mirror of
https://github.com/scratchfoundation/paper.js.git
synced 2025-01-09 14:22:08 -05:00
7096b37b2e
Closes #115.
614 lines
16 KiB
JavaScript
614 lines
16 KiB
JavaScript
/*
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* Paper.js
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*
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* This file is part of Paper.js, a JavaScript Vector Graphics Library,
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* based on Scriptographer.org and designed to be largely API compatible.
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* http://paperjs.org/
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* http://scriptographer.org/
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*
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* Copyright (c) 2011, Juerg Lehni & Jonathan Puckey
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* http://lehni.org/ & http://jonathanpuckey.com/
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*
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* 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 View
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*
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* @class The View object wraps an html element and handles drawing and user
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* interaction through mouse and keyboard for it. It offer means to scroll the
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* view, find the currently visible bounds in project coordinates, or the
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* center, both useful for constructing artwork that should appear centered on
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* screen.
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*/
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var View = this.View = Base.extend(Callback, /** @lends View# */{
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_events: {
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onFrame: {
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install: function() {
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/*#*/ if (options.browser) {
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var that = this,
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requested = false,
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before,
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time = 0,
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count = 0;
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this._onFrameCallback = function(param, dontRequest) {
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requested = false;
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// See if we need to stop due to a call to uninstall()
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if (!that._onFrameCallback)
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return;
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// Set the global paper object to the current scope
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paper = that._scope;
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if (!dontRequest) {
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// Request next frame already
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requested = true;
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DomEvent.requestAnimationFrame(that._onFrameCallback,
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that._element);
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}
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var now = Date.now() / 1000,
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delta = before ? now - before : 0;
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// delta: Time elapsed since last redraw in seconds
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// time: Time since first call of frame() in seconds
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// Use Base.merge to convert into a Base object,
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// for #toString()
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that.fire('frame', Base.merge({
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delta: delta,
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time: time += delta,
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count: count++
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}));
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before = now;
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// Update framerate stats
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if (that._stats)
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that._stats.update();
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// Automatically draw view on each frame.
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that.draw(true);
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};
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// Call the onFrame handler straight away, initializing the
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// sequence of onFrame calls.
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if (!requested)
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this._onFrameCallback();
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/*#*/ } // options.browser
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},
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uninstall: function() {
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delete this._onFrameCallback;
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}
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},
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onResize: {}
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},
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initialize: function(element) {
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// Store reference to the currently active global paper scope, and the
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// active project, which will be represented by this view
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this._scope = paper;
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this._project = paper.project;
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this._element = element;
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var size;
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/*#*/ if (options.browser) {
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// Generate an id for this view / element if it does not have one
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this._id = element.getAttribute('id');
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if (this._id == null)
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element.setAttribute('id', this._id = 'view-' + View._id++);
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// Install event handlers
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DomEvent.add(element, this._viewHandlers);
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// If the element has the resize attribute, resize the it to fill the
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// window and resize it again whenever the user resizes the window.
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if (PaperScript.hasAttribute(element, 'resize')) {
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// Subtract element' viewport offset from the total size, to
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// stretch it in
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var offset = DomElement.getOffset(element, true),
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that = this;
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size = DomElement.getViewportBounds(element)
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.getSize().subtract(offset);
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element.width = size.width;
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element.height = size.height;
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this._windowHandlers = {
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resize: function(event) {
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// Only update element offset if it's not invisible, as
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// otherwise the offset would be wrong.
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if (!DomElement.isInvisible(element))
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offset = DomElement.getOffset(element, true);
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// Set the size now, which internally calls onResize
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// and redraws the view
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that.setViewSize(DomElement.getViewportBounds(element)
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.getSize().subtract(offset));
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}
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};
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DomEvent.add(window, this._windowHandlers);
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} else {
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// If the element is invisible, we cannot directly access
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// element.width / height, because they would appear 0. Reading
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// the attributes still works though:
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size = DomElement.isInvisible(element)
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? Size.create(parseInt(element.getAttribute('width')),
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parseInt(element.getAttribute('height')))
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: DomElement.getSize(element);
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}
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// TODO: Test this on IE:
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if (PaperScript.hasAttribute(element, 'stats')) {
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this._stats = new Stats();
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// Align top-left to the element
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var stats = this._stats.domElement,
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style = stats.style,
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offset = DomElement.getOffset(element);
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style.position = 'absolute';
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style.left = offset.x + 'px';
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style.top = offset.y + 'px';
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document.body.appendChild(stats);
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}
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/*#*/ } else if (options.server) {
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// Generate an id for this view
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this._id = 'view-' + View._id++;
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size = Size.create(element.width, element.height);
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/*#*/ } // options.server
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// Keep track of views internally
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View._views.push(this);
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// Link this id to our view
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View._viewsById[this._id] = this;
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this._viewSize = LinkedSize.create(this, 'setViewSize',
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size.width, size.height);
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this._matrix = new Matrix();
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this._zoom = 1;
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// Make sure the first view is focused for keyboard input straight away
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if (!View._focused)
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View._focused = this;
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},
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/**
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* Removes this view from and frees the associated element.
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*/
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remove: function() {
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if (!this._project)
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return false;
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// Clear focus if removed view had it
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if (View._focused == this)
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View._focused = null;
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// Remove view from internal structures
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View._views.splice(View._views.indexOf(this), 1);
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delete View._viewsById[this._id];
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// Unlink from project
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if (this._project.view == this)
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this._project.view = null;
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// Uninstall event handlers again for this view.
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DomEvent.remove(this._element, this._viewHandlers);
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DomEvent.remove(window, this._windowHandlers);
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this._element = this._project = null;
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// Removing all onFrame handlers makes the _onFrameCallback handler stop
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// automatically through its uninstall method.
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this.detach('frame');
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return true;
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},
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_redraw: function() {
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this._redrawNeeded = true;
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if (this._onFrameCallback) {
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// If there's a _onFrameCallback, call it staight away,
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// but without requesting another animation frame.
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this._onFrameCallback(0, true);
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} else {
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// Otherwise simply redraw the view now
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this.draw();
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}
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},
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_transform: function(matrix) {
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this._matrix.preConcatenate(matrix);
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// Force recalculation of these values next time they are requested.
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this._bounds = null;
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this._inverse = null;
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this._redraw();
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},
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/**
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* The underlying native element.
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*
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* @type HTMLCanvasElement
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* @bean
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*/
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getElement: function() {
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return this._element;
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},
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/**
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* The size of the view. Changing the view's size will resize it's
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* underlying element.
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*
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* @type Size
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* @bean
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*/
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getViewSize: function() {
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return this._viewSize;
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},
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setViewSize: function(size) {
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size = Size.read(arguments);
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var delta = size.subtract(this._viewSize);
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if (delta.isZero())
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return;
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this._element.width = size.width;
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this._element.height = size.height;
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// Update _viewSize but don't notify of change.
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this._viewSize.set(size.width, size.height, true);
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// Force recalculation
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this._bounds = null;
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this._redrawNeeded = true;
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// Call onResize handler on any size change
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this.fire('resize', {
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size: size,
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delta: delta
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});
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this._redraw();
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},
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/**
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* The bounds of the currently visible area in project coordinates.
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*
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* @type Rectangle
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* @bean
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*/
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getBounds: function() {
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if (!this._bounds)
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this._bounds = this._getInverse()._transformBounds(
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new Rectangle(new Point(), this._viewSize));
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return this._bounds;
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},
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/**
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* The size of the visible area in project coordinates.
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*
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* @type Size
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* @bean
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*/
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getSize: function() {
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return this.getBounds().getSize();
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},
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/**
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* The center of the visible area in project coordinates.
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*
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* @type Point
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* @bean
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*/
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getCenter: function() {
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return this.getBounds().getCenter();
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},
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setCenter: function(center) {
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this.scrollBy(Point.read(arguments).subtract(this.getCenter()));
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},
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/**
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* The zoom factor by which the project coordinates are magnified.
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*
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* @type Number
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* @bean
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*/
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getZoom: function() {
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return this._zoom;
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},
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setZoom: function(zoom) {
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// TODO: Clamp the view between 1/32 and 64, just like Illustrator?
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this._transform(new Matrix().scale(zoom / this._zoom,
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this.getCenter()));
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this._zoom = zoom;
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},
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/**
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* Checks whether the view is currently visible within the current browser
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* viewport.
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*
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* @return {Boolean} Whether the view is visible.
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*/
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isVisible: function() {
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return DomElement.isVisible(this._element);
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},
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/**
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* Scrolls the view by the given vector.
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*
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* @param {Point} point
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*/
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scrollBy: function(point) {
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this._transform(new Matrix().translate(Point.read(arguments).negate()));
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},
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/**
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* Draws the view.
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*
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* @name View#draw
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* @function
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*/
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/*
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draw: function(checkRedraw) {
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},
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*/
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// TODO: getInvalidBounds
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// TODO: invalidate(rect)
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// TODO: style: artwork / preview / raster / opaque / ink
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// TODO: getShowGrid
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// TODO: getMousePoint
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// TODO: projectToView(rect)
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projectToView: function(point) {
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return this._matrix._transformPoint(Point.read(arguments));
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},
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viewToProject: function(point) {
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return this._getInverse()._transformPoint(Point.read(arguments));
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},
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_getInverse: function() {
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if (!this._inverse)
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this._inverse = this._matrix.createInverse();
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return this._inverse;
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}
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/**
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* {@grouptitle Event Handlers}
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* Handler function to be called on each frame of an animation.
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* The function receives an event object which contains information about
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* the frame event:
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*
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* <b>{@code event.count}</b>: the number of times the frame event was
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* fired.
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* <b>{@code event.time}</b>: the total amount of time passed since the
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* first frame event in seconds.
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* <b>{@code event.delta}</b>: the time passed in seconds since the last
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* frame event.
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*
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* @example {@paperscript}
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* // Creating an animation:
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*
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* // Create a rectangle shaped path with its top left point at:
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* // {x: 50, y: 25} and a size of {width: 50, height: 50}
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* var path = new Path.Rectangle(new Point(50, 25), new Size(50, 50));
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* path.fillColor = 'black';
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*
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* function onFrame(event) {
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* // Every frame, rotate the path by 3 degrees:
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* path.rotate(3);
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* }
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*
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* @name View#onFrame
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* @property
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* @type Function
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*/
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/**
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* Handler function that is called whenever a view is resized.
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*
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* @example
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* // Repositioning items when a view is resized:
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*
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* // Create a circle shaped path in the center of the view:
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* var path = new Path.Circle(view.bounds.center, 30);
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* path.fillColor = 'red';
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*
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* function onResize(event) {
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* // Whenever the view is resized, move the path to its center:
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* path.position = view.center;
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* }
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*
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* @name View#onResize
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* @property
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* @type Function
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*/
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/**
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* {@grouptitle Event Handling}
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*
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* Attach an event handler to the view.
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*
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* @name View#attach
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* @function
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* @param {String('frame', 'resize')} type the event type
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* @param {Function} function The function to be called when the event
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* occurs
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*/
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/**
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* Attach one or more event handlers to the view.
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*
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* @name View#attach^2
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* @function
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* @param {Object} param An object literal containing one or more of the
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* following properties: {@code frame, resize}.
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*/
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/**
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* Detach an event handler from the view.
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*
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* @name View#detach
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* @function
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* @param {String('frame', 'resize')} type the event type
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* @param {Function} function The function to be detached
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*/
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/**
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* Detach one or more event handlers from the view.
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*
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* @name View#detach^2
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* @function
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* @param {Object} param An object literal containing one or more of the
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* following properties: {@code frame, resize}
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*/
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/**
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* Fire an event on the view.
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*
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* @name View#fire
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* @function
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* @param {String('frame', 'resize')} type the event type
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* @param {Object} event An object literal containing properties describing
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* the event.
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*/
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/**
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* Check if the view has one or more event handlers of the specified type.
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*
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* @name View#responds
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* @function
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* @param {String('frame', 'resize')} type the event type
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* @return {Boolean} {@true if the view has one or more event handlers of
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* the specified type}
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*/
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}, {
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statics: {
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_views: [],
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_viewsById: {},
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_id: 0,
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create: function(element) {
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/*#*/ if (options.browser) {
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if (typeof element === 'string')
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element = document.getElementById(element);
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/*#*/ } // options.browser
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// Factory to provide the right View subclass for a given element.
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// Produces only Canvas-Views for now:
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return new CanvasView(element);
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}
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}
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}, new function() {
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// Injection scope for mouse events on the browser
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/*#*/ if (options.browser) {
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var tool,
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curPoint,
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prevFocus,
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tempFocus,
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dragging = false;
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function getView(event) {
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// Get the view from the current event target.
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return View._viewsById[DomEvent.getTarget(event).getAttribute('id')];
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}
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function viewToProject(view, event) {
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return view.viewToProject(DomEvent.getOffset(event, view._element));
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}
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function updateFocus() {
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if (!View._focused || !View._focused.isVisible()) {
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// Find the first visible view
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for (var i = 0, l = View._views.length; i < l; i++) {
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var view = View._views[i];
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if (view && view.isVisible()) {
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View._focused = tempFocus = view;
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break;
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}
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}
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}
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}
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function mousedown(event) {
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// Get the view from the event, and store a reference to the view that
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// should receive keyboard input.
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var view = View._focused = getView(event);
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curPoint = viewToProject(view, event);
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dragging = true;
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// Always first call the view's mouse handlers, as required by
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// CanvasView, and then handle the active tool, if any.
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if (view._onMouseDown)
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view._onMouseDown(event, curPoint);
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if (tool = view._scope.tool)
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tool._onHandleEvent('mousedown', curPoint, event);
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// In the end we always call draw(), but pass checkRedraw = true, so we
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// only redraw the view if anything has changed in the above calls.
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view.draw(true);
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}
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function mousemove(event) {
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var view;
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if (!dragging) {
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// See if we can get the view from the current event target, and
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// handle the mouse move over it.
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view = getView(event);
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if (view) {
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// Temporarily focus this view without making it sticky, so
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// Key events are handled too during the mouse over
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prevFocus = View._focused;
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View._focused = tempFocus = view;
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} else if (tempFocus && tempFocus == View._focused) {
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// Clear temporary focus again and update it.
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View._focused = prevFocus;
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updateFocus();
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}
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}
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if (!(view = view || View._focused))
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return;
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var point = event && viewToProject(view, event);
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if (view._onMouseMove)
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view._onMouseMove(event, point);
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if (tool = view._scope.tool) {
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var onlyMove = !!(!tool.onMouseDrag && tool.onMouseMove);
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if (dragging && !onlyMove) {
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if ((curPoint = point || curPoint)
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&& tool._onHandleEvent('mousedrag', curPoint, event))
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DomEvent.stop(event);
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// PORT: If there is only an onMouseMove handler, also call it when
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// the user is dragging:
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} else if ((!dragging || onlyMove)
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&& tool._onHandleEvent('mousemove', point, event)) {
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DomEvent.stop(event);
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}
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}
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view.draw(true);
|
|
}
|
|
|
|
function mouseup(event) {
|
|
var view = View._focused;
|
|
if (!view || !dragging)
|
|
return;
|
|
var point = viewToProject(view, event);
|
|
curPoint = null;
|
|
dragging = false;
|
|
if (view._onMouseUp)
|
|
view._onMouseUp(event, point);
|
|
// Cancel DOM-event if it was handled by our tool
|
|
if (tool && tool._onHandleEvent('mouseup', point, event))
|
|
DomEvent.stop(event);
|
|
view.draw(true);
|
|
}
|
|
|
|
function selectstart(event) {
|
|
// Only stop this even if we're dragging already, since otherwise no
|
|
// text whatsoever can be selected on the page.
|
|
if (dragging)
|
|
DomEvent.stop(event);
|
|
}
|
|
|
|
// mousemove and mouseup events need to be installed on document, not the
|
|
// view element, since we want to catch the end of drag events even outside
|
|
// our view. Only the mousedown events are installed on the view, as handled
|
|
// by _createHandlers below.
|
|
|
|
DomEvent.add(document, {
|
|
mousemove: mousemove,
|
|
mouseup: mouseup,
|
|
touchmove: mousemove,
|
|
touchend: mouseup,
|
|
selectstart: selectstart,
|
|
scroll: updateFocus
|
|
});
|
|
|
|
DomEvent.add(window, {
|
|
load: updateFocus
|
|
});
|
|
|
|
return {
|
|
_viewHandlers: {
|
|
mousedown: mousedown,
|
|
touchstart: mousedown,
|
|
selectstart: selectstart
|
|
},
|
|
|
|
statics: {
|
|
/**
|
|
* Loops through all views and sets the focus on the first
|
|
* active one.
|
|
*/
|
|
updateFocus: updateFocus
|
|
}
|
|
};
|
|
/*#*/ } // options.browser
|
|
});
|