mirror of
https://github.com/scratchfoundation/paper.js.git
synced 2025-01-09 06:12:34 -05:00
401877c6dc
Fixes #834.
378 lines
14 KiB
JavaScript
378 lines
14 KiB
JavaScript
/*
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* Paper.js - The Swiss Army Knife of Vector Graphics Scripting.
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* http://paperjs.org/
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*
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* Copyright (c) 2011 - 2014, Juerg Lehni & Jonathan Puckey
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* http://scratchdisk.com/ & http://jonathanpuckey.com/
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*
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* Distributed under the MIT license. See LICENSE file for details.
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*
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* All rights reserved.
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*/
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/**
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* @name CanvasView
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* @class
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* @private
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*/
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var CanvasView = View.extend(/** @lends CanvasView# */{
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_class: 'CanvasView',
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/**
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* Creates a view object that wraps a canvas element.
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*
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* @name CanvasView#initialize
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* @param {HTMLCanvasElement} canvas the canvas object that this view should
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* wrap
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*/
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/**
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* Creates a view object that wraps a newly created canvas element.
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*
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* @name CanvasView#initialize
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* @param {Size} size the size of the canvas to be created
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*/
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initialize: function CanvasView(project, canvas) {
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// Handle canvas argument
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if (!(canvas instanceof HTMLCanvasElement)) {
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// See if the arguments describe the view size:
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var size = Size.read(arguments, 1);
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if (size.isZero())
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throw new Error(
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'Cannot create CanvasView with the provided argument: '
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+ [].slice.call(arguments, 1));
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canvas = CanvasProvider.getCanvas(size);
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}
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this._context = canvas.getContext('2d');
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// Have Item count installed mouse events.
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this._eventCounters = {};
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this._pixelRatio = 1;
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/*#*/ if (__options.environment == 'browser') {
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if (!/^off|false$/.test(PaperScope.getAttribute(canvas, 'hidpi'))) {
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// Hi-DPI Canvas support based on:
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// http://www.html5rocks.com/en/tutorials/canvas/hidpi/
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var deviceRatio = window.devicePixelRatio || 1,
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backingStoreRatio = DomElement.getPrefixed(this._context,
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'backingStorePixelRatio') || 1;
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this._pixelRatio = deviceRatio / backingStoreRatio;
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}
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/*#*/ } // __options.environment == 'browser'
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View.call(this, project, canvas);
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},
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_setViewSize: function(size) {
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var element = this._element,
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pixelRatio = this._pixelRatio,
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width = size.width,
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height = size.height;
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// Upscale the canvas if the pixel ratio is more than 1.
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element.width = width * pixelRatio;
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element.height = height * pixelRatio;
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if (pixelRatio !== 1) {
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// We need to set the correct size on non-resizable canvases through
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// their style when HiDPI is active, as otherwise they would appear
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// too big.
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if (!PaperScope.hasAttribute(element, 'resize')) {
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var style = element.style;
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style.width = width + 'px';
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style.height = height + 'px';
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}
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// Scale the context to counter the fact that we've manually scaled
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// our canvas element.
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this._context.scale(pixelRatio, pixelRatio);
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}
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},
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/**
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* Converts the provide size in any of the units allowed in the browser to
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* pixels.
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*/
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getPixelSize: function(size) {
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var browser = paper.browser,
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pixels;
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if (browser && browser.firefox) {
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// Firefox doesn't appear to convert context.font sizes to pixels,
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// while other browsers do. Workaround:
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var parent = this._element.parentNode,
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temp = document.createElement('div');
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temp.style.fontSize = size;
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parent.appendChild(temp);
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pixels = parseFloat(DomElement.getStyles(temp).fontSize);
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parent.removeChild(temp);
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} else {
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var ctx = this._context,
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prevFont = ctx.font;
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ctx.font = size + ' serif';
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pixels = parseFloat(ctx.font);
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ctx.font = prevFont;
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}
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return pixels;
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},
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getTextWidth: function(font, lines) {
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var ctx = this._context,
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prevFont = ctx.font,
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width = 0;
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ctx.font = font;
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// Measure the real width of the text. Unfortunately, there is no sane
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// way to measure text height with canvas.
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for (var i = 0, l = lines.length; i < l; i++)
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width = Math.max(width, ctx.measureText(lines[i]).width);
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ctx.font = prevFont;
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return width;
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},
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/**
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* Updates the view if there are changes. Note that when using built-in
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* event hanlders for interaction, animation and load events, this method is
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* invoked for you automatically at the end.
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*
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* @param {Boolean} [force=false] {@true if the view should be updated even
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* if no change has happened}
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* @return {Boolean} {@true if the view was updated}
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*/
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update: function(force) {
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var project = this._project;
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if (!project || !force && !project._needsUpdate)
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return false;
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// Initial tests conclude that clearing the canvas using clearRect
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// is always faster than setting canvas.width = canvas.width
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// http://jsperf.com/clearrect-vs-setting-width/7
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var ctx = this._context,
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size = this._viewSize;
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ctx.clearRect(0, 0, size.width + 1, size.height + 1);
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project.draw(ctx, this._matrix, this._pixelRatio);
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project._needsUpdate = false;
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return true;
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}
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},
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new function() { // Item based mouse handling:
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var downPoint,
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lastPoint,
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overPoint,
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downItem,
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lastItem,
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overItem,
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dragItem,
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dblClick,
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clickTime;
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// Returns true if event was stopped, false otherwise, whether handler was
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// called or not!
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function callEvent(view, type, event, point, target, lastPoint) {
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var item = target,
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mouseEvent;
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function call(obj, type) {
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if (obj.responds(type)) {
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// Only produce the event object if we really need it, and then
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// reuse it if we're bubbling.
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if (!mouseEvent) {
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mouseEvent = new MouseEvent(type, event, point, target,
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// Calculate delta if lastPoint was passed
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lastPoint ? point.subtract(lastPoint) : null);
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}
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if (obj.emit(type, mouseEvent) && mouseEvent.isStopped) {
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// Call preventDefault() on native event if mouse event was
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// handled here.
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event.preventDefault();
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return true;
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}
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} else if (type === 'doubleclick') {
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// If obj doesn't respond to doubleclick, fall back to click:
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return call(obj, 'click');
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}
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}
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// Bubble up the DOM and find a parent that responds to this event.
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while (item) {
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if (call(item, type))
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return true;
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item = item.getParent();
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}
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// Also call event handler on view, if installed.
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if (call(view, type))
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return true;
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return false;
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}
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return /** @lends CanvasView# */{
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/**
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* Returns true if event was stopped, false otherwise, whether handler
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* was called or not!
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*/
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_handleEvent: function(type, point, event) {
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// Drop out if we don't have any event handlers for this type
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if (!this._eventCounters[type])
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return;
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// Run the hit-test first
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var project = this._project,
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hit = project.hitTest(point, {
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tolerance: 0,
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fill: true,
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stroke: true
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}),
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item = hit && hit.item,
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stopped = false;
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// Now handle the mouse events
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switch (type) {
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case 'mousedown':
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stopped = callEvent(this, type, event, point, item);
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// See if we're clicking again on the same item, within the
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// double-click time. Firefox uses 300ms as the max time
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// difference:
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dblClick = lastItem == item && (Date.now() - clickTime < 300);
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downItem = lastItem = item;
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downPoint = lastPoint = overPoint = point;
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// Only start dragging if none of the mosedown events have
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// stopped propagation.
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dragItem = !stopped && item;
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// Find the first item pu the chain that responds to drag.
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// NOTE: Drag event don't bubble
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while (dragItem && !dragItem.responds('mousedrag'))
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dragItem = dragItem._parent;
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break;
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case 'mouseup':
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// stopping mousup events does not prevent mousedrag / mousemove
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// hanlding here, but it does click / doubleclick
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stopped = callEvent(this, type, event, point, item, downPoint);
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if (dragItem) {
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// If the point has changed since the last mousedrag event,
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// send another one
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if (lastPoint && !lastPoint.equals(point))
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callEvent(this, 'mousedrag', event, point, dragItem,
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lastPoint);
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// If we end up over another item, send it a mousemove event
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// now. Use point as overPoint, so delta is (0, 0) since
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// this will be the first mousemove event for this item.
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if (item !== dragItem) {
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overPoint = point;
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callEvent(this, 'mousemove', event, point, item,
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overPoint);
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}
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}
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if (!stopped && item && item === downItem) {
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clickTime = Date.now();
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callEvent(this, dblClick ? 'doubleclick' : 'click', event,
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downPoint, item);
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dblClick = false;
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}
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downItem = dragItem = null;
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break;
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case 'mousemove':
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// Allow both mousedrag and mousemove events to stop mousemove
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// events from reaching tools.
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if (dragItem)
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stopped = callEvent(this, 'mousedrag', event, point,
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dragItem, lastPoint);
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// TODO: Consider implementing this again? "If we have a
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// mousedrag event, do not send mousemove events to any
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// item while we're dragging."
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// For now, we let other items receive mousemove events even
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// during a drag event.
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// If we change the overItem, reset overPoint to point so
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// delta is (0, 0)
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if (!stopped) {
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if (item !== overItem)
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overPoint = point;
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stopped = callEvent(this, type, event, point, item,
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overPoint);
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}
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lastPoint = overPoint = point;
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if (item !== overItem) {
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callEvent(this, 'mouseleave', event, point, overItem);
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overItem = item;
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callEvent(this, 'mouseenter', event, point, item);
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}
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break;
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}
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return stopped;
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}
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};
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});
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/*#*/ if (__options.environment == 'node') {
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// Node.js based image exporting code.
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CanvasView.inject(new function() {
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// Utility function that converts a number to a string with
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// x amount of padded 0 digits:
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function toPaddedString(number, length) {
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var str = number.toString(10);
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for (var i = 0, l = length - str.length; i < l; i++) {
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str = '0' + str;
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}
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return str;
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}
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var fs = require('fs');
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return {
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// DOCS: CanvasView#exportFrames(param);
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exportFrames: function(param) {
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param = new Base({
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fps: 30,
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prefix: 'frame-',
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amount: 1
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}, param);
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if (!param.directory) {
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throw new Error('Missing param.directory');
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}
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var view = this,
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count = 0,
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frameDuration = 1 / param.fps,
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startTime = Date.now(),
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lastTime = startTime;
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// Start exporting frames by exporting the first frame:
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exportFrame(param);
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function exportFrame(param) {
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var filename = param.prefix + toPaddedString(count, 6) + '.png',
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path = param.directory + '/' + filename;
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var out = view.exportImage(path, function() {
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// When the file has been closed, export the next fame:
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var then = Date.now();
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if (param.onProgress) {
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param.onProgress({
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count: count,
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amount: param.amount,
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percentage: Math.round(count / param.amount
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* 10000) / 100,
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time: then - startTime,
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delta: then - lastTime
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});
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}
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lastTime = then;
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if (count < param.amount) {
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exportFrame(param);
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} else {
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// Call onComplete handler when finished:
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if (param.onComplete) {
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param.onComplete();
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}
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}
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});
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// Use new Base() to convert into a Base object, for #toString()
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view.emit('frame', new Base({
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delta: frameDuration,
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time: frameDuration * count,
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count: count
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}));
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count++;
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}
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},
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// DOCS: CanvasView#exportImage(path, callback);
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exportImage: function(path, callback) {
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this.draw();
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var out = fs.createWriteStream(path),
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stream = this._element.createPNGStream();
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// Pipe the png stream to the write stream:
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stream.pipe(out);
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if (callback) {
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out.on('close', callback);
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}
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return out;
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}
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};
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});
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/*#*/ } // __options.environment == 'node'
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