path.name = 'example';
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*
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* // Create a group and add path to it as a child:
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* var group = new Group();
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* group.addChild(path);
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*
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* // The path can be accessed by name:
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* group.children['example'].fillColor = 'red';
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*/
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getName: function() {
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return this._name;
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},
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setName: function(name, unique) {
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// Note: Don't check if the name has changed and bail out if it has not,
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// because setName is used internally also to update internal structures
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// when an item is moved from one parent to another.
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// If the item already had a name, remove the reference to it from the
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// parent's children object:
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if (this._name)
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this._removeFromNamed();
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if (name && this._parent) {
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var children = this._parent._children,
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namedChildren = this._parent._namedChildren,
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orig = name,
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i = 1;
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// If unique is true, make sure we're not overriding other names
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while (unique && children[name])
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name = orig + ' ' + (i++);
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(namedChildren[name] = namedChildren[name] || []).push(this);
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children[name] = this;
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}
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this._name = name || undefined;
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this._changed(/*#=*/ ChangeFlag.ATTRIBUTE);
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},
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/**
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* The path style of the item.
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*
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* @name Item#getStyle
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* @type Style
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* @bean
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*
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* @example {@paperscript}
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* // Applying several styles to an item in one go, by passing an object
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* // to its style property:
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* var circle = new Path.Circle({
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* center: [80, 50],
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* radius: 30
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* });
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* circle.style = {
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* fillColor: 'blue',
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* strokeColor: 'red',
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* strokeWidth: 5
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* };
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*
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* @example {@paperscript split=true height=100}
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* // Copying the style of another item:
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* var path = new Path.Circle({
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* center: [50, 50],
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* radius: 30,
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* fillColor: 'red'
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* });
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*
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* var path2 = new Path.Circle({
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* center: new Point(180, 50),
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* radius: 20
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* });
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*
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* // Copy the path style of path:
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* path2.style = path.style;
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*
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* @example {@paperscript}
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* // Applying the same style object to multiple items:
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* var myStyle = {
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* fillColor: 'red',
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* strokeColor: 'blue',
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* strokeWidth: 4
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* };
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*
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* var path = new Path.Circle({
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* center: [50, 50],
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* radius: 30
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* });
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* path.style = myStyle;
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*
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* var path2 = new Path.Circle({
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* center: new Point(150, 50),
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* radius: 20
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* });
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* path2.style = myStyle;
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*/
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getStyle: function() {
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return this._style;
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},
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setStyle: function(style) {
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this._style.initialize(style);
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},
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hasFill: function() {
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return !!this._style.getFillColor();
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}
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}, Base.each(['locked', 'visible', 'blendMode', 'opacity', 'guide'],
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// Produce getter/setters for properties. We need setters because we want to
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// call _changed() if a property was modified.
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function(name) {
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var part = Base.capitalize(name),
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name = '_' + name;
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this['get' + part] = function() {
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return this[name];
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};
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this['set' + part] = function(value) {
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if (value != this[name]) {
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this[name] = value;
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// #locked does not change appearance, all others do:
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this._changed(name === '_locked'
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? /*#=*/ ChangeFlag.ATTRIBUTE : /*#=*/ Change.ATTRIBUTE);
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}
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};
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}, {}), /** @lends Item# */{
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// Note: These properties have their getter / setters produced in the
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// injection scope above.
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/**
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* Specifies whether the item is locked.
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*
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* @name Item#locked
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* @type Boolean
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* @default false
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* @ignore
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*/
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_locked: false,
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/**
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* Specifies whether the item is visible. When set to {@code false}, the
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* item won't be drawn.
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*
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* @name Item#visible
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* @type Boolean
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* @default true
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*
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* @example {@paperscript}
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* // Hiding an item:
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* var path = new Path.Circle({
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* center: [50, 50],
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* radius: 20,
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* fillColor: 'red'
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* });
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*
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* // Hide the path:
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* path.visible = false;
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*/
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_visible: true,
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/**
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* The blend mode of the item.
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*
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* @name Item#blendMode
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* @type String('normal', 'multiply', 'screen', 'overlay', 'soft-light',
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* 'hard-light', 'color-dodge', 'color-burn', 'darken', 'lighten',
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* 'difference', 'exclusion', 'hue', 'saturation', 'luminosity', 'color',
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* 'add', 'subtract', 'average', 'pin-light', 'negation')
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* @default 'normal'
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*
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* @example {@paperscript}
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* // Setting an item's blend mode:
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*
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* // Create a white rectangle in the background
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* // with the same dimensions as the view:
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* var background = new Path.Rectangle(view.bounds);
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* background.fillColor = 'white';
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*
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* var circle = new Path.Circle({
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* center: [80, 50],
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* radius: 35,
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* fillColor: 'red'
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* });
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*
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* var circle2 = new Path.Circle({
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* center: new Point(120, 50),
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* radius: 35,
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* fillColor: 'blue'
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* });
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*
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* // Set the blend mode of circle2:
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* circle2.blendMode = 'multiply';
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*/
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_blendMode: 'normal',
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/**
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* The opacity of the item as a value between {@code 0} and {@code 1}.
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*
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* @name Item#opacity
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* @type Number
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* @default 1
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*
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* @example {@paperscript}
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* // Making an item 50% transparent:
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* var circle = new Path.Circle({
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* center: [80, 50],
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* radius: 35,
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* fillColor: 'red'
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* });
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*
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* var circle2 = new Path.Circle({
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* center: new Point(120, 50),
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* radius: 35,
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* fillColor: 'blue',
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* strokeColor: 'green',
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* strokeWidth: 10
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* });
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*
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* // Make circle2 50% transparent:
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* circle2.opacity = 0.5;
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*/
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_opacity: 1,
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// TODO: Implement guides
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/**
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* Specifies whether the item functions as a guide. When set to
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* {@code true}, the item will be drawn at the end as a guide.
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*
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* @name Item#guide
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* @type Boolean
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* @default true
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* @ignore
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*/
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_guide: false,
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/**
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* Specifies whether an item is selected and will also return {@code true}
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* if the item is partially selected (groups with some selected or partially
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* selected paths).
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*
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* Paper.js draws the visual outlines of selected items on top of your
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* project. This can be useful for debugging, as it allows you to see the
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* construction of paths, position of path curves, individual segment points
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* and bounding boxes of symbol and raster items.
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*
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* @type Boolean
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* @default false
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* @bean
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* @see Project#selectedItems
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* @see Segment#selected
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* @see Point#selected
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*
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* @example {@paperscript}
|
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* // Selecting an item:
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* var path = new Path.Circle({
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* center: [80, 50],
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* radius: 35
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* });
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* path.selected = true; // Select the path
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*/
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isSelected: function() {
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if (this._children) {
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for (var i = 0, l = this._children.length; i < l; i++)
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if (this._children[i].isSelected())
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return true;
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}
|
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return this._selected;
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},
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|
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setSelected: function(selected /*, noChildren */) {
|
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// Don't recursively call #setSelected() if it was called with
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// noChildren set to true, see #setFullySelected().
|
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if (this._children && !arguments[1]) {
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for (var i = 0, l = this._children.length; i < l; i++)
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this._children[i].setSelected(selected);
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}
|
|
if ((selected = !!selected) != this._selected) {
|
|
this._selected = selected;
|
|
this._project._updateSelection(this);
|
|
this._changed(/*#=*/ Change.ATTRIBUTE);
|
|
}
|
|
},
|
|
|
|
_selected: false,
|
|
|
|
isFullySelected: function() {
|
|
if (this._children && this._selected) {
|
|
for (var i = 0, l = this._children.length; i < l; i++)
|
|
if (!this._children[i].isFullySelected())
|
|
return false;
|
|
return true;
|
|
}
|
|
// If there are no children, this is the same as #selected
|
|
return this._selected;
|
|
},
|
|
|
|
setFullySelected: function(selected) {
|
|
if (this._children) {
|
|
for (var i = 0, l = this._children.length; i < l; i++)
|
|
this._children[i].setFullySelected(selected);
|
|
}
|
|
// Pass true for hidden noChildren argument
|
|
this.setSelected(selected, true);
|
|
},
|
|
|
|
/**
|
|
* 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) {
|
|
// On-the-fly conversion to boolean:
|
|
if (this._clipMask != (clipMask = !!clipMask)) {
|
|
this._clipMask = clipMask;
|
|
if (clipMask) {
|
|
this.setFillColor(null);
|
|
this.setStrokeColor(null);
|
|
}
|
|
this._changed(/*#=*/ Change.ATTRIBUTE);
|
|
// Tell the parent the clipping mask has changed
|
|
if (this._parent)
|
|
this._parent._changed(/*#=*/ ChangeFlag.CLIPPING);
|
|
}
|
|
},
|
|
|
|
_clipMask: false,
|
|
|
|
// TODO: get/setIsolated (print specific feature)
|
|
// TODO: get/setKnockout (print specific feature)
|
|
// TODO: get/setAlphaIsShape
|
|
|
|
/**
|
|
* A plain javascript object which can be used to store
|
|
* arbitrary data on the item.
|
|
*
|
|
* @type Object
|
|
* @bean
|
|
*
|
|
* @example
|
|
* var path = new Path();
|
|
* path.data.remember = 'milk';
|
|
*
|
|
* @example
|
|
* var path = new Path();
|
|
* path.data.malcolm = new Point(20, 30);
|
|
* console.log(path.data.malcolm.x); // 20
|
|
*
|
|
* @example
|
|
* var path = new Path();
|
|
* path.data = {
|
|
* home: 'Omicron Theta',
|
|
* found: 2338,
|
|
* pets: ['Spot']
|
|
* };
|
|
* console.log(path.data.pets.length); // 1
|
|
*
|
|
* @example
|
|
* var path = new Path({
|
|
* data: {
|
|
* home: 'Omicron Theta',
|
|
* found: 2338,
|
|
* pets: ['Spot']
|
|
* }
|
|
* });
|
|
* console.log(path.data.pets.length); // 1
|
|
*/
|
|
getData: function() {
|
|
if (!this._data)
|
|
this._data = {};
|
|
return this._data;
|
|
},
|
|
|
|
setData: function(data) {
|
|
this._data = data;
|
|
},
|
|
|
|
/**
|
|
* {@grouptitle Position and Bounding Boxes}
|
|
*
|
|
* The item's position within the project. This is the
|
|
* {@link Rectangle#center} of the item's {@link #bounds} rectangle.
|
|
*
|
|
* @type Point
|
|
* @bean
|
|
*
|
|
* @example {@paperscript}
|
|
* // Changing the position of a path:
|
|
*
|
|
* // Create a circle at position { x: 10, y: 10 }
|
|
* var circle = new Path.Circle({
|
|
* center: new Point(10, 10),
|
|
* radius: 10,
|
|
* fillColor: 'red'
|
|
* });
|
|
*
|
|
* // Move the circle to { x: 20, y: 20 }
|
|
* circle.position = new Point(20, 20);
|
|
*
|
|
* // Move the circle 100 points to the right and 50 points down
|
|
* circle.position += new Point(100, 50);
|
|
*
|
|
* @example {@paperscript split=true height=100}
|
|
* // Changing the x coordinate of an item's position:
|
|
*
|
|
* // Create a circle at position { x: 20, y: 20 }
|
|
* var circle = new Path.Circle({
|
|
* center: new Point(20, 20),
|
|
* radius: 10,
|
|
* fillColor: 'red'
|
|
* });
|
|
*
|
|
* // Move the circle 100 points to the right
|
|
* circle.position.x += 100;
|
|
*/
|
|
getPosition: function(/* dontLink */) {
|
|
// Cache position value.
|
|
// Pass true for dontLink in getCenter(), so receive back a normal point
|
|
var pos = this._position
|
|
|| (this._position = this.getBounds().getCenter(true));
|
|
// 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 arguments[0] ? pos
|
|
: LinkedPoint.create(this, 'setPosition', pos.x, pos.y);
|
|
},
|
|
|
|
setPosition: function(point) {
|
|
// Calculate the distance to the current position, by which to
|
|
// translate the item. Pass true for dontLink, as we do not need a
|
|
// LinkedPoint to simply calculate this distance.
|
|
this.translate(Point.read(arguments).subtract(this.getPosition(true)));
|
|
},
|
|
|
|
/**
|
|
* The item's transformation matrix, defining position and dimensions in the
|
|
* document.
|
|
*
|
|
* @type Matrix
|
|
* @bean
|
|
*/
|
|
getMatrix: function() {
|
|
return this._matrix;
|
|
},
|
|
|
|
setMatrix: function(matrix) {
|
|
// Use Matrix#initialize to easily copy over values.
|
|
this._matrix.initialize(matrix);
|
|
this._changed(/*#=*/ Change.GEOMETRY);
|
|
},
|
|
|
|
/**
|
|
* Specifies wether the item has any content or not. The meaning of what
|
|
* content is differs from type to type. For example, a {@link Group} with
|
|
* no children, a {@link TextItem} with no text content and a {@link Path}
|
|
* with no segments all are considered empty.
|
|
*
|
|
* @type Boolean
|
|
*/
|
|
isEmpty: function() {
|
|
return this._children.length == 0;
|
|
}
|
|
}, Base.each(['getBounds', 'getStrokeBounds', 'getHandleBounds', 'getRoughBounds'],
|
|
function(name) {
|
|
// Produce getters for bounds properties. These handle caching, matrices
|
|
// and redirect the call to the private _getBounds, which can be
|
|
// overridden by subclasses, see below.
|
|
this[name] = function(/* matrix */) {
|
|
var getter = this._boundsGetter,
|
|
// Allow subclasses to override _boundsGetter if they use
|
|
// the same calculations for multiple type of bounds.
|
|
// The default is name:
|
|
bounds = this._getCachedBounds(typeof getter == 'string'
|
|
? getter : getter && getter[name] || name, arguments[0]);
|
|
// If we're returning 'bounds', create a LinkedRectangle that uses
|
|
// the setBounds() setter to update the Item whenever the bounds are
|
|
// changed:
|
|
return name == 'getBounds'
|
|
? LinkedRectangle.create(this, 'setBounds',
|
|
bounds.x, bounds.y, bounds.width, bounds.height)
|
|
// Return a clone of the cahce, so modifications won't
|
|
// affect it.
|
|
: bounds;
|
|
};
|
|
},
|
|
/** @lends Item# */{
|
|
/**
|
|
* Private method that deals with the calling of _getBounds, recursive
|
|
* matrix concatenation and handles all the complicated caching mechanisms.
|
|
*/
|
|
_getCachedBounds: function(getter, matrix, cacheItem) {
|
|
// See if we can cache these bounds. We only cache the bounds
|
|
// transformed with the internally stored _matrix, (the default if no
|
|
// matrix is passed).
|
|
var cache = (!matrix || matrix.equals(this._matrix)) && getter;
|
|
// Set up a boundsCache structure that keeps track of items that keep
|
|
// cached bounds that depend on this item. We store this in our parent,
|
|
// for multiple reasons:
|
|
// The parent receives HIERARCHY change notifications for when its
|
|
// children are added or removed and can thus clear the cache, and we
|
|
// save a lot of memory, e.g. when grouping 100 items and asking the
|
|
// group for its bounds. If stored on the children, we would have 100
|
|
// times the same structure.
|
|
// Note: This needs to happen before returning cached values, since even
|
|
// then, _boundsCache needs to be kept up-to-date.
|
|
if (cacheItem && this._parent) {
|
|
// Set-up the parent's boundsCache structure if it does not
|
|
// exist yet and add the cacheItem to it.
|
|
var id = cacheItem._id,
|
|
ref = this._parent._boundsCache
|
|
= this._parent._boundsCache || {
|
|
// Use both a hashtable for ids and an array for the list,
|
|
// so we can keep track of items that were added already
|
|
ids: {},
|
|
list: []
|
|
};
|
|
if (!ref.ids[id]) {
|
|
ref.list.push(cacheItem);
|
|
ref.ids[id] = cacheItem;
|
|
}
|
|
}
|
|
if (cache && this._bounds && this._bounds[cache])
|
|
return this._bounds[cache].clone();
|
|
// If the result of concatinating the passed matrix with our internal
|
|
// one is an identity transformation, set it to null for faster
|
|
// processing
|
|
var identity = this._matrix.isIdentity();
|
|
matrix = !matrix || matrix.isIdentity()
|
|
? identity ? null : this._matrix
|
|
: identity ? matrix : matrix.clone().concatenate(this._matrix);
|
|
// If we're caching bounds on this item, pass it on as cacheItem, so the
|
|
// children can setup the _boundsCache structures for it.
|
|
var bounds = this._getBounds(getter, matrix, cache ? this : cacheItem);
|
|
// If we can cache the result, update the _bounds cache structure
|
|
// before returning
|
|
if (cache) {
|
|
if (!this._bounds)
|
|
this._bounds = {};
|
|
this._bounds[cache] = bounds.clone();
|
|
}
|
|
return bounds;
|
|
},
|
|
|
|
/**
|
|
* Clears cached bounds of all items that the children of this item are
|
|
* contributing to. See #_getCachedBounds() for an explanation why this
|
|
* information is stored on parents, not the children themselves.
|
|
*/
|
|
_clearBoundsCache: function() {
|
|
if (this._boundsCache) {
|
|
for (var i = 0, list = this._boundsCache.list, l = list.length;
|
|
i < l; i++) {
|
|
var item = list[i];
|
|
delete item._bounds;
|
|
// We need to recursively call _clearBoundsCache, because if the
|
|
// cache for this item's children is not valid anymore, that
|
|
// propagates up the DOM tree.
|
|
if (item != this && item._boundsCache)
|
|
item._clearBoundsCache();
|
|
}
|
|
delete this._boundsCache;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Protected method used in all the bounds getters. It loops through all the
|
|
* children, gets their bounds and finds the bounds around all of them.
|
|
* Subclasses override it to define calculations for the various required
|
|
* bounding types.
|
|
*/
|
|
_getBounds: function(getter, matrix, cacheItem) {
|
|
// Note: We cannot cache these results here, since we do not get
|
|
// _changed() notifications here for changing geometry in children.
|
|
// But cacheName is used in sub-classes such as PlacedSymbol and Raster.
|
|
var children = this._children;
|
|
// TODO: What to return if nothing is defined, e.g. empty Groups?
|
|
// Scriptographer behaves weirdly then too.
|
|
if (!children || children.length == 0)
|
|
return new Rectangle();
|
|
var x1 = Infinity,
|
|
x2 = -x1,
|
|
y1 = x1,
|
|
y2 = x2;
|
|
for (var i = 0, l = children.length; i < l; i++) {
|
|
var child = children[i];
|
|
if (child._visible && !child.isEmpty()) {
|
|
var rect = child._getCachedBounds(getter, matrix, cacheItem);
|
|
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 isFinite(x1)
|
|
? new Rectangle(x1, y1, x2 - x1, y2 - y1)
|
|
: new Rectangle();
|
|
},
|
|
|
|
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 bounds center:
|
|
center = bounds.getCenter();
|
|
matrix.translate(-center.x, -center.y);
|
|
// Now execute the transformation
|
|
this.transform(matrix);
|
|
}
|
|
|
|
/**
|
|
* The bounding rectangle of the item excluding stroke width.
|
|
*
|
|
* @name Item#getBounds
|
|
* @type Rectangle
|
|
* @bean
|
|
*/
|
|
|
|
/**
|
|
* The bounding rectangle of the item including stroke width.
|
|
*
|
|
* @name Item#getStrokeBounds
|
|
* @type Rectangle
|
|
* @bean
|
|
*/
|
|
|
|
/**
|
|
* The bounding rectangle of the item including handles.
|
|
*
|
|
* @name Item#getHandleBounds
|
|
* @type Rectangle
|
|
* @bean
|
|
*/
|
|
|
|
/**
|
|
* The rough bounding rectangle of the item that is shure to include all of
|
|
* the drawing, including stroke width.
|
|
*
|
|
* @name Item#getRoughBounds
|
|
* @type Rectangle
|
|
* @bean
|
|
* @ignore
|
|
*/
|
|
}), /** @lends Item# */{
|
|
/**
|
|
* {@grouptitle Project Hierarchy}
|
|
* The project that this item belongs to.
|
|
*
|
|
* @type Project
|
|
* @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);
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* The layer that this item is contained within.
|
|
*
|
|
* @type Layer
|
|
* @bean
|
|
*/
|
|
getLayer: function() {
|
|
var parent = this;
|
|
while (parent = parent._parent) {
|
|
if (parent instanceof Layer)
|
|
return parent;
|
|
}
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* 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
|
|
*
|
|
* @example // Setting the parent of the item to another item
|
|
* var path = new Path();
|
|
*
|
|
* // New items are placed in the active layer:
|
|
* console.log(path.parent == project.activeLayer); // true
|
|
*
|
|
* var group = new Group();
|
|
* group.parent = path;
|
|
*
|
|
* // Now the parent of the path has become the group:
|
|
* console.log(path.parent == group); // true
|
|
*
|
|
* // The path is now contained in the children list of group:
|
|
* console.log(group.children[0] == path); // true
|
|
*
|
|
* @example // Setting the parent of an item in the constructor
|
|
* var group = new Group();
|
|
*
|
|
* var path = new Path({
|
|
* parent: group
|
|
* });
|
|
*
|
|
* // The parent of the path is the group:
|
|
* console.log(path.parent == group); // true
|
|
*
|
|
* // The path is contained in the children list of group:
|
|
* console.log(group.children[0] == path); // true
|
|
*/
|
|
getParent: function() {
|
|
return this._parent;
|
|
},
|
|
|
|
setParent: function(item) {
|
|
return item.addChild(this);
|
|
},
|
|
|
|
/**
|
|
* The children items contained within this item. Items that define a
|
|
* {@link #name} can also be accessed by name.
|
|
*
|
|
* <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
|
|
* {@link Item#addChild(item)} or {@link Item#insertChild(index,item)}.
|
|
*
|
|
* @type Item[]
|
|
* @bean
|
|
*
|
|
* @example {@paperscript}
|
|
* // Accessing items in the children array:
|
|
* var path = new Path.Circle({
|
|
* center: [80, 50],
|
|
* radius: 35
|
|
* });
|
|
*
|
|
* // Create a group and move the path into it:
|
|
* var group = new Group();
|
|
* group.addChild(path);
|
|
*
|
|
* // 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({
|
|
* center: [80, 50],
|
|
* radius: 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({
|
|
* center: [80, 50],
|
|
* radius: 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;
|
|
},
|
|
|
|
setChildren: function(items) {
|
|
this.removeChildren();
|
|
this.addChildren(items);
|
|
},
|
|
|
|
/**
|
|
* The first item contained within this item. This is a shortcut for
|
|
* accessing {@code item.children[0]}.
|
|
*
|
|
* @type Item
|
|
* @bean
|
|
*/
|
|
getFirstChild: function() {
|
|
return this._children && this._children[0] || null;
|
|
},
|
|
|
|
/**
|
|
* 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;
|
|
},
|
|
|
|
/**
|
|
* Checks whether the item and all its parents are inserted into the DOM or
|
|
* not.
|
|
*
|
|
* @return {Boolean} {@true if the item is inserted into the DOM}
|
|
*/
|
|
isInserted: function() {
|
|
return this._parent ? this._parent.isInserted() : false;
|
|
},
|
|
|
|
/**
|
|
* 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({
|
|
* center: [50, 50],
|
|
* radius: 10,
|
|
* 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;
|
|
* }
|
|
*/
|
|
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) {
|
|
// Clone all children and add them to the copy. tell #addChild we're
|
|
// cloning, as needed by CompoundPath#insertChild().
|
|
for (var i = 0, l = this._children.length; i < l; i++)
|
|
copy.addChild(this._children[i].clone(), true);
|
|
}
|
|
// 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', '_blendMode', '_opacity',
|
|
'_clipMask', '_guide'];
|
|
for (var i = 0, l = keys.length; i < l; i++) {
|
|
var key = keys[i];
|
|
if (this.hasOwnProperty(key))
|
|
copy[key] = this[key];
|
|
}
|
|
// Use Matrix#initialize to easily copy over values.
|
|
copy._matrix.initialize(this._matrix);
|
|
// Copy over the selection state, use setSelected so the item
|
|
// is also added to Project#selectedItems if it is selected.
|
|
copy.setSelected(this._selected);
|
|
// Clone the name too, but make sure we're not overriding the original
|
|
// in the same parent, by passing true for the unique parameter.
|
|
if (this._name)
|
|
copy.setName(this._name, true);
|
|
return copy;
|
|
},
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
copyTo: function(itemOrProject) {
|
|
var copy = this.clone();
|
|
if (itemOrProject.layers) {
|
|
itemOrProject.activeLayer.addChild(copy);
|
|
} else {
|
|
itemOrProject.addChild(copy);
|
|
}
|
|
return copy;
|
|
},
|
|
|
|
/**
|
|
* 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({
|
|
* center: [50, 50],
|
|
* radius: 5,
|
|
* 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);
|
|
*/
|
|
rasterize: function(resolution) {
|
|
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);
|
|
ctx.save();
|
|
matrix.applyToContext(ctx);
|
|
// See Project#draw() for an explanation of Base.merge()
|
|
this.draw(ctx, Base.merge({ transforms: [matrix] }));
|
|
var raster = new Raster(canvas);
|
|
raster.setBounds(bounds);
|
|
ctx.restore();
|
|
// NOTE: We don't need to release the canvas since it now belongs to the
|
|
// Raster!
|
|
return raster;
|
|
},
|
|
|
|
/**
|
|
* Checks wether the item's geometry contains the given point.
|
|
*
|
|
* @example {@paperscript} // Click within and outside the star below
|
|
* // Create a star shaped path:
|
|
* var path = new Path.Star({
|
|
* center: [50, 50],
|
|
* points: 12,
|
|
* radius1: 20,
|
|
* radius2: 40,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // Whenever the user presses the mouse:
|
|
* function onMouseDown(event) {
|
|
* // If the position of the mouse is within the path,
|
|
* // set its fill color to red, otherwise set it to
|
|
* // black:
|
|
* if (path.contains(event.point)) {
|
|
* path.fillColor = 'red';
|
|
* } else {
|
|
* path.fillColor = 'black';
|
|
* }
|
|
* }
|
|
*
|
|
* @param {Point} point The point to check for.
|
|
*/
|
|
contains: function(point) {
|
|
// See CompoundPath#_contains() for the reason for !!
|
|
return !!this._contains(
|
|
this._matrix._inverseTransform(Point.read(arguments)));
|
|
},
|
|
|
|
_contains: function(point) {
|
|
if (this._children) {
|
|
for (var i = this._children.length - 1; i >= 0; i--) {
|
|
if (this._children[i].contains(point))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
// We only implement it here for items with rectangular content,
|
|
// for anything else we need to override #contains()
|
|
return point.isInside(this._getBounds('getBounds'));
|
|
},
|
|
|
|
/**
|
|
* Perform a hit test on the item (and its children, if it is a
|
|
* {@link Group} or {@link Layer}) at the location of the specified point.
|
|
*
|
|
* The optional options object allows you to control the specifics of the
|
|
* hit test and may contain a combination of the following values:
|
|
* <b>tolerance:</b> {@code Number} - The tolerance of the hit test in
|
|
* points.
|
|
* <b>options.type:</b> Only hit test again a certain item
|
|
* type: {@link PathItem}, {@link Raster}, {@link TextItem}, etc.
|
|
* <b>options.fill:</b> {@code Boolean} - Hit test the fill of items.
|
|
* <b>options.stroke:</b> {@code Boolean} - Hit test the curves of path
|
|
* items, taking into account stroke width.
|
|
* <b>options.segment:</b> {@code Boolean} - Hit test for
|
|
* {@link Segment#point} of {@link Path} items.
|
|
* <b>options.handles:</b> {@code Boolean} - Hit test for the handles
|
|
* ({@link Segment#handleIn} / {@link Segment#handleOut}) of path segments.
|
|
* <b>options.ends:</b> {@code Boolean} - Only hit test for the first or
|
|
* last segment points of open path items.
|
|
* <b>options.bounds:</b> {@code Boolean} - Hit test the corners and
|
|
* side-centers of the bounding rectangle of items ({@link Item#bounds}).
|
|
* <b>options.center:</b> {@code Boolean} - Hit test the
|
|
* {@link Rectangle#center} of the bounding rectangle of items
|
|
* ({@link Item#bounds}).
|
|
* <b>options.guides:</b> {@code Boolean} - Hit test items that have
|
|
* {@link Item#guide} set to {@code true}.
|
|
* <b>options.selected:</b> {@code Boolean} - Only hit selected items.
|
|
*
|
|
* @param {Point} point The point where the hit test should be performed
|
|
* @param {Object} [options={ fill: true, stroke: true, segments: true,
|
|
* tolerance: 2 }]
|
|
* @return {HitResult} A hit result object that contains more
|
|
* information about what exactly was hit or {@code null} if nothing was
|
|
* hit.
|
|
*/
|
|
hitTest: function(point, options) {
|
|
function checkBounds(type, part) {
|
|
var pt = bounds['get' + part]();
|
|
// TODO: We need to transform the point back to the coordinate
|
|
// system of the DOM level on which the inquiry was started!
|
|
if (point.getDistance(pt) < options.tolerance)
|
|
return new HitResult(type, that,
|
|
{ name: Base.hyphenate(part), point: pt });
|
|
}
|
|
|
|
if (this._locked)
|
|
return null;
|
|
|
|
point = Point.read(arguments);
|
|
options = HitResult.getOptions(Base.read(arguments));
|
|
// Check if the point is withing roughBounds + tolerance, but only if
|
|
// this item does not have children, since we'd have to travel up the
|
|
// chain already to determine the rough bounds.
|
|
if (!this._children && !this.getRoughBounds()
|
|
.expand(options.tolerance)._containsPoint(point))
|
|
return null;
|
|
// Transform point to local coordinates but use untransformed point
|
|
// for bounds check above.
|
|
point = this._matrix._inverseTransform(point);
|
|
if ((options.center || options.bounds) &&
|
|
// Ignore top level layers:
|
|
!(this instanceof Layer && !this._parent)) {
|
|
// Don't get the transformed bounds, check against transformed
|
|
// points instead
|
|
var bounds = this.getBounds(),
|
|
that = this,
|
|
// TODO: Move these into a private scope
|
|
points = ['TopLeft', 'TopRight', 'BottomLeft', 'BottomRight',
|
|
'LeftCenter', 'TopCenter', 'RightCenter', 'BottomCenter'],
|
|
res;
|
|
if (options.center && (res = checkBounds('center', 'Center')))
|
|
return res;
|
|
if (options.bounds) {
|
|
for (var i = 0; i < 8; i++)
|
|
if (res = checkBounds('bounds', points[i]))
|
|
return res;
|
|
}
|
|
}
|
|
|
|
// TODO: Support option.type even for things like CompoundPath where
|
|
// children are matched but the parent is returned.
|
|
|
|
// Filter for guides or selected items if that's required
|
|
return this._children || !(options.guides && !this._guide
|
|
|| options.selected && !this._selected)
|
|
? this._hitTest(point, options) : null;
|
|
},
|
|
|
|
_hitTest: function(point, options) {
|
|
if (this._children) {
|
|
// Loop backwards, so items that get drawn last are tested first
|
|
for (var i = this._children.length - 1; i >= 0; i--) {
|
|
var res = this._children[i].hitTest(point, options);
|
|
if (res) return res;
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* {@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, _preserve) {
|
|
return this.insertChild(undefined, item, _preserve);
|
|
},
|
|
|
|
/**
|
|
* 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, _preserve) {
|
|
var res = this.insertChildren(index, [item], _preserve);
|
|
return res && res[0];
|
|
},
|
|
|
|
/**
|
|
* 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, _preserve) {
|
|
return this.insertChildren(this._children.length, items, _preserve);
|
|
},
|
|
|
|
/**
|
|
* 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, _preserve, _type) {
|
|
// CompoundPath#insertChildren() requires _preserve and _type:
|
|
// _preserve avoids changing of the children's path orientation
|
|
// _type enforces the inserted type.
|
|
var children = this._children;
|
|
if (children && items && items.length > 0) {
|
|
// We need to clone items because it might be
|
|
// an Item#children array. Also, we're removing elements if they
|
|
// don't match _type. Use Array.prototype.slice becaus items can be
|
|
// an arguments object.
|
|
items = Array.prototype.slice.apply(items);
|
|
// Remove the items from their parents first, since they might be
|
|
// inserted into their own parents, affecting indices.
|
|
// Use the loop also to filter out wrong _type.
|
|
for (var i = items.length - 1; i >= 0; i--) {
|
|
var item = items[i];
|
|
if (_type && item._type !== _type)
|
|
items.splice(i, 1);
|
|
else
|
|
item._remove(true);
|
|
}
|
|
Base.splice(children, items, index, 0);
|
|
for (var i = 0, l = items.length; i < l; i++) {
|
|
var item = items[i];
|
|
item._parent = this;
|
|
item._setProject(this._project);
|
|
// Setting the name again makes sure all name lookup structures
|
|
// are kept in sync.
|
|
if (item._name)
|
|
item.setName(item._name);
|
|
}
|
|
this._changed(/*#=*/ Change.HIERARCHY);
|
|
} else {
|
|
items = null;
|
|
}
|
|
return items;
|
|
},
|
|
|
|
/**
|
|
* Inserts this item above the specified item.
|
|
*
|
|
* @param {Item} item The item above which it should be inserted
|
|
* @return {Boolean} {@true it was inserted}
|
|
*/
|
|
insertAbove: function(item, _preserve) {
|
|
var index = item._index;
|
|
if (item._parent == this._parent && index < this._index)
|
|
index++;
|
|
return item._parent.insertChild(index, this, _preserve);
|
|
},
|
|
|
|
/**
|
|
* Inserts this item below the specified item.
|
|
*
|
|
* @param {Item} item The item above which it should be inserted
|
|
* @return {Boolean} {@true it was inserted}
|
|
*/
|
|
insertBelow: function(item, _preserve) {
|
|
var index = item._index;
|
|
if (item._parent == this._parent && index > this._index)
|
|
index--;
|
|
return item._parent.insertChild(index, this, _preserve);
|
|
},
|
|
|
|
/**
|
|
* Sends this item to the back of all other items within the same parent.
|
|
*/
|
|
sendToBack: function() {
|
|
return this._parent.insertChild(0, this);
|
|
},
|
|
|
|
/**
|
|
* Brings this item to the front of all other items within the same parent.
|
|
*/
|
|
bringToFront: function() {
|
|
return this._parent.addChild(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: '#addChild',
|
|
|
|
/**
|
|
* 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: '#insertAbove',
|
|
|
|
/**
|
|
* 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: '#insertBelow',
|
|
|
|
/**
|
|
* 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(notify) {
|
|
if (this._parent) {
|
|
if (this._name)
|
|
this._removeFromNamed();
|
|
if (this._index != null)
|
|
Base.splice(this._parent._children, null, this._index, 1);
|
|
// Notify parent of changed hierarchy
|
|
if (notify)
|
|
this._parent._changed(/*#=*/ Change.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);
|
|
},
|
|
|
|
/**
|
|
* Removes all of the item's {@link #children} (if any).
|
|
*
|
|
* @name Item#removeChildren
|
|
* @function
|
|
* @return {Item[]} 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.
|
|
*
|
|
* @name Item#removeChildren
|
|
* @function
|
|
* @param {Number} from the beginning index, inclusive
|
|
* @param {Number} [to=children.length] the ending index, exclusive
|
|
* @return {Item[]} 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);
|
|
// Use Base.splice(), wich adjusts #_index for the items above, and
|
|
// deletes it for the removed items. Calling #_remove() afterwards is
|
|
// fine, since it only calls Base.splice() if #_index is set.
|
|
var removed = Base.splice(this._children, null, from, to - from);
|
|
for (var i = removed.length - 1; i >= 0; i--)
|
|
removed[i]._remove(false);
|
|
if (removed.length > 0)
|
|
this._changed(/*#=*/ Change.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(/*#=*/ Change.HIERARCHY);
|
|
}
|
|
},
|
|
|
|
// 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) {
|
|
// 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;
|
|
},
|
|
|
|
/**
|
|
* Checks if this item is above the specified item in the stacking order
|
|
* of the project.
|
|
*
|
|
* @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.
|
|
*
|
|
* @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;
|
|
},
|
|
|
|
/**
|
|
* 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}
|
|
*/
|
|
isParent: function(item) {
|
|
return this._parent == item;
|
|
},
|
|
|
|
/**
|
|
* 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}
|
|
*/
|
|
isChild: function(item) {
|
|
return item && item._parent == this;
|
|
},
|
|
|
|
/**
|
|
* Checks if the item is contained within the specified item.
|
|
*
|
|
* @param {Item} item The item to check against
|
|
* @return {Boolean} {@true if it is inside the specified item}
|
|
*/
|
|
isDescendant: function(item) {
|
|
var parent = this;
|
|
while (parent = parent._parent) {
|
|
if (parent == item)
|
|
return true;
|
|
}
|
|
return false;
|
|
},
|
|
|
|
/**
|
|
* Checks if the item is an ancestor of the specified item.
|
|
*
|
|
* @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.
|
|
*
|
|
* @param {Item} item
|
|
* @return {Boolean} {@true if the items are grouped together}
|
|
*/
|
|
isGroupedWith: function(item) {
|
|
var parent = this._parent;
|
|
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
|
|
&& /^(group|layer|compound-path)$/.test(parent._type)
|
|
&& item.isDescendant(parent))
|
|
return true;
|
|
// Keep walking up otherwise
|
|
parent = parent._parent;
|
|
}
|
|
return false;
|
|
},
|
|
|
|
// Document all style properties which get injected into Item by Style:
|
|
|
|
/**
|
|
* {@grouptitle Stroke Style}
|
|
*
|
|
* The color of the stroke.
|
|
*
|
|
* @name Item#strokeColor
|
|
* @property
|
|
* @type Color
|
|
*
|
|
* @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({
|
|
* center: [80, 50],
|
|
* radius: 35
|
|
* });
|
|
*
|
|
* // Set its stroke color to RGB red:
|
|
* circle.strokeColor = new Color(1, 0, 0);
|
|
*/
|
|
|
|
/**
|
|
* The width of the stroke.
|
|
*
|
|
* @name Item#strokeWidth
|
|
* @property
|
|
* @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({
|
|
* center: [80, 50],
|
|
* radius: 35,
|
|
* strokeColor: 'red'
|
|
* });
|
|
*
|
|
* // 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.
|
|
*
|
|
* @name Item#strokeCap
|
|
* @property
|
|
* @default 'butt'
|
|
* @type String('round', 'square', 'butt')
|
|
*
|
|
* @example {@paperscript height=200}
|
|
* // A look at the different stroke caps:
|
|
*
|
|
* var line = new Path({
|
|
* segments: [[80, 50], [420, 50]],
|
|
* strokeColor: 'black',
|
|
* strokeWidth: 20,
|
|
* 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.
|
|
*
|
|
* @name Item#strokeJoin
|
|
* @property
|
|
* @default 'miter'
|
|
* @type String('miter', 'round', 'bevel')
|
|
*
|
|
*
|
|
* @example {@paperscript height=120}
|
|
* // A look at the different stroke joins:
|
|
* var path = new Path({
|
|
* segments: [[80, 100], [120, 40], [160, 100]],
|
|
* strokeColor: 'black',
|
|
* strokeWidth: 20,
|
|
* // Select the path, in order to see where the stroke is formed:
|
|
* 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.
|
|
*
|
|
* @name Item#dashOffset
|
|
* @property
|
|
* @default 0
|
|
* @type Number
|
|
*/
|
|
|
|
/**
|
|
* Specifies an array containing the dash and gap lengths of the stroke.
|
|
*
|
|
* @example {@paperscript}
|
|
* var path = new Path.Circle({
|
|
* center: [80, 50],
|
|
* radius: 40,
|
|
* strokeWidth: 2,
|
|
* strokeColor: 'black'
|
|
* });
|
|
*
|
|
* // Set the dashed stroke to [10pt dash, 4pt gap]:
|
|
* path.dashArray = [10, 4];
|
|
*
|
|
* @name Item#dashArray
|
|
* @property
|
|
* @default []
|
|
* @type Array
|
|
*/
|
|
|
|
/**
|
|
* The miter limit of the stroke.
|
|
* When two line segments meet at a sharp angle and miter joins have been
|
|
* 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}.
|
|
*
|
|
* @default 10
|
|
* @property
|
|
* @name Item#miterLimit
|
|
* @type Number
|
|
*/
|
|
|
|
/**
|
|
* {@grouptitle Fill Style}
|
|
*
|
|
* The fill color of the item.
|
|
*
|
|
* @name Item#fillColor
|
|
* @property
|
|
* @type Color
|
|
*
|
|
* @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({
|
|
* center: [80, 50],
|
|
* radius: 35
|
|
* });
|
|
*
|
|
* // Set the fill color of the circle to RGB red:
|
|
* circle.fillColor = new Color(1, 0, 0);
|
|
*/
|
|
|
|
// DOCS: Document the different arguments that this function can receive.
|
|
/**
|
|
* {@grouptitle Transform Functions}
|
|
*
|
|
* 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
|
|
* @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({
|
|
* center: [80, 50],
|
|
* radius: 20,
|
|
* fillColor: 'red'
|
|
* });
|
|
*
|
|
* // Scale the path by 150% from its center point
|
|
* circle.scale(1.5);
|
|
*
|
|
* @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({
|
|
* center: [80, 50],
|
|
* radius: 20,
|
|
* 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} hor the horizontal scale factor
|
|
* @param {Number} ver the vertical scale factor
|
|
* @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({
|
|
* center: [100, 50],
|
|
* radius: 20,
|
|
* fillColor: 'red'
|
|
* });
|
|
*
|
|
* // Scale the path horizontally by 300%
|
|
* circle.scale(3, 1);
|
|
*/
|
|
scale: function(hor, ver /* | scale */, center) {
|
|
// See Matrix#scale for explanation of this:
|
|
if (arguments.length < 2 || typeof ver === 'object') {
|
|
center = ver;
|
|
ver = hor;
|
|
}
|
|
return this.transform(new Matrix().scale(hor, ver,
|
|
center || this.getPosition(true)));
|
|
},
|
|
|
|
/**
|
|
* 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
|
|
* @param {Point} [center={@link Item#position}]
|
|
* @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
|
|
* // 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';
|
|
*
|
|
* // Draw a circle shaped path in the center of the view,
|
|
* // to show the rotation point:
|
|
* var circle = new Path.Circle({
|
|
* center: view.center,
|
|
* radius: 5,
|
|
* 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(true)));
|
|
},
|
|
|
|
// 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
|
|
* @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} hor the horizontal shear factor.
|
|
* @param {Number} ver the vertical shear factor.
|
|
* @param {Point} [center={@link Item#position}]
|
|
* @see Matrix#shear
|
|
*/
|
|
shear: function(hor, ver, center) {
|
|
// See Matrix#scale for explanation of this:
|
|
if (arguments.length < 2 || typeof ver === 'object') {
|
|
center = ver;
|
|
ver = hor;
|
|
}
|
|
return this.transform(new Matrix().shear(hor, ver,
|
|
center || this.getPosition(true)));
|
|
},
|
|
|
|
/**
|
|
* Transform the item.
|
|
*
|
|
* @param {Matrix} matrix the matrix by which the item shall be transformed.
|
|
*/
|
|
// Remove this for now:
|
|
// @param {String[]} flags Array of any of the following: 'objects',
|
|
// 'children', 'fill-gradients', 'fill-patterns', 'stroke-patterns',
|
|
// 'lines'. Default: ['objects', 'children']
|
|
transform: function(matrix /*, applyMatrix */) {
|
|
// Calling _changed will clear _bounds and _position, but depending
|
|
// on matrix we can calculate and set them again.
|
|
var bounds = this._bounds,
|
|
position = this._position;
|
|
// Simply preconcatenate the internal matrix with the passed one:
|
|
this._matrix.preConcatenate(matrix);
|
|
// Call applyMatrix if we need to directly apply the accumulated
|
|
// transformations to the item's content.
|
|
if (this._applyMatrix || arguments[1])
|
|
this.applyMatrix(false);
|
|
// We always need to call _changed since we're caching bounds on all
|
|
// items, including Group.
|
|
this._changed(/*#=*/ Change.GEOMETRY);
|
|
// Detect matrices that contain only translations and scaling
|
|
// and transform the cached _bounds and _position without having to
|
|
// fully recalculate each time.
|
|
if (bounds && matrix.getRotation() % 90 === 0) {
|
|
// Transform the old bound by looping through all the cached bounds
|
|
// in _bounds and transform each.
|
|
for (var key in bounds) {
|
|
var rect = bounds[key];
|
|
matrix._transformBounds(rect, rect);
|
|
}
|
|
// If we have cached bounds, update _position again as its
|
|
// center. We need to take into account _boundsGetter here too, in
|
|
// case another getter is assigned to it, e.g. 'getStrokeBounds'.
|
|
var getter = this._boundsGetter,
|
|
rect = bounds[getter && getter.getBounds || getter || 'getBounds'];
|
|
if (rect)
|
|
this._position = rect.getCenter(true);
|
|
this._bounds = bounds;
|
|
} else if (position) {
|
|
// Transform position as well.
|
|
this._position = matrix._transformPoint(position, position);
|
|
}
|
|
// Allow chaining here, since transform() is related to Matrix functions
|
|
return this;
|
|
},
|
|
|
|
_transformContent: function(matrix, applyMatrix) {
|
|
var children = this._children;
|
|
if (children && children.length > 0) {
|
|
for (var i = 0, l = children.length; i < l; i++)
|
|
children[i].transform(matrix, applyMatrix);
|
|
return true;
|
|
}
|
|
},
|
|
|
|
applyMatrix: function(_dontNotify) {
|
|
// Call #_transformContent() with the internal _matrix and pass true for
|
|
// applyMatrix. Application is not possible on Raster, PointText,
|
|
// PlacedSymbol, since the matrix is where the actual location /
|
|
// transformation state is stored.
|
|
// Pass on the transformation to the content, and apply it there too,
|
|
// by passing true for the 2nd hidden parameter.
|
|
var matrix = this._matrix;
|
|
if (this._transformContent(matrix, true)) {
|
|
// When the matrix could be applied, we also need to transform
|
|
// color styles with matrices (only gradients so far):
|
|
var style = this._style,
|
|
// pass true for dontMerge so we don't recursively transform
|
|
// styles on groups' children.
|
|
fillColor = style.getFillColor(true),
|
|
strokeColor = style.getStrokeColor(true);
|
|
if (fillColor)
|
|
fillColor.transform(matrix);
|
|
if (strokeColor)
|
|
strokeColor.transform(matrix);
|
|
// Reset the internal matrix to the identity transformation if it
|
|
// was possible to apply it.
|
|
matrix.reset();
|
|
}
|
|
if (!_dontNotify)
|
|
this._changed(/*#=*/ Change.GEOMETRY);
|
|
},
|
|
|
|
/**
|
|
* 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 path = new Path.Rectangle({
|
|
* point: [80, 25],
|
|
* size: [75, 50],
|
|
* 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({
|
|
* center: [80, 50],
|
|
* radius: 30,
|
|
* 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 path = new Path.Rectangle({
|
|
* point: [80, 25],
|
|
* size: [75, 50],
|
|
* 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({
|
|
* center: [80, 50],
|
|
* radius: 30,
|
|
* 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({
|
|
* center: [80, 50],
|
|
* radius: 30,
|
|
* fillColor: 'red'
|
|
* });
|
|
*
|
|
* // Fit the path to the bounding rectangle of the view:
|
|
* path.fitBounds(view.bounds);
|
|
*/
|
|
fitBounds: function(rectangle, fill) {
|
|
// TODO: Think about passing options with various ways of defining
|
|
// fitting.
|
|
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,
|
|
newBounds = new Rectangle(new Point(),
|
|
new Size(bounds.width * scale, bounds.height * scale));
|
|
newBounds.setCenter(rectangle.getCenter());
|
|
this.setBounds(newBounds);
|
|
},
|
|
|
|
// DOCS: document exportJSON (documented in @private Base)
|
|
// DOCS: document importJSON
|
|
// DOCS: Figure out a way to group these together with importSVG / exportSVG
|
|
|
|
importJSON: function(json) {
|
|
return this.addChild(Base.importJSON(json));
|
|
},
|
|
|
|
/**
|
|
* {@grouptitle Event Handlers}
|
|
* Item level handler function to be called on each frame of an animation.
|
|
* The function receives an event object which contains information about
|
|
* the frame event:
|
|
*
|
|
* <b>{@code event.count}</b>: the number of times the frame event was
|
|
* fired.
|
|
* <b>{@code event.time}</b>: the total amount of time passed since the
|
|
* first frame event in seconds.
|
|
* <b>{@code event.delta}</b>: the time passed in seconds since the last
|
|
* frame event.
|
|
*
|
|
* @see View#onFrame
|
|
* @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';
|
|
*
|
|
* path.onFrame = function(event) {
|
|
* // Every frame, rotate the path by 3 degrees:
|
|
* this.rotate(3);
|
|
* }
|
|
*
|
|
* @name Item#onFrame
|
|
* @property
|
|
* @type Function
|
|
*/
|
|
|
|
/**
|
|
* The function to be called when the mouse button is pushed down on the
|
|
* item. The function receives a {@link MouseEvent} object which contains
|
|
* information about the mouse event.
|
|
*
|
|
* @name Item#onMouseDown
|
|
* @property
|
|
* @type Function
|
|
*
|
|
* @example {@paperscript}
|
|
* // Press the mouse button down on the circle shaped path, to make it red:
|
|
*
|
|
* // Create a circle shaped path at the center of the view:
|
|
* var path = new Path.Circle({
|
|
* center: view.center,
|
|
* radius: 25,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // When the mouse is pressed on the item,
|
|
* // set its fill color to red:
|
|
* path.onMouseDown = function(event) {
|
|
* this.fillColor = 'red';
|
|
* }
|
|
*
|
|
* @example {@paperscript}
|
|
* // Press the mouse on the circle shaped paths to remove them:
|
|
*
|
|
* // Loop 30 times:
|
|
* for (var i = 0; i < 30; i++) {
|
|
* // Create a circle shaped path at a random position
|
|
* // in the view:
|
|
* var path = new Path.Circle({
|
|
* center: Point.random() * view.size,
|
|
* radius: 25,
|
|
* fillColor: 'black',
|
|
* strokeColor: 'white'
|
|
* });
|
|
*
|
|
* // When the mouse is pressed on the item, remove it:
|
|
* path.onMouseDown = function(event) {
|
|
* this.remove();
|
|
* }
|
|
* }
|
|
*/
|
|
|
|
/**
|
|
* The function to be called when the mouse button is released over the item.
|
|
* The function receives a {@link MouseEvent} object which contains
|
|
* information about the mouse event.
|
|
*
|
|
* @name Item#onMouseUp
|
|
* @property
|
|
* @type Function
|
|
*
|
|
* @example {@paperscript}
|
|
* // Release the mouse button over the circle shaped path, to make it red:
|
|
*
|
|
* // Create a circle shaped path at the center of the view:
|
|
* var path = new Path.Circle({
|
|
* center: view.center,
|
|
* radius: 25,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // When the mouse is released over the item,
|
|
* // set its fill color to red:
|
|
* path.onMouseUp = function(event) {
|
|
* this.fillColor = 'red';
|
|
* }
|
|
*/
|
|
|
|
/**
|
|
* The function to be called when the mouse clicks on the item. The function
|
|
* receives a {@link MouseEvent} object which contains information about the
|
|
* mouse event.
|
|
*
|
|
* @name Item#onClick
|
|
* @property
|
|
* @type Function
|
|
*
|
|
* @example {@paperscript}
|
|
* // Click on the circle shaped path, to make it red:
|
|
*
|
|
* // Create a circle shaped path at the center of the view:
|
|
* var path = new Path.Circle({
|
|
* center: view.center,
|
|
* radius: 25,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // When the mouse is clicked on the item,
|
|
* // set its fill color to red:
|
|
* path.onClick = function(event) {
|
|
* this.fillColor = 'red';
|
|
* }
|
|
*
|
|
* @example {@paperscript}
|
|
* // Click on the circle shaped paths to remove them:
|
|
*
|
|
* // Loop 30 times:
|
|
* for (var i = 0; i < 30; i++) {
|
|
* // Create a circle shaped path at a random position
|
|
* // in the view:
|
|
* var path = new Path.Circle({
|
|
* center: Point.random() * view.size,
|
|
* radius: 25,
|
|
* fillColor: 'black',
|
|
* strokeColor: 'white'
|
|
* });
|
|
*
|
|
* // When the mouse clicks on the item, remove it:
|
|
* path.onClick = function(event) {
|
|
* this.remove();
|
|
* }
|
|
* }
|
|
*/
|
|
|
|
/**
|
|
* The function to be called when the mouse double clicks on the item. The
|
|
* function receives a {@link MouseEvent} object which contains information
|
|
* about the mouse event.
|
|
*
|
|
* @name Item#onDoubleClick
|
|
* @property
|
|
* @type Function
|
|
*
|
|
* @example {@paperscript}
|
|
* // Double click on the circle shaped path, to make it red:
|
|
*
|
|
* // Create a circle shaped path at the center of the view:
|
|
* var path = new Path.Circle({
|
|
* center: view.center,
|
|
* radius: 25,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // When the mouse is double clicked on the item,
|
|
* // set its fill color to red:
|
|
* path.onDoubleClick = function(event) {
|
|
* this.fillColor = 'red';
|
|
* }
|
|
*
|
|
* @example {@paperscript}
|
|
* // Double click on the circle shaped paths to remove them:
|
|
*
|
|
* // Loop 30 times:
|
|
* for (var i = 0; i < 30; i++) {
|
|
* // Create a circle shaped path at a random position
|
|
* // in the view:
|
|
* var path = new Path.Circle({
|
|
* center: Point.random() * view.size,
|
|
* radius: 25,
|
|
* fillColor: 'black',
|
|
* strokeColor: 'white'
|
|
* });
|
|
*
|
|
* // When the mouse is double clicked on the item, remove it:
|
|
* path.onDoubleClick = function(event) {
|
|
* this.remove();
|
|
* }
|
|
* }
|
|
*/
|
|
|
|
/**
|
|
* The function to be called repeatedly when the mouse moves on top of the
|
|
* item. The function receives a {@link MouseEvent} object which contains
|
|
* information about the mouse event.
|
|
*
|
|
* @name Item#onMouseMove
|
|
* @property
|
|
* @type Function
|
|
*
|
|
* @example {@paperscript}
|
|
* // Move over the circle shaped path, to change its opacity:
|
|
*
|
|
* // Create a circle shaped path at the center of the view:
|
|
* var path = new Path.Circle({
|
|
* center: view.center,
|
|
* radius: 25,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // When the mouse moves on top of the item, set its opacity
|
|
* // to a random value between 0 and 1:
|
|
* path.onMouseMove = function(event) {
|
|
* this.opacity = Math.random();
|
|
* }
|
|
*/
|
|
|
|
/**
|
|
* The function to be called when the mouse moves over the item. This
|
|
* function will only be called again, once the mouse moved outside of the
|
|
* item first. The function receives a {@link MouseEvent} object which
|
|
* contains information about the mouse event.
|
|
*
|
|
* @name Item#onMouseEnter
|
|
* @property
|
|
* @type Function
|
|
*
|
|
* @example {@paperscript}
|
|
* // When you move the mouse over the item, its fill color is set to red.
|
|
* // When you move the mouse outside again, its fill color is set back
|
|
* // to black.
|
|
*
|
|
* // Create a circle shaped path at the center of the view:
|
|
* var path = new Path.Circle({
|
|
* center: view.center,
|
|
* radius: 25,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // When the mouse enters the item, set its fill color to red:
|
|
* path.onMouseEnter = function(event) {
|
|
* this.fillColor = 'red';
|
|
* }
|
|
*
|
|
* // When the mouse leaves the item, set its fill color to black:
|
|
* path.onMouseLeave = function(event) {
|
|
* this.fillColor = 'black';
|
|
* }
|
|
* @example {@paperscript}
|
|
* // When you click the mouse, you create new circle shaped items. When you
|
|
* // move the mouse over the item, its fill color is set to red. When you
|
|
* // move the mouse outside again, its fill color is set back
|
|
* // to black.
|
|
*
|
|
* function enter(event) {
|
|
* this.fillColor = 'red';
|
|
* }
|
|
*
|
|
* function leave(event) {
|
|
* this.fillColor = 'black';
|
|
* }
|
|
*
|
|
* // When the mouse is pressed:
|
|
* function onMouseDown(event) {
|
|
* // Create a circle shaped path at the position of the mouse:
|
|
* var path = new Path.Circle(event.point, 25);
|
|
* path.fillColor = 'black';
|
|
*
|
|
* // When the mouse enters the item, set its fill color to red:
|
|
* path.onMouseEnter = enter;
|
|
*
|
|
* // When the mouse leaves the item, set its fill color to black:
|
|
* path.onMouseLeave = leave;
|
|
* }
|
|
*/
|
|
|
|
/**
|
|
* The function to be called when the mouse moves out of the item.
|
|
* The function receives a {@link MouseEvent} object which contains
|
|
* information about the mouse event.
|
|
*
|
|
* @name Item#onMouseLeave
|
|
* @property
|
|
* @type Function
|
|
*
|
|
* @example {@paperscript}
|
|
* // Move the mouse over the circle shaped path and then move it out
|
|
* // of it again to set its fill color to red:
|
|
*
|
|
* // Create a circle shaped path at the center of the view:
|
|
* var path = new Path.Circle({
|
|
* center: view.center,
|
|
* radius: 25,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // When the mouse leaves the item, set its fill color to red:
|
|
* path.onMouseLeave = function(event) {
|
|
* this.fillColor = 'red';
|
|
* }
|
|
*/
|
|
|
|
/**
|
|
* {@grouptitle Event Handling}
|
|
*
|
|
* Attach an event handler to the item.
|
|
*
|
|
* @name Item#on
|
|
* @function
|
|
* @param {String('mousedown', 'mouseup', 'mousedrag', 'click',
|
|
* 'doubleclick', 'mousemove', 'mouseenter', 'mouseleave')} type the event
|
|
* type
|
|
* @param {Function} function The function to be called when the event
|
|
* occurs
|
|
*
|
|
* @example {@paperscript}
|
|
* // Change the fill color of the path to red when the mouse enters its
|
|
* // shape and back to black again, when it leaves its shape.
|
|
*
|
|
* // Create a circle shaped path at the center of the view:
|
|
* var path = new Path.Circle({
|
|
* center: view.center,
|
|
* radius: 25,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // When the mouse enters the item, set its fill color to red:
|
|
* path.on('mouseenter', function() {
|
|
* this.fillColor = 'red';
|
|
* });
|
|
*
|
|
* // When the mouse leaves the item, set its fill color to black:
|
|
* path.on('mouseleave', function() {
|
|
* this.fillColor = 'black';
|
|
* });
|
|
*/
|
|
/**
|
|
* Attach one or more event handlers to the item.
|
|
*
|
|
* @name Item#on^2
|
|
* @function
|
|
* @param {Object} param An object literal containing one or more of the
|
|
* following properties: {@code mousedown, mouseup, mousedrag, click,
|
|
* doubleclick, mousemove, mouseenter, mouseleave}.
|
|
*
|
|
* @example {@paperscript}
|
|
* // Change the fill color of the path to red when the mouse enters its
|
|
* // shape and back to black again, when it leaves its shape.
|
|
*
|
|
* // Create a circle shaped path at the center of the view:
|
|
* var path = new Path.Circle({
|
|
* center: view.center,
|
|
* radius: 25
|
|
* });
|
|
* path.fillColor = 'black';
|
|
*
|
|
* // When the mouse enters the item, set its fill color to red:
|
|
* path.on({
|
|
* mouseenter: function(event) {
|
|
* this.fillColor = 'red';
|
|
* },
|
|
* mouseleave: function(event) {
|
|
* this.fillColor = 'black';
|
|
* }
|
|
* });
|
|
* @example {@paperscript}
|
|
* // When you click the mouse, you create new circle shaped items. When you
|
|
* // move the mouse over the item, its fill color is set to red. When you
|
|
* // move the mouse outside again, its fill color is set black.
|
|
*
|
|
* var pathHandlers = {
|
|
* mouseenter: function(event) {
|
|
* this.fillColor = 'red';
|
|
* },
|
|
* mouseleave: function(event) {
|
|
* this.fillColor = 'black';
|
|
* }
|
|
* }
|
|
*
|
|
* // When the mouse is pressed:
|
|
* function onMouseDown(event) {
|
|
* // Create a circle shaped path at the position of the mouse:
|
|
* var path = new Path.Circle({
|
|
* center: event.point,
|
|
* radius: 25,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // Attach the handers inside the object literal to the path:
|
|
* path.on(pathHandlers);
|
|
* }
|
|
*/
|
|
|
|
/**
|
|
* Detach an event handler from the item.
|
|
*
|
|
* @name Item#detach
|
|
* @function
|
|
* @param {String('mousedown', 'mouseup', 'mousedrag', 'click',
|
|
* 'doubleclick', 'mousemove', 'mouseenter', 'mouseleave')} type the event
|
|
* type
|
|
* @param {Function} function The function to be detached
|
|
*/
|
|
/**
|
|
* Detach one or more event handlers to the item.
|
|
*
|
|
* @name Item#detach^2
|
|
* @function
|
|
* @param {Object} param An object literal containing one or more of the
|
|
* following properties: {@code mousedown, mouseup, mousedrag, click,
|
|
* doubleclick, mousemove, mouseenter, mouseleave}
|
|
*/
|
|
|
|
/**
|
|
* Fire an event on the item.
|
|
*
|
|
* @name Item#fire
|
|
* @function
|
|
* @param {String('mousedown', 'mouseup', 'mousedrag', 'click',
|
|
* 'doubleclick', 'mousemove', 'mouseenter', 'mouseleave')} type the event
|
|
* type
|
|
* @param {Object} event An object literal containing properties describing
|
|
* the event.
|
|
*/
|
|
|
|
/**
|
|
* Check if the item has one or more event handlers of the specified type.
|
|
*
|
|
* @name Item#responds
|
|
* @function
|
|
* @param {String('mousedown', 'mouseup', 'mousedrag', 'click',
|
|
* 'doubleclick', 'mousemove', 'mouseenter', 'mouseleave')} type the event
|
|
* type
|
|
* @return {Boolean} {@true if the item has one or more event handlers of
|
|
* the specified type}
|
|
*/
|
|
|
|
/**
|
|
* Private method that sets Path related styles on the canvas context.
|
|
* Not defined in Path as it is required by other classes too,
|
|
* e.g. PointText.
|
|
*/
|
|
_setStyles: function(ctx) {
|
|
// We can access internal properties since we're only using this on
|
|
// items without children, where styles would be merged.
|
|
var style = this._style,
|
|
width = style.getStrokeWidth(),
|
|
join = style.getStrokeJoin(),
|
|
cap = style.getStrokeCap(),
|
|
limit = style.getMiterLimit(),
|
|
fillColor = style.getFillColor(),
|
|
strokeColor = style.getStrokeColor(),
|
|
dashArray = style.getDashArray(),
|
|
dashOffset = style.getDashOffset();
|
|
if (width != null)
|
|
ctx.lineWidth = width;
|
|
if (join)
|
|
ctx.lineJoin = join;
|
|
if (cap)
|
|
ctx.lineCap = cap;
|
|
if (limit)
|
|
ctx.miterLimit = limit;
|
|
if (fillColor)
|
|
ctx.fillStyle = fillColor.toCanvasStyle(ctx);
|
|
if (strokeColor) {
|
|
ctx.strokeStyle = strokeColor.toCanvasStyle(ctx);
|
|
if (paper.support.nativeDash && dashArray && dashArray.length) {
|
|
if ('setLineDash' in ctx) {
|
|
ctx.setLineDash(dashArray);
|
|
ctx.lineDashOffset = dashOffset;
|
|
} else {
|
|
ctx.mozDash = dashArray;
|
|
ctx.mozDashOffset = dashOffset;
|
|
}
|
|
}
|
|
}
|
|
// If the item only defines a strokeColor or a fillColor, draw it
|
|
// directly with the globalAlpha set, otherwise we will do it later when
|
|
// we composite the temporary canvas.
|
|
if (!fillColor || !strokeColor)
|
|
ctx.globalAlpha = this._opacity;
|
|
},
|
|
|
|
// TODO: Implement View into the drawing.
|
|
// TODO: Optimize temporary canvas drawing to ignore parts that are
|
|
// outside of the visible view.
|
|
draw: function(ctx, param) {
|
|
if (!this._visible || this._opacity == 0)
|
|
return;
|
|
// Each time the project gets drawn, it's _drawCount is increased.
|
|
// Keep the _drawCount of drawn items in sync, so we have an easy
|
|
// way to filter out selected items that are not being drawn, e.g.
|
|
// because they are currently not part of the DOM.
|
|
this._drawCount = this._project._drawCount;
|
|
// Keep calculating the current global matrix, by keeping a history
|
|
// and pushing / popping as we go along.
|
|
var transforms = param.transforms,
|
|
parentMatrix = transforms[transforms.length - 1],
|
|
globalMatrix = parentMatrix.clone().concatenate(this._matrix);
|
|
transforms.push(this._globalMatrix = globalMatrix);
|
|
// 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.
|
|
// Exclude Raster items since they never draw a stroke and handle
|
|
// opacity by themselves (they also don't call _setStyles)
|
|
var parentCtx, itemOffset, prevOffset;
|
|
if (this._blendMode !== 'normal' || this._opacity < 1
|
|
&& this._type !== 'raster' && (this._type !== 'path'
|
|
|| this.getFillColor() && this.getStrokeColor())) {
|
|
// Apply the paren't global matrix to the calculation of correct
|
|
// bounds.
|
|
var bounds = this.getStrokeBounds(parentMatrix);
|
|
if (!bounds.width || !bounds.height)
|
|
return;
|
|
// Store previous offset and save the parent context, so we can
|
|
// draw onto it later
|
|
prevOffset = param.offset;
|
|
// Floor the offset and ceil the size, so we don't cut off any
|
|
// antialiased pixels when drawing onto the temporary canvas.
|
|
itemOffset = param.offset = bounds.getTopLeft().floor();
|
|
// Set ctx to the context of the temporary canvas,
|
|
// so we draw onto it, instead of the parentCtx
|
|
parentCtx = ctx;
|
|
ctx = CanvasProvider.getContext(
|
|
bounds.getSize().ceil().add(new Size(1, 1)));
|
|
}
|
|
ctx.save();
|
|
// Translate the context so the topLeft of the item is at (0, 0)
|
|
// on the temporary canvas.
|
|
if (parentCtx)
|
|
ctx.translate(-itemOffset.x, -itemOffset.y);
|
|
// Apply globalMatrix when blitting into temporary canvas.
|
|
(parentCtx ? globalMatrix : this._matrix).applyToContext(ctx);
|
|
this._draw(ctx, param);
|
|
ctx.restore();
|
|
transforms.pop();
|
|
if (param.clip)
|
|
ctx.clip();
|
|
// If a temporary canvas was created before, composite it onto the
|
|
// parent canvas:
|
|
if (parentCtx) {
|
|
// Restore previous offset.
|
|
param.offset = prevOffset;
|
|
// If the item has a blendMode, use BlendMode#process to
|
|
// composite its canvas on the parentCanvas.
|
|
if (this._blendMode !== 'normal') {
|
|
// The pixel offset of the temporary canvas to the parent
|
|
// canvas.
|
|
BlendMode.process(this._blendMode, ctx, parentCtx,
|
|
this._opacity, itemOffset.subtract(prevOffset));
|
|
} else {
|
|
// Otherwise just set the globalAlpha before drawing the
|
|
// temporary canvas on the parent canvas.
|
|
parentCtx.save();
|
|
// Reset transformations, since we're blitting and pixel
|
|
// scale and with a given offset.
|
|
parentCtx.setTransform(1, 0, 0, 1, 0, 0);
|
|
parentCtx.globalAlpha = this._opacity;
|
|
parentCtx.drawImage(ctx.canvas, itemOffset.x, itemOffset.y);
|
|
parentCtx.restore();
|
|
}
|
|
// Return the temporary context, so it can be reused
|
|
CanvasProvider.release(ctx);
|
|
}
|
|
}
|
|
}, Base.each(['down', 'drag', 'up', 'move'], function(name) {
|
|
this['removeOn' + Base.capitalize(name)] = function() {
|
|
var hash = {};
|
|
hash[name] = true;
|
|
return this.removeOn(hash);
|
|
};
|
|
}, /** @lends Item# */{
|
|
/**
|
|
* {@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({
|
|
* center: event.point,
|
|
* radius: 10,
|
|
* 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
|
|
* @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({
|
|
* center: event.point,
|
|
* radius: 10,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // On the next move event, automatically remove the path:
|
|
* path.removeOnMove();
|
|
* }
|
|
*/
|
|
|
|
/**
|
|
* Removes the item when the next {@link Tool#onMouseDown} event is fired.
|
|
*
|
|
* @name Item#removeOnDown
|
|
* @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({
|
|
* center: event.point,
|
|
* radius: 10,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // Remove the path, next time the mouse is pressed:
|
|
* path.removeOnDown();
|
|
* }
|
|
*/
|
|
|
|
/**
|
|
* Removes the item when the next {@link Tool#onMouseDrag} event is fired.
|
|
*
|
|
* @name Item#removeOnDrag
|
|
* @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({
|
|
* center: event.point,
|
|
* radius: 10,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // On the next drag event, automatically remove the path:
|
|
* path.removeOnDrag();
|
|
* }
|
|
*/
|
|
|
|
/**
|
|
* Removes the item when the next {@link Tool#onMouseUp} event is fired.
|
|
*
|
|
* @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({
|
|
* center: event.point,
|
|
* radius: 10,
|
|
* fillColor: 'black'
|
|
* });
|
|
*
|
|
* // Remove the path, when the mouse is released:
|
|
* path.removeOnUp();
|
|
* }
|
|
*/
|
|
// TODO: implement Item#removeOnFrame
|
|
removeOn: function(obj) {
|
|
for (var name in obj) {
|
|
if (obj[name]) {
|
|
var key = 'mouse' + name,
|
|
sets = Tool._removeSets = Tool._removeSets || {};
|
|
sets[key] = sets[key] || {};
|
|
sets[key][this._id] = this;
|
|
}
|
|
}
|
|
return this;
|
|
}
|
|
}));
|