mirror of
https://github.com/scratchfoundation/paper.js.git
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723 lines
19 KiB
JavaScript
723 lines
19 KiB
JavaScript
/*
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* Paper.js
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*
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* This file is part of Paper.js, a JavaScript Vector Graphics Library,
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* based on Scriptographer.org and designed to be largely API compatible.
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* http://paperjs.org/
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* http://scriptographer.org/
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*
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* Distributed under the MIT license. See LICENSE file for details.
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*
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* Copyright (c) 2011, Juerg Lehni & Jonathan Puckey
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* http://lehni.org/ & http://jonathanpuckey.com/
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*
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* All rights reserved.
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*/
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var Rectangle = this.Rectangle = Base.extend({
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/** @lends Rectangle# */
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/**
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* Creates a Rectangle object.
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*
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* @name Rectangle
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* @constructor
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*
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* @param {Point} point the top-left point of the rectangle
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* @param {Size} size the size of the rectangle
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*
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* @class A Rectangle specifies an area that is enclosed by it's top-left
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* point (x, y), its width, and its height. It should not be confused with a
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* rectangular path, it is not an item.
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*/
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/**
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* Creates a rectangle object.
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*
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* @name Rectangle#initialize
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* @param {Number} x the left coordinate
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* @param {Number} y the top coordinate
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* @param {Number} width
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* @param {Number} height
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*/
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/**
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* Creates a rectangle object from the passed points. These do not
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* necessarily need to be the top left and bottom right corners, the
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* constructor figures out how to fit a rectangle between them.
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*
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* @name Rectangle#initialize
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* @param {Point} point1 The first point defining the rectangle
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* @param {Point} point2 The second point defining the rectangle
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*/
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/**
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* Creates a new rectangle object from the passed rectangle object.
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*
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* @name Rectangle#initialize
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* @param {Rectangle} rt
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*/
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initialize: function(arg0, arg1, arg2, arg3) {
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if (arguments.length == 4) {
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// new Rectangle(x, y, width, height)
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this.x = arg0;
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this.y = arg1;
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this.width = arg2;
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this.height = arg3;
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} else if (arguments.length == 2) {
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if (arg1 && arg1.x !== undefined) {
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// new Rectangle(point1, point2)
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var point1 = Point.read(arguments, 0, 1);
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var point2 = Point.read(arguments, 1, 1);
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this.x = point1.x;
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this.y = point1.y;
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this.width = point2.x - point1.x;
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this.height = point2.y - point1.y;
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if (this.width < 0) {
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this.x = point2.x;
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this.width = -this.width;
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}
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if (this.height < 0) {
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this.y = point2.y;
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this.height = -this.height;
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}
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} else {
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// new Rectangle(point, size)
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var point = Point.read(arguments, 0, 1);
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var size = Size.read(arguments, 1, 1);
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this.x = point.x;
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this.y = point.y;
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this.width = size.width;
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this.height = size.height;
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}
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} else if (arg0) {
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// Use 0 as defaults, in case we're reading from a Point or Size
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this.x = arg0.x || 0;
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this.y = arg0.y || 0;
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this.width = arg0.width || 0;
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this.height = arg0.height || 0;
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} else {
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// new Rectangle()
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this.x = this.y = this.width = this.height = 0;
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}
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},
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/**
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* The x position of the rectangle.
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*
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* @name Rectangle#x
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* @type Number
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*/
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/**
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* The y position of the rectangle.
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*
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* @name Rectangle#y
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* @type Number
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*/
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/**
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* The width of the rectangle.
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*
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* @name Rectangle#width
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* @type Number
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*/
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/**
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* The height of the rectangle.
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*
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* @name Rectangle#height
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* @type Number
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*/
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// DOCS: why does jsdocs document this function, when there are no comments?
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/**
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* @ignore
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*/
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set: function(x, y, width, height) {
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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return this;
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},
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/**
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* The top-left point of the rectangle
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*
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* @type Point
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* @bean
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*/
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getPoint: function() {
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return LinkedPoint.create(this, 'setPoint', this.x, this.y);
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},
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setPoint: function(point) {
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point = Point.read(arguments);
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this.x = point.x;
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this.y = point.y;
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return this;
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},
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/**
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* The size of the rectangle
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*
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* @type Size
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* @bean
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*/
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getSize: function() {
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return LinkedSize.create(this, 'setSize', this.width, this.height);
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},
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setSize: function(size) {
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size = Size.read(arguments);
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this.width = size.width;
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this.height = size.height;
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return this;
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},
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/**
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* {@grouptitle Side Positions}
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*
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* The position of the left hand side of the rectangle. Note that this
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* doesn't move the whole rectangle; the right hand side stays where it was.
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*
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* @type Number
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* @bean
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*/
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getLeft: function() {
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return this.x;
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},
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setLeft: function(left) {
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this.width -= left - this.x;
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this.x = left;
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return this;
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},
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/**
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* The top coordinate of the rectangle. Note that this doesn't move the
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* whole rectangle: the bottom won't move.
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*
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* @type Number
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* @bean
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*/
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getTop: function() {
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return this.y;
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},
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setTop: function(top) {
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this.height -= top - this.y;
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this.y = top;
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return this;
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},
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/**
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* The position of the right hand side of the rectangle. Note that this
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* doesn't move the whole rectangle; the left hand side stays where it was.
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*
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* @type Number
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* @bean
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*/
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getRight: function() {
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return this.x + this.width;
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},
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setRight: function(right) {
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this.width = right - this.x;
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return this;
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},
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/**
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* The bottom coordinate of the rectangle. Note that this doesn't move the
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* whole rectangle: the top won't move.
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*
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* @type Number
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* @bean
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*/
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getBottom: function() {
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return this.y + this.height;
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},
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setBottom: function(bottom) {
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this.height = bottom - this.y;
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return this;
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},
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/**
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* The center-x coordinate of the rectangle.
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*
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* @type Number
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* @bean
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* @ignore
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*/
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getCenterX: function() {
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return this.x + this.width * 0.5;
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},
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setCenterX: function(x) {
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this.x = x - this.width * 0.5;
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return this;
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},
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/**
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* The center-y coordinate of the rectangle.
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*
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* @type Number
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* @bean
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* @ignore
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*/
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getCenterY: function() {
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return this.y + this.height * 0.5;
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},
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setCenterY: function(y) {
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this.y = y - this.height * 0.5;
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return this;
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},
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/**
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* {@grouptitle Corner and Center Point Positions}
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*
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* The center point of the rectangle.
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*
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* @type Point
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* @bean
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*/
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getCenter: function() {
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return LinkedPoint.create(this, 'setCenter',
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this.getCenterX(), this.getCenterY());
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},
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setCenter: function(point) {
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point = Point.read(arguments);
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return this.setCenterX(point.x).setCenterY(point.y);
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},
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/**
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* The top-left point of the rectangle.
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*
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* @name Rectangle#topLeft
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* @type Point
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*/
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/**
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* The top-right point of the rectangle.
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*
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* @name Rectangle#topRight
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* @type Point
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*/
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/**
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* The bottom-left point of the rectangle.
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*
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* @name Rectangle#bottomLeft
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* @type Point
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*/
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/**
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* The bottom-right point of the rectangle.
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*
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* @name Rectangle#bottomRight
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* @type Point
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*/
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/**
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* The left-center point of the rectangle.
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*
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* @name Rectangle#leftCenter
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* @type Point
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*/
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/**
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* The top-center point of the rectangle.
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*
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* @name Rectangle#topCenter
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* @type Point
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*/
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/**
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* The right-center point of the rectangle.
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*
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* @name Rectangle#rightCenter
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* @type Point
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*/
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/**
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* The bottom-center point of the rectangle.
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*
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* @name Rectangle#bottomCenter
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* @type Point
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*/
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/**
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* Checks whether the coordinates and size of the rectangle are equal to
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* that of the supplied rectangle.
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*
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* @param {Rectangle} rect
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* @return {Boolean} {@true if the rectangles are equal}
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*/
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equals: function(rect) {
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rect = Rectangle.read(arguments);
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return this.x == rect.x && this.y == rect.y
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&& this.width == rect.width && this.height == rect.height;
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},
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/**
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* @return {Boolean} {@true the rectangle is empty}
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*/
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isEmpty: function() {
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return this.width == 0 || this.height == 0;
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},
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/**
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* @return {String} A string representation of this rectangle.
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*/
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toString: function() {
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var format = Base.formatNumber;
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return '{ x: ' + format(this.x)
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+ ', y: ' + format(this.y)
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+ ', width: ' + format(this.width)
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+ ', height: ' + format(this.height)
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+ ' }';
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},
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/**
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* {@grouptitle Geometric Tests}
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*
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* Tests if the specified point is inside the boundary of the rectangle.
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*
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* @name Rectangle#contains
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* @function
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* @param {Point} point the specified point
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* @return {Boolean} {@true if the point is inside the rectangle's boundary}
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*
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* @example {@paperscript}
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* // Checking whether the mouse position falls within the bounding
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* // rectangle of an item:
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*
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* // Create a circle shaped path at {x: 80, y: 50}
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* // with a radius of 30.
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* var circle = new Path.Circle(new Point(80, 50), 30);
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* circle.fillColor = 'red';
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*
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* function onMouseMove(event) {
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* // Check whether the mouse position intersects with the
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* // bounding box of the item:
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* if (circle.bounds.contains(event.point)) {
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* // If it intersects, fill it with green:
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* circle.fillColor = 'green';
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* } else {
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* // If it doesn't intersect, fill it with red:
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* circle.fillColor = 'red';
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* }
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* }
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*/
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/**
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* Tests if the interior of the rectangle entirely contains the specified
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* rectangle.
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*
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* @name Rectangle#contains
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* @function
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* @param {Rectangle} rect The specified rectangle
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* @return {Boolean} {@true if the rectangle entirely contains the specified
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* rectangle}
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*
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* @example {@paperscript}
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* // Checking whether the bounding box of one item is contained within
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* // that of another item:
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*
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* // All newly created paths will inherit these styles:
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* project.currentStyle = {
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* fillColor: 'green',
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* strokeColor: 'black'
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* };
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*
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* // Create a circle shaped path at {x: 80, y: 50}
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* // with a radius of 45.
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* var largeCircle = new Path.Circle(new Point(80, 50), 45);
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*
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* // Create a smaller circle shaped path in the same position
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* // with a radius of 30.
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* var circle = new Path.Circle(new Point(80, 50), 30);
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*
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* function onMouseMove(event) {
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* // Move the circle to the position of the mouse:
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* circle.position = event.point;
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*
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* // Check whether the bounding box of the smaller circle
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* // is contained within the bounding box of the larger item:
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* if (largeCircle.bounds.contains(circle.bounds)) {
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* // If it does, fill it with green:
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* circle.fillColor = 'green';
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* largeCircle.fillColor = 'green';
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* } else {
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* // If doesn't, fill it with red:
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* circle.fillColor = 'red';
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* largeCircle.fillColor = 'red';
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* }
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* }
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*/
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contains: function(rect) {
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if (rect.width !== undefined) {
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return rect.x >= this.x && rect.y >= this.y
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&& rect.x + rect.width <= this.x + this.width
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&& rect.y + rect.height <= this.y + this.height;
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} else {
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var point = Point.read(arguments);
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return point.x >= this.x && point.y >= this.y
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&& point.x <= this.x + this.width
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&& point.y <= this.y + this.height;
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}
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},
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/**
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* Tests if the interior of this rectangle intersects the interior of
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* another rectangle.
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*
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* @param {Rectangle} rect the specified rectangle
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* @return {Boolean} {@true if the rectangle and the specified rectangle
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* intersect each other}
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*
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* @example {@paperscript}
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* // Checking whether the bounding box of one item intersects with
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* // that of another item:
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*
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* // All newly created paths will inherit these styles:
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* project.currentStyle = {
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* fillColor: 'green',
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* strokeColor: 'black'
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* };
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*
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* // Create a circle shaped path at {x: 80, y: 50}
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* // with a radius of 45.
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* var largeCircle = new Path.Circle(new Point(80, 50), 45);
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*
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* // Create a smaller circle shaped path in the same position
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* // with a radius of 30.
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* var circle = new Path.Circle(new Point(80, 50), 30);
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*
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* function onMouseMove(event) {
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* // Move the circle to the position of the mouse:
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* circle.position = event.point;
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*
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* // Check whether the bounding box of the two circle
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* // shaped paths intersect:
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* if (largeCircle.bounds.intersects(circle.bounds)) {
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* // If it does, fill it with green:
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* circle.fillColor = 'green';
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* largeCircle.fillColor = 'green';
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* } else {
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* // If doesn't, fill it with red:
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* circle.fillColor = 'red';
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* largeCircle.fillColor = 'red';
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* }
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* }
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*/
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intersects: function(rect) {
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rect = Rectangle.read(arguments);
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return rect.x + rect.width > this.x
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&& rect.y + rect.height > this.y
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&& rect.x < this.x + this.width
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&& rect.y < this.y + this.height;
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},
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/**
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* {@grouptitle Boolean Operations}
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*
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* Returns a new rectangle representing the intersection of this rectangle
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* with the specified rectangle.
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*
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* @param {Rectangle} rect The rectangle to be intersected with this
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* rectangle
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* @return {Rectangle} The largest rectangle contained in both the specified
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* rectangle and in this rectangle.
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*
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* @example {@paperscript}
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* // Intersecting two rectangles and visualizing the result using rectangle
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* // shaped paths:
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*
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* // Create two rectangles that overlap each other
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* var size = new Size(50, 50);
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* var rectangle1 = new Rectangle(new Point(25, 15), size);
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* var rectangle2 = new Rectangle(new Point(50, 40), size);
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*
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* // The rectangle that represents the intersection of the
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* // two rectangles:
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* var intersected = rectangle1.intersect(rectangle2);
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*
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* // To visualize the intersecting of the rectangles, we will
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* // create rectangle shaped paths using the Path.Rectangle
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* // constructor.
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*
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* // Have all newly created paths inherit a black stroke:
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* project.currentStyle.strokeColor = 'black';
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*
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* // Create two rectangle shaped paths using the abstract rectangles
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* // we created before:
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* new Path.Rectangle(rectangle1);
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* new Path.Rectangle(rectangle2);
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*
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* // Create a path that represents the intersected rectangle,
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* // and fill it with red:
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* var intersectionPath = new Path.Rectangle(intersected);
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* intersectionPath.fillColor = 'red';
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*/
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intersect: function(rect) {
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rect = Rectangle.read(arguments);
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var x1 = Math.max(this.x, rect.x),
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y1 = Math.max(this.y, rect.y),
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x2 = Math.min(this.x + this.width, rect.x + rect.width),
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y2 = Math.min(this.y + this.height, rect.y + rect.height);
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return Rectangle.create(x1, y1, x2 - x1, y2 - y1);
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},
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|
|
/**
|
|
* Returns a new rectangle representing the union of this rectangle with the
|
|
* specified rectangle.
|
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*
|
|
* @param {Rectangle} rect the rectangle to be combined with this rectangle
|
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* @return {Rectangle} the smallest rectangle containing both the specified
|
|
* rectangle and this rectangle.
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*/
|
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unite: function(rect) {
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rect = Rectangle.read(arguments);
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var x1 = Math.min(this.x, rect.x),
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y1 = Math.min(this.y, rect.y),
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x2 = Math.max(this.x + this.width, rect.x + rect.width),
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y2 = Math.max(this.y + this.height, rect.y + rect.height);
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return Rectangle.create(x1, y1, x2 - x1, y2 - y1);
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},
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|
|
/**
|
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* Adds a point to this rectangle. The resulting rectangle is the
|
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* smallest rectangle that contains both the original rectangle and the
|
|
* specified point.
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*
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* After adding a point, a call to {@link #contains(point)} with the added
|
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* point as an argument does not necessarily return {@code true}.
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* The {@link Rectangle#contains(point)} method does not return {@code true}
|
|
* for points on the right or bottom edges of a rectangle. Therefore, if the
|
|
* added point falls on the left or bottom edge of the enlarged rectangle,
|
|
* {@link Rectangle#contains(point)} returns {@code false} for that point.
|
|
*
|
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* @param {Point} point
|
|
*/
|
|
include: function(point) {
|
|
point = Point.read(arguments);
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var x1 = Math.min(this.x, point.x),
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y1 = Math.min(this.y, point.y),
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x2 = Math.max(this.x + this.width, point.x),
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y2 = Math.max(this.y + this.height, point.y);
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return Rectangle.create(x1, y1, x2 - x1, y2 - y1);
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},
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|
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statics: {
|
|
// See Point.create()
|
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create: function(x, y, width, height) {
|
|
return new Rectangle(Rectangle.dont).set(x, y, width, height);
|
|
}
|
|
}
|
|
}, new function() {
|
|
return Base.each([
|
|
['Top', 'Left'], ['Top', 'Right'],
|
|
['Bottom', 'Left'], ['Bottom', 'Right'],
|
|
['Left', 'Center'], ['Top', 'Center'],
|
|
['Right', 'Center'], ['Bottom', 'Center']
|
|
],
|
|
function(parts, index) {
|
|
var part = parts.join('');
|
|
// find out if the first of the pair is an x or y property,
|
|
// by checking the first character for [R]ight or [L]eft;
|
|
var xFirst = /^[RL]/.test(part);
|
|
// Rename Center to CenterX or CenterY:
|
|
if (index >= 4)
|
|
parts[1] += xFirst ? 'Y' : 'X';
|
|
var x = parts[xFirst ? 0 : 1],
|
|
y = parts[xFirst ? 1 : 0],
|
|
getX = 'get' + x,
|
|
getY = 'get' + y,
|
|
setX = 'set' + x,
|
|
setY = 'set' + y,
|
|
get = 'get' + part,
|
|
set = 'set' + part;
|
|
this[get] = function() {
|
|
return LinkedPoint.create(this, set,
|
|
this[getX](), this[getY]());
|
|
};
|
|
this[set] = function(point) {
|
|
point = Point.read(arguments);
|
|
// Note: call chaining happens here.
|
|
return this[setX](point.x)[setY](point.y);
|
|
};
|
|
}, {});
|
|
});
|
|
|
|
/**
|
|
* An internal version of Rectangle that notifies its owner of each change
|
|
* through setting itself again on the setter that corresponds to the getter
|
|
* that produced this LinkedRectangle. See uses of LinkedRectangle.create()
|
|
* Note: This prototype is not exported.
|
|
*
|
|
* @ignore
|
|
*/
|
|
var LinkedRectangle = Rectangle.extend({
|
|
set: function(x, y, width, height, dontNotify) {
|
|
this._x = x;
|
|
this._y = y;
|
|
this._width = width;
|
|
this._height = height;
|
|
if (!dontNotify)
|
|
this._owner[this._setter](this);
|
|
return this;
|
|
},
|
|
|
|
statics: {
|
|
/**
|
|
* Provide a faster creator for Points out of two coordinates that
|
|
* does not rely on Point#initialize at all. This speeds up all math
|
|
* operations a lot.
|
|
*
|
|
* @ignore
|
|
*/
|
|
create: function(owner, setter, x, y, width, height) {
|
|
var rect = new LinkedRectangle(LinkedRectangle.dont).set(
|
|
x, y, width, height, true);
|
|
rect._owner = owner;
|
|
rect._setter = setter;
|
|
return rect;
|
|
}
|
|
}
|
|
}, new function() {
|
|
var proto = Rectangle.prototype;
|
|
|
|
return Base.each(['x', 'y', 'width', 'height'], function(key) {
|
|
var part = Base.capitalize(key);
|
|
var internal = '_' + key;
|
|
this['get' + part] = function() {
|
|
return this[internal];
|
|
};
|
|
|
|
this['set' + part] = function(value) {
|
|
this[internal] = value;
|
|
// Check if this setter is called from another one which sets
|
|
// _dontNotify, as it will notify itself
|
|
if (!this._dontNotify)
|
|
this._owner[this._setter](this);
|
|
};
|
|
}, Base.each(['Point', 'Size', 'Center',
|
|
'Left', 'Top', 'Right', 'Bottom', 'CenterX', 'CenterY',
|
|
'TopLeft', 'TopRight', 'BottomLeft', 'BottomRight',
|
|
'LeftCenter', 'TopCenter', 'RightCenter', 'BottomCenter'],
|
|
function(key) {
|
|
var name = 'set' + key;
|
|
this[name] = function(value) {
|
|
// Make sure the above setters of x, y, width, height do not
|
|
// each notify the owner, as we're going to take care of this
|
|
// afterwards here, only once per change.
|
|
this._dontNotify = true;
|
|
proto[name].apply(this, arguments);
|
|
delete this._dontNotify;
|
|
this._owner[this._setter](this);
|
|
return this;
|
|
};
|
|
}, {})
|
|
);
|
|
});
|