paper.js/src/item/Item.js
Jürg Lehni 30374ae3b4 Implement proper index independent argument list reading of basic types.
Implemented for Point, Size, Rectangle and Color.
2012-10-18 14:24:15 -07:00

2629 lines
78 KiB
JavaScript

/*
* Paper.js
*
* This file is part of Paper.js, a JavaScript Vector Graphics Library,
* based on Scriptographer.org and designed to be largely API compatible.
* http://paperjs.org/
* http://scriptographer.org/
*
* Copyright (c) 2011, Juerg Lehni & Jonathan Puckey
* http://lehni.org/ & http://jonathanpuckey.com/
*
* Distributed under the MIT license. See LICENSE file for details.
*
* All rights reserved.
*/
/**
* @name Item
*
* @class The Item type allows you to access and modify the items in
* Paper.js projects. Its functionality is inherited by different project
* item types such as {@link Path}, {@link CompoundPath}, {@link Group},
* {@link Layer} and {@link Raster}. They each add a layer of functionality that
* is unique to their type, but share the underlying properties and functions
* that they inherit from Item.
*/
var Item = this.Item = Base.extend(Callback, /** @lends Item# */{
_events: new function() {
// Flags defining which native events are required by which Paper events
// as required for counting amount of necessary natives events.
// The mapping is native -> virtual
var mouseFlags = {
mousedown: {
mousedown: 1,
mousedrag: 1,
click: 1,
doubleclick: 1
},
mouseup: {
mouseup: 1,
mousedrag: 1,
click: 1,
doubleclick: 1
},
mousemove: {
mousedrag: 1,
mousemove: 1,
mouseenter: 1,
mouseleave: 1
}
};
// Entry for all mouse events in the _events list
var mouseEvent = {
install: function(type) {
// If the view requires counting of installed mouse events,
// increase the counters now according to mouseFlags
var counters = this._project.view._eventCounters;
if (counters) {
for (var key in mouseFlags) {
counters[key] = (counters[key] || 0)
+ (mouseFlags[key][type] || 0);
}
}
},
uninstall: function(type) {
// If the view requires counting of installed mouse events,
// decrease the counters now according to mouseFlags
var counters = this._project.view._eventCounters;
if (counters) {
for (var key in mouseFlags)
counters[key] -= mouseFlags[key][type] || 0;
}
}
};
var onFrameItems = [];
function onFrame(event) {
for (var i = 0, l = onFrameItems.length; i < l; i++)
onFrameItems[i].fire('frame', event);
}
return Base.each(['onMouseDown', 'onMouseUp', 'onMouseDrag', 'onClick',
'onDoubleClick', 'onMouseMove', 'onMouseEnter', 'onMouseLeave'],
function(name) {
this[name] = mouseEvent;
}, {
onFrame: {
install: function() {
if (!onFrameItems.length)
this._project.view.attach('frame', onFrame);
onFrameItems.push(this);
},
uninstall: function() {
onFrameItems.splice(onFrameItems.indexOf(this), 1);
if (!onFrameItems.length)
this._project.view.detach('frame', onFrame);
}
}
});
},
initialize: function(pointOrMatrix) {
// Define this Item's unique id.
this._id = ++Item._id;
// If _project is already set, the item was already moved into the DOM
// hierarchy. Used by Layer, where it's added to project.layers instead
if (!this._project)
paper.project.activeLayer.addChild(this);
// TextItem defines its own _style, based on CharacterStyle
if (!this._style)
this._style = PathStyle.create(this);
this.setStyle(this._project.getCurrentStyle());
this._matrix = pointOrMatrix !== undefined
? pointOrMatrix instanceof Matrix
? pointOrMatrix.clone()
: new Matrix().translate(Point.read(arguments))
: new Matrix();
},
/**
* Private notifier that is called whenever a change occurs in this item or
* its sub-elements, such as Segments, Curves, PathStyles, etc.
*
* @param {ChangeFlag} flags describes what exactly has changed.
*/
_changed: function(flags) {
if (flags & ChangeFlag.GEOMETRY) {
// Clear cached bounds and position whenever geometry changes
delete this._bounds;
delete this._position;
}
if (this._parent
&& (flags & (ChangeFlag.GEOMETRY | ChangeFlag.STROKE))) {
// Clear cached bounds of all items that this item contributes to.
// We call this on the parent, since the information is cached on
// the parent, see getBounds().
this._parent._clearBoundsCache();
}
if (flags & ChangeFlag.HIERARCHY) {
// Clear cached bounds of all items that this item contributes to.
// We don't call this on the parent, since we're already the parent
// of the child that modified the hierarchy (that's where these
// HIERARCHY notifications go)
this._clearBoundsCache();
}
if (flags & ChangeFlag.APPEARANCE) {
this._project._needsRedraw();
}
// If this item is a symbol's definition, notify it of the change too
if (this._parentSymbol)
this._parentSymbol._changed(flags);
// Have project keep track of changed items, so they can be iterated.
// This can be used for example to update the SVG tree. Needs to be
// activated in Project
if (this._project._changes) {
var entry = this._project._changesById[this._id];
if (entry) {
entry.flags |= flags;
} else {
entry = { item: this, flags: flags };
this._project._changesById[this._id] = entry;
this._project._changes.push(entry);
}
}
},
/**
* The unique id of the item.
*
* @type Number
* @bean
*/
getId: function() {
return this._id;
},
/**
* The name of the item. If the item has a name, it can be accessed by name
* through its parent's children list.
*
* @type String
* @bean
*
* @example {@paperscript}
* var path = new Path.Circle(new Point(80, 50), 35);
* // Set the name of the path:
* path.name = 'example';
*
* // Create a group and add path to it as a child:
* var group = new Group();
* group.addChild(path);
*
* // The path can be accessed by name:
* group.children['example'].fillColor = 'red';
*/
getName: function() {
return this._name;
},
setName: function(name) {
// Note: Don't check if the name has changed and bail out if it has not,
// because setName is used internally also to update internal structures
// when an item is moved from one parent to another.
// If the item already had a name, remove the reference to it from the
// parent's children object:
if (this._name)
this._removeFromNamed();
this._name = name || undefined;
if (name && this._parent) {
var children = this._parent._children,
namedChildren = this._parent._namedChildren;
(namedChildren[name] = namedChildren[name] || []).push(this);
children[name] = this;
}
this._changed(ChangeFlag.ATTRIBUTE);
},
/**
* The path style of the item.
*
* @name Item#getStyle
* @type PathStyle
* @bean
*
* @example {@paperscript}
* // Applying several styles to an item in one go, by passing an object
* // to its style property:
* var circle = new Path.Circle(new Point(80, 50), 30);
* circle.style = {
* fillColor: 'blue',
* strokeColor: 'red',
* strokeWidth: 5
* };
*
* @example {@paperscript split=true height=100}
* // Copying the style of another item:
* var path = new Path.Circle(new Point(50, 50), 30);
* path.fillColor = 'red';
*
* var path2 = new Path.Circle(new Point(180, 50), 20);
* // Copy the path style of path:
* path2.style = path.style;
*
* @example {@paperscript}
* // Applying the same style object to multiple items:
* var myStyle = {
* fillColor: 'red',
* strokeColor: 'blue',
* strokeWidth: 4
* };
*
* var path = new Path.Circle(new Point(80, 50), 30);
* path.style = myStyle;
*
* var path2 = new Path.Circle(new Point(150, 50), 20);
* path2.style = myStyle;
*/
statics: {
_id: 0
}
}, Base.each(['locked', 'visible', 'blendMode', 'opacity', 'guide'],
// Produce getter/setters for properties. We need setters because we want to
// call _changed() if a property was modified.
function(name) {
var part = Base.capitalize(name),
name = '_' + name;
this['get' + part] = function() {
return this[name];
};
this['set' + part] = function(value) {
if (value != this[name]) {
this[name] = value;
// #locked does not change appearance, all others do:
this._changed(name === '_locked'
? ChangeFlag.ATTRIBUTE : Change.ATTRIBUTE);
}
};
}, {}), /** @lends Item# */{
// Note: These properties have their getter / setters produced in the
// injection scope above.
/**
* Specifies whether the item is locked.
*
* @name Item#locked
* @type Boolean
* @default false
* @ignore
*/
_locked: false,
/**
* Specifies whether the item is visible. When set to {@code false}, the
* item won't be drawn.
*
* @name Item#visible
* @type Boolean
* @default true
*
* @example {@paperscript}
* // Hiding an item:
* var path = new Path.Circle(new Point(50, 50), 20);
* path.fillColor = 'red';
*
* // Hide the path:
* path.visible = false;
*/
_visible: true,
/**
* The blend mode of the item.
*
* @name Item#blendMode
* @type String('normal', 'multiply', 'screen', 'overlay', 'soft-light',
* 'hard-light', 'color-dodge', 'color-burn', 'darken', 'lighten',
* 'difference', 'exclusion', 'hue', 'saturation', 'luminosity', 'color',
* 'add', 'subtract', 'average', 'pin-light', 'negation')
* @default 'normal'
*
* @example {@paperscript}
* // Setting an item's blend mode:
*
* // Create a white rectangle in the background
* // with the same dimensions as the view:
* var background = new Path.Rectangle(view.bounds);
* background.fillColor = 'white';
*
* var circle = new Path.Circle(new Point(80, 50), 35);
* circle.fillColor = 'red';
*
* var circle2 = new Path.Circle(new Point(120, 50), 35);
* circle2.fillColor = 'blue';
*
* // Set the blend mode of circle2:
* circle2.blendMode = 'multiply';
*/
_blendMode: 'normal',
/**
* The opacity of the item as a value between {@code 0} and {@code 1}.
*
* @name Item#opacity
* @type Number
* @default 1
*
* @example {@paperscript}
* // Making an item 50% transparent:
* var circle = new Path.Circle(new Point(80, 50), 35);
* circle.fillColor = 'red';
*
* var circle2 = new Path.Circle(new Point(120, 50), 35);
* circle2.style = {
* fillColor: 'blue',
* strokeColor: 'green',
* strokeWidth: 10
* };
*
* // Make circle2 50% transparent:
* circle2.opacity = 0.5;
*/
_opacity: 1,
// TODO: Implement guides
/**
* Specifies whether the item functions as a guide. When set to
* {@code true}, the item will be drawn at the end as a guide.
*
* @name Item#guide
* @type Number
* @default 1
*/
_guide: false,
/**
* Specifies whether an item is selected and will also return {@code true}
* if the item is partially selected (groups with some selected or partially
* selected paths).
*
* Paper.js draws the visual outlines of selected items on top of your
* project. This can be useful for debugging, as it allows you to see the
* construction of paths, position of path curves, individual segment points
* and bounding boxes of symbol and raster items.
*
* @type Boolean
* @default false
* @bean
* @see Project#selectedItems
* @see Segment#selected
* @see Point#selected
*
* @example {@paperscript}
* // Selecting an item:
* var path = new Path.Circle(new Size(80, 50), 35);
* path.selected = true; // Select the path
*/
isSelected: function() {
if (this._children) {
for (var i = 0, l = this._children.length; i < l; i++)
if (this._children[i].isSelected())
return true;
}
return this._selected;
},
setSelected: function(selected /*, noChildren */) {
// Don't recursively call #setSelected() if it was called with
// noChildren set to true, see #setFullySelected().
if (this._children && !arguments[1]) {
for (var i = 0, l = this._children.length; i < l; i++)
this._children[i].setSelected(selected);
} else 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
// TODO: get/setData
/**
* {@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(new Point(10, 10), 10);
* circle.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(new Point(20, 20), 10);
* circle.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);
}
}, Base.each(['bounds', 'strokeBounds', 'handleBounds', 'roughBounds'],
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['get' + Base.capitalize(name)] = function(/* matrix */) {
var type = this._boundsType,
bounds = this._getCachedBounds(
// Allow subclasses to override _boundsType if they use the same
// calculations for multiple types. The default is name:
typeof type == 'string' ? type : type && type[name] || name,
// Pass on the optional matrix
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 == 'bounds' ? LinkedRectangle.create(this, 'setBounds',
bounds.x, bounds.y, bounds.width, bounds.height) : bounds;
};
}, /** @lends Item# */{
/**
* Private method that deals with the calling of _getBounds, recursive
* matrix concatenation and handles all the complicated caching mechanisms.
*/
_getCachedBounds: function(type, 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)) && type;
// 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];
// 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(type, matrix, cache ? this : cacheItem);
// If we can cache the result, update the _bounds cache structure
// before returning
if (cache) {
if (!this._bounds)
this._bounds = {};
// Put a separate instance into the cache, so modifications of the
// returned one won't affect it.
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(type, 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 PlacedItem.
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(type, 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 Rectangle.create(x1, y1, x2 - x1, y2 - y1);
},
isEmpty: function() {
return true;
},
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
// TODO: do we need to apply too, or just change the matrix?
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
*/
getParent: function() {
return this._parent;
},
/**
* 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(new Point(80, 50), 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(new Point(80, 50), 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(new Point(80, 50), 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;
},
/**
* 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(new Point(50, 50), 10);
* circle.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) {
for (var i = 0, l = this._children.length; i < l; i++)
copy.addChild(this._children[i].clone());
}
// 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);
// Only set name once the copy is moved, to avoid setting and unsettting
// name related structures.
if (this._name)
copy.setName(this._name);
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(new Point(80, 50), 5);
* circle.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);
matrix.applyToContext(ctx);
// XXX: Decide how to handle _matrix
this.draw(ctx, {});
var raster = new Raster(canvas);
raster.setBounds(bounds);
return raster;
},
/**
* 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.guide:</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) {
options = HitResult.getOptions(point, options);
point = options.point = this._matrix._inverseTransform(options.point);
// 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;
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;
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 (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) {
return this.insertChild(undefined, item);
},
/**
* 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) {
if (this._children) {
item._remove(false, true);
Base.splice(this._children, [item], index, 0);
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);
return true;
}
return false;
},
/**
* 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) {
this.insertChildren(this._children.length, items);
},
/**
* 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) {
// We need to clone items because it might be
// an Item#children array. Use Array.prototype.slice because
// in certain cases items is an arguments object
items = items && Array.prototype.slice.apply(items);
for (var i = 0, l = items && items.length; i < l; i++) {
if (this.insertChild(index, items[i]))
index++;
}
},
/**
* Inserts this item above the specified item.
*
* @param {Item} item The item above which it should be moved
* @return {Boolean} {@true it was inserted}
*/
insertAbove: function(item) {
var index = item._index;
if (item._parent == this._parent && index < this._index)
index++;
return item._parent.insertChild(index, this);
},
/**
* Inserts this item below the specified item.
*
* @param {Item} item The item above which it should be moved
* @return {Boolean} {@true it was inserted}
*/
insertBelow: function(item) {
var index = item._index;
if (item._parent == this._parent && index > this._index)
index--;
return item._parent.insertChild(index, 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: function(item) {
return this.addChild(item);
},
/**
* 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: function(item) {
return this.insertAbove(item);
},
/**
* 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: function(item) {
return this.insertBelow(item);
},
/**
* 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(deselect, notify) {
if (this._parent) {
if (deselect)
this.setSelected(false);
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, 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(true, 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
&& (parent instanceof Group || parent instanceof CompoundPath)
&& 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 RgbColor|HsbColor|HslColor|GrayColor
*
* @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(new Point(80, 50), 35);
*
* // Set its stroke color to RGB red:
* circle.strokeColor = new RgbColor(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(new Point(80, 50), 35);
*
* // Set its stroke color to black:
* circle.strokeColor = 'black';
*
* // 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(new Point(80, 50), new Point(420, 50));
* line.strokeColor = 'black';
* line.strokeWidth = 20;
*
* // Select the path, so we can see where the stroke is formed:
* line.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();
* path.add(new Point(80, 100));
* path.add(new Point(120, 40));
* path.add(new Point(160, 100));
* path.strokeColor = 'black';
* path.strokeWidth = 20;
*
* // Select the path, so we can see where the stroke is formed:
* path.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(new Point(80, 50), 40);
* path.strokeWidth = 2;
* path.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 RgbColor|HsbColor|HslColor|GrayColor
*
* @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(new Point(80, 50), 35);
*
* // Set the fill color of the circle to RGB red:
* circle.fillColor = new RgbColor(1, 0, 0);
*/
// DOCS: Document the different arguments that this function can receive.
// DOCS: Document the apply parameter in all transform functions.
/**
* {@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}]
* @param {Boolean} apply
*
* @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(new Point(80, 50), 20);
* circle.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(new Point(80, 50), 20);
* circle.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}]
* @param {Boolean} apply
*
* @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(new Point(100, 50), 20);
* circle.fillColor = 'red';
*
* // Scale the path horizontally by 300%
* circle.scale(3, 1);
*/
scale: function(hor, ver /* | scale */, center, apply) {
// See Matrix#scale for explanation of this:
if (arguments.length < 2 || typeof ver === 'object') {
apply = center;
center = ver;
ver = hor;
}
return this.transform(new Matrix().scale(hor, ver,
center || this.getPosition(true)), apply);
},
/**
* Translates (moves) the item by the given offset point.
*
* @param {Point} delta the offset to translate the item by
* @param {Boolean} apply
*/
translate: function(delta, apply) {
var mx = new Matrix();
return this.transform(mx.translate.apply(mx, arguments), apply);
},
/**
* 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}]
* @param {Boolean} apply
* @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(view.center, 5);
* circle.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, apply) {
return this.transform(new Matrix().rotate(angle,
center || this.getPosition(true)), apply);
},
// 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}]
* @param {Boolean} apply
* @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}]
* @param {Boolean} apply
* @see Matrix#shear
*/
shear: function(hor, ver, center, apply) {
// PORT: Add support for center and apply back to Scriptographer too!
// See Matrix#scale for explanation of this:
if (arguments.length < 2 || typeof ver === 'object') {
apply = center;
center = ver;
ver = hor;
}
return this.transform(new Matrix().shear(hor, ver,
center || this.getPosition(true)), apply);
},
/**
* Transform the item.
*
* @param {Matrix} matrix the matrix by which the item shall be transformed.
* @param {Boolean} apply controls wether the transformation should just be
* concatenated to {@link #matrix} ({@code false}) or if it should directly
* be applied to item's content and its children.
*/
// 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, apply) {
// 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);
if (this._transform)
this._transform(matrix);
if (apply)
this.apply();
// 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 _boundsType here too, in
// case another type is assigned to it, e.g. 'strokeBounds'.
var type = this._boundsType,
rect = bounds[type && type.bounds || 'bounds'];
if (rect)
this._position = rect.getCenter(true);
this._bounds = bounds;
} else if (position) {
// Transform position as well.
this._position = matrix._transformPoint(position, position);
}
// PORT: Return 'this' in all chainable commands
return this;
},
// DOCS: Document #apply()
apply: function() {
// Call the internal #_apply(), and set the internal _matrix to the
// identity transformation if it was possible to apply it.
// Application is not possible on Raster, PointText, PlacedSymbol, since
// the matrix is storing the actual location / transformation state.
// Pass on this._matrix to _apply calls, for reasons of faster access
// and code minification.
if (this._apply(this._matrix)) {
// Set _matrix to the identity
this._matrix.setIdentity();
// TODO: This needs a _changed notification, but the GEOMETRY
// actually doesn't change! What to do?
}
},
_apply: function(matrix) {
// Pass on the transformation to the children, and apply it there too:
if (this._children) {
for (var i = 0, l = this._children.length; i < l; i++) {
var child = this._children[i];
child.transform(matrix);
child.apply();
}
return true;
}
},
/**
* 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 size = new Size(75, 50);
* var path = new Path.Rectangle(new Point(80, 25), size);
* path.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(new Point(80, 50), 30);
* circlePath.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 size = new Size(75, 50);
* var path = new Path.Rectangle(new Point(80, 25), size);
* path.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(new Point(80, 50), 30);
* circlePath.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(new Point(80, 50), 30);
* path.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(),
Size.create(bounds.width * scale, bounds.height * scale));
newBounds.setCenter(rectangle.getCenter());
this.setBounds(newBounds);
},
toString: function() {
return (this.constructor._name || 'Item') + (this._name
? " '" + this._name + "'"
: ' @' + this._id);
},
/**
* {@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(view.center, 25);
* path.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 position = Point.random() * view.size;
* var path = new Path.Circle(position, 25);
* path.fillColor = 'black';
* path.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(view.center, 25);
* path.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(view.center, 25);
* path.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 position = Point.random() * view.size;
* var path = new Path.Circle(position, 25);
* path.fillColor = 'black';
* path.strokeColor = 'white';
* // When the mouse is clicked 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(view.center, 25);
* path.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 position = Point.random() * view.size;
* var path = new Path.Circle(position, 25);
* path.fillColor = 'black';
* path.strokeColor = 'white';
* // When the mouse is 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(view.center, 25);
* path.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(view.center, 25);
* path.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(view.center, 25);
* path.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#attach
* @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(view.center, 25);
* path.fillColor = 'black';
*
* // When the mouse enters the item, set its fill color to red:
* path.attach('mouseenter', function() {
* this.fillColor = 'red';
* });
*
* // When the mouse leaves the item, set its fill color to black:
* path.attach('mouseleave', function() {
* this.fillColor = 'black';
* });
*/
/**
* Attach one or more event handlers to the item.
*
* @name Item#attach^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(view.center, 25);
* path.fillColor = 'black';
*
* // When the mouse enters the item, set its fill color to red:
* path.attach({
* 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(event.point, 25);
* path.fillColor = 'black';
*
* // Attach the handers inside the object literal to the path:
* path.attach(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._strokeWidth,
join = style._strokeJoin,
cap = style._strokeCap,
limit = style._miterLimit,
fillColor = style._fillColor,
strokeColor = style._strokeColor;
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.getCanvasStyle(ctx);
if (strokeColor) ctx.strokeStyle = strokeColor.getCanvasStyle(ctx);
// 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;
},
statics: {
drawSelectedBounds: function(bounds, ctx, matrix) {
var coords = matrix._transformCorners(bounds);
ctx.beginPath();
for (var i = 0; i < 8; i++)
ctx[i == 0 ? 'moveTo' : 'lineTo'](coords[i], coords[++i]);
ctx.closePath();
ctx.stroke();
for (var i = 0; i < 8; i++) {
ctx.beginPath();
ctx.rect(coords[i] - 2, coords[++i] - 2, 4, 4);
ctx.fill();
}
},
// TODO: Implement View into the drawing.
// TODO: Optimize temporary canvas drawing to ignore parts that are
// outside of the visible view.
draw: function(item, ctx, param) {
if (!item._visible || item._opacity == 0)
return;
var tempCanvas, parentCtx,
itemOffset, prevOffset;
// 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.
if (item._blendMode !== 'normal' || item._opacity < 1
&& !(item._segments
&& (!item.getFillColor() || !item.getStrokeColor()))) {
var bounds = item.getStrokeBounds();
if (!bounds.width || !bounds.height)
return;
// Store previous offset and save the parent context, so we can
// draw onto it later
prevOffset = param.offset;
parentCtx = ctx;
// 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();
tempCanvas = CanvasProvider.getCanvas(
bounds.getSize().ceil().add(Size.create(1, 1)));
// Set ctx to the context of the temporary canvas,
// so we draw onto it, instead of the parentCtx
ctx = tempCanvas.getContext('2d');
}
if (!param.clipping)
ctx.save();
// Translate the context so the topLeft of the item is at (0, 0)
// on the temporary canvas.
if (tempCanvas)
ctx.translate(-itemOffset.x, -itemOffset.y);
item._matrix.applyToContext(ctx);
item.draw(ctx, param);
if (!param.clipping)
ctx.restore();
// If we created a temporary canvas before, composite it onto the
// parent canvas:
if (tempCanvas) {
// Restore previous offset.
param.offset = prevOffset;
// If the item has a blendMode, use BlendMode#process to
// composite its canvas on the parentCanvas.
if (item._blendMode !== 'normal') {
// The pixel offset of the temporary canvas to the parent
// canvas.
BlendMode.process(item._blendMode, ctx, parentCtx,
item._opacity, itemOffset.subtract(prevOffset));
} else {
// Otherwise we just need to set the globalAlpha before drawing
// the temporary canvas on the parent canvas.
parentCtx.save();
parentCtx.globalAlpha = item._opacity;
parentCtx.drawImage(tempCanvas, itemOffset.x, itemOffset.y);
parentCtx.restore();
}
// Return the temporary canvas, so it can be reused
CanvasProvider.returnCanvas(tempCanvas);
}
}
}
}, 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(event.point, 10);
* path.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(event.point, 10);
* path.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(event.point, 10);
* path.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(event.point, 10);
* path.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(event.point, 10);
* path.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;
}
}));