paper.js/src/item/Project.js
Jürg Lehni becac4c921 Use shorter zero checks for array indices and length.
Keeping === 0 for mathematical algorithms seems clearer.
2016-07-22 13:46:24 +02:00

883 lines
31 KiB
JavaScript

/*
* Paper.js - The Swiss Army Knife of Vector Graphics Scripting.
* http://paperjs.org/
*
* Copyright (c) 2011 - 2016, Juerg Lehni & Jonathan Puckey
* http://scratchdisk.com/ & http://jonathanpuckey.com/
*
* Distributed under the MIT license. See LICENSE file for details.
*
* All rights reserved.
*/
/**
* @name Project
*
* @class A Project object in Paper.js is what usually is referred to as the
* document: The top level object that holds all the items contained in the
* scene graph. As the term document is already taken in the browser context,
* it is called Project.
*
* Projects allow the manipulation of the styles that are applied to all newly
* created items, give access to the selected items, and will in future versions
* offer ways to query for items in the scene graph defining specific
* requirements, and means to persist and load from different formats, such as
* SVG and PDF.
*
* The currently active project can be accessed through the
* {@link PaperScope#project} variable.
*
* An array of all open projects is accessible through the
* {@link PaperScope#projects} variable.
*/
var Project = PaperScopeItem.extend(/** @lends Project# */{
_class: 'Project',
_list: 'projects',
_reference: 'project',
_compactSerialize: true, // Never include the class name for Project
// TODO: Add arguments to define pages
/**
* Creates a Paper.js project containing one empty {@link Layer}, referenced
* by {@link Project#activeLayer}.
*
* Note that when working with PaperScript, a project is automatically
* created for us and the {@link PaperScope#project} variable points to it.
*
* @param {HTMLCanvasElement|String} element the HTML canvas element that
* should be used as the element for the view, or an ID string by which to
* find the element.
*/
initialize: function Project(element) {
// Activate straight away by passing true to PaperScopeItem constructor,
// so paper.project is set, as required by Layer and DoumentView
// constructors.
PaperScopeItem.call(this, true);
this._children = [];
this._namedChildren = {};
this._activeLayer = null;
this._currentStyle = new Style(null, null, this);
// If no view is provided, we create a 1x1 px canvas view just so we
// have something to do size calculations with.
// (e.g. PointText#_getBounds)
this._view = View.create(this,
element || CanvasProvider.getCanvas(1, 1));
this._selectionItems = {};
this._selectionCount = 0;
// See Item#draw() for an explanation of _updateVersion
this._updateVersion = 0;
// Change tracking, not in use for now. Activate once required:
// this._changes = [];
// this._changesById = {};
},
_serialize: function(options, dictionary) {
// Just serialize layers to an array for now, they will be unserialized
// into the active project automatically. We might want to add proper
// project serialization later, but deserialization of a layers array
// will always work.
return Base.serialize(this._children, options, true, dictionary);
},
/**
* Private notifier that is called whenever a change occurs in the project.
*
* @param {ChangeFlag} flags describes what exactly has changed
* @param {Item} item the item that has caused the change
*/
_changed: function(flags, item) {
if (flags & /*#=*/ChangeFlag.APPEARANCE) {
var view = this._view;
if (view) {
// Never draw changes right away. Simply mark view as "dirty"
// and request an update through view.requestUpdate().
view._needsUpdate = true;
if (!view._requested && view._autoUpdate)
view.requestUpdate();
}
}
// 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
var changes = this._changes;
if (changes && item) {
var changesById = this._changesById,
id = item._id,
entry = changesById[id];
if (entry) {
entry.flags |= flags;
} else {
changes.push(changesById[id] = { item: item, flags: flags });
}
}
},
/**
* Activates this project, so all newly created items will be placed
* in it.
*
* @name Project#activate
* @function
*/
/**
* Clears the project by removing all {@link Project#layers}.
*/
clear: function() {
var children = this._children;
for (var i = children.length - 1; i >= 0; i--)
children[i].remove();
},
/**
* Checks whether the project has any content or not.
*
* @return Boolean
*/
isEmpty: function() {
return !this._children.length;
},
/**
* Removes this project from the {@link PaperScope#projects} list, and also
* removes its view, if one was defined.
*/
remove: function remove() {
if (!remove.base.call(this))
return false;
if (this._view)
this._view.remove();
return true;
},
/**
* The reference to the project's view.
*
* @bean
* @type View
*/
getView: function() {
return this._view;
},
/**
* The currently active path style. All selected items and newly
* created items will be styled with this style.
*
* @bean
* @type Style
*
* @example {@paperscript}
* project.currentStyle = {
* fillColor: 'red',
* strokeColor: 'black',
* strokeWidth: 5
* }
*
* // The following paths will take over all style properties of
* // the current style:
* var path = new Path.Circle(new Point(75, 50), 30);
* var path2 = new Path.Circle(new Point(175, 50), 20);
*
* @example {@paperscript}
* project.currentStyle.fillColor = 'red';
*
* // The following path will take over the fill color we just set:
* var path = new Path.Circle(new Point(75, 50), 30);
* var path2 = new Path.Circle(new Point(175, 50), 20);
*/
getCurrentStyle: function() {
return this._currentStyle;
},
setCurrentStyle: function(style) {
// TODO: Style selected items with the style:
this._currentStyle.set(style);
},
/**
* The index of the project in the {@link PaperScope#projects} list.
*
* @bean
* @type Number
*/
getIndex: function() {
return this._index;
},
/**
* Gives access to the project's configurable options.
*
* @bean
* @type Object
* @deprecated use {@link PaperScope#settings} instead.
*/
getOptions: function() {
return this._scope.settings;
},
/**
* {@grouptitle Project Content}
*
* The layers contained within the project.
*
* @bean
* @type Layer[]
*/
getLayers: function() {
return this._children;
},
// TODO: Define #setLayers()?
/**
* The layer which is currently active. New items will be created on this
* layer by default.
*
* @bean
* @type Layer
*/
getActiveLayer: function() {
return this._activeLayer || new Layer({ project: this, insert: true });
},
/**
* The symbol definitions shared by all symbol items contained place ind
* project.
*
* @bean
* @type SymbolDefinition[]
*/
getSymbolDefinitions: function() {
var definitions = [],
ids = {};
this.getItems({
class: SymbolItem,
match: function(item) {
var definition = item._definition,
id = definition._id;
if (!ids[id]) {
ids[id] = true;
definitions.push(definition);
}
return false; // No need to collect them.
}
});
return definitions;
},
/**
* @bean
* @deprecated use {@link #getSymbolDefinitions()} instead.
*/
getSymbols: 'getSymbolDefinitions',
/**
* The selected items contained within the project.
*
* @bean
* @type Item[]
*/
getSelectedItems: function() {
// TODO: Return groups if their children are all selected, and filter
// out their children from the list.
// TODO: The order of these items should be that of their drawing order.
var selectionItems = this._selectionItems,
items = [];
for (var id in selectionItems) {
var item = selectionItems[id],
selection = item._selection;
if (selection & /*#=*/ItemSelection.ITEM && item.isInserted()) {
items.push(item);
} else if (!selection) {
this._updateSelection(item);
}
}
return items;
},
// TODO: Implement setSelectedItems?
_updateSelection: function(item) {
var id = item._id,
selectionItems = this._selectionItems;
if (item._selection) {
if (selectionItems[id] !== item) {
this._selectionCount++;
selectionItems[id] = item;
}
} else if (selectionItems[id] === item) {
this._selectionCount--;
delete selectionItems[id];
}
},
/**
* Selects all items in the project.
*/
selectAll: function() {
var children = this._children;
for (var i = 0, l = children.length; i < l; i++)
children[i].setFullySelected(true);
},
/**
* Deselects all selected items in the project.
*/
deselectAll: function() {
var selectionItems = this._selectionItems;
for (var i in selectionItems)
selectionItems[i].setFullySelected(false);
},
/**
* {@grouptitle Hierarchy Operations}
*
* Adds the specified layer at the end of the this project's {@link #layers}
* list.
*
* @param {Layer} layer the layer to be added to the project
* @return {Layer} the added layer, or `null` if adding was not possible
*/
addLayer: function(layer) {
return this.insertLayer(undefined, layer);
},
/**
* Inserts the specified layer at the specified index in this project's
* {@link #layers} list.
*
* @param {Number} index the index at which to insert the layer
* @param {Item} item the item to be inserted in the project
* @return {Layer} the added layer, or `null` if adding was not possible
*/
insertLayer: function(index, layer) {
if (layer instanceof Layer) {
// Notify parent of change. Don't notify item itself yet,
// as we're doing so when adding it to the new owner below.
layer._remove(false, true);
Base.splice(this._children, [layer], index, 0);
layer._setProject(this, true);
// Set the name again to make sure all name lookup structures
// are kept in sync.
var name = layer._name;
if (name)
layer.setName(name);
// See Item#_remove() for an explanation of this:
if (this._changes)
layer._changed(/*#=*/Change.INSERTION);
// TODO: this._changed(/*#=*/Change.LAYERS);
// Also activate this layer if there was none before
if (!this._activeLayer)
this._activeLayer = layer;
} else {
layer = null;
}
return layer;
},
// Project#_insertItem() and Item#_insertItem() are helper functions called
// in Item#copyTo(), and through _getOwner() in the various Item#insert*()
// methods. They are called the same to facilitate so duck-typing.
_insertItem: function(index, item, _created) {
item = this.insertLayer(index, item)
// Anything else than layers needs to be added to a layer first.
// If none exists yet, create one now, then add the item to it.
|| (this._activeLayer || this._insertItem(undefined,
new Layer(Item.NO_INSERT), true)) // _created = true
.insertChild(index, item);
// If a layer was newly created, also activate it.
if (_created && item.activate)
item.activate();
return item;
},
/**
* {@grouptitle Hit-testing, Fetching and Matching Items}
*
* Performs a hit-test on the items contained within the project at the
* location of the specified point.
*
* The options object allows you to control the specifics of the hit-test
* and may contain a combination of the following values:
*
* @name Project#hitTest
* @function
*
* @option [options.tolerance={@link PaperScope#settings}.hitTolerance]
* {Number} the tolerance of the hit-test
* @option options.class {Function} only hit-test again a certain item
* class and its sub-classes: {@values Group, Layer, Path,
* CompoundPath, Shape, Raster, SymbolItem, PointText, ...}
* @option options.match {Function} a match function to be called for each
* found hit result: Return `true` to return the result, `false` to keep
* searching
* @option [options.fill=true] {Boolean} hit-test the fill of items
* @option [options.stroke=true] {Boolean} hit-test the stroke of path
* items, taking into account the setting of stroke color and width
* @option [options.segments=true] {Boolean} hit-test for {@link
* Segment#point} of {@link Path} items
* @option options.curves {Boolean} hit-test the curves of path items,
* without taking the stroke color or width into account
* @option options.handles {Boolean} hit-test for the handles ({@link
* Segment#handleIn} / {@link Segment#handleOut}) of path segments.
* @option options.ends {Boolean} only hit-test for the first or last
* segment points of open path items
* @option options.bounds {Boolean} hit-test the corners and side-centers of
* the bounding rectangle of items ({@link Item#bounds})
* @option options.center {Boolean} hit-test the {@link Rectangle#center} of
* the bounding rectangle of items ({@link Item#bounds})
* @option options.guides {Boolean} hit-test items that have {@link
* Item#guide} set to `true`
* @option options.selected {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: settings.hitTolerance }]
* @return {HitResult} a hit result object that contains more information
* about what exactly was hit or `null` if nothing was hit
*/
// NOTE: Implementation is in Item#hitTest()
/**
* Performs 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,
* returning all found hits.
*
* The options object allows you to control the specifics of the hit-
* test. See {@link #hitTest(point[, options])} for a list of all options.
*
* @name Item#hitTestAll
* @function
* @param {Point} point the point where the hit-test should be performed
* @param {Object} [options={ fill: true, stroke: true, segments: true,
* tolerance: settings.hitTolerance }]
* @return {HitResult[]} hit result objects for all hits, describing what
* exactly was hit or `null` if nothing was hit
* @see #hitTest(point[, options]);
*/
// NOTE: Implementation is in Item#hitTestAll()
/**
*
* Fetch items contained within the project whose properties match the
* criteria in the specified object.
*
* Extended matching of properties is possible by providing a comparator
* function or regular expression. Matching points, colors only work as a
* comparison of the full object, not partial matching (e.g. only providing
* the x- coordinate to match all points with that x-value). Partial
* matching does work for {@link Item#data}.
*
* Matching items against a rectangular area is also possible, by setting
* either `options.inside` or `options.overlapping` to a rectangle
* describing the area in which the items either have to be fully or partly
* contained.
*
* @option [options.recursive=true] {Boolean} whether to loop recursively
* through all children, or stop at the current level
* @option options.match {Function} a match function to be called for each
* item, allowing the definition of more flexible item checks that are
* not bound to properties. If no other match properties are defined,
* this function can also be passed instead of the `match` object
* @option options.class {Function} the constructor function of the item
* type to match against
* @option options.inside {Rectangle} the rectangle in which the items need
* to be fully contained
* @option options.overlapping {Rectangle} the rectangle with which the
* items need to at least partly overlap
*
* @see Item#matches(options)
* @see Item#getItems(options)
* @param {Object|Function} options the criteria to match against
* @return {Item[]} the list of matching items contained in the project
*
* @example {@paperscript} // Fetch all selected path items:
* var path1 = new Path.Circle({
* center: [50, 50],
* radius: 25,
* fillColor: 'black'
* });
*
* var path2 = new Path.Circle({
* center: [150, 50],
* radius: 25,
* fillColor: 'black'
* });
*
* // Select path2:
* path2.selected = true;
*
* // Fetch all selected path items:
* var items = project.getItems({
* selected: true,
* class: Path
* });
*
* // Change the fill color of the selected path to red:
* items[0].fillColor = 'red';
*
* @example {@paperscript} // Fetch all items with a specific fill color:
* var path1 = new Path.Circle({
* center: [50, 50],
* radius: 25,
* fillColor: 'black'
* });
*
* var path2 = new Path.Circle({
* center: [150, 50],
* radius: 25,
* fillColor: 'purple'
* });
*
* // Fetch all items with a purple fill color:
* var items = project.getItems({
* fillColor: 'purple'
* });
*
* // Select the fetched item:
* items[0].selected = true;
*
* @example {@paperscript} // Fetch items at a specific position:
* var path1 = new Path.Circle({
* center: [50, 50],
* radius: 25,
* fillColor: 'black'
* });
*
* var path2 = new Path.Circle({
* center: [150, 50],
* radius: 25,
* fillColor: 'black'
* });
*
* // Fetch all path items positioned at {x: 150, y: 150}:
* var items = project.getItems({
* position: [150, 50]
* });
*
* // Select the fetched path:
* items[0].selected = true;
*
* @example {@paperscript} // Fetch items using a comparator function:
*
* // Create a circle shaped path:
* var path1 = new Path.Circle({
* center: [50, 50],
* radius: 25,
* fillColor: 'black'
* });
*
* // Create a circle shaped path with 50% opacity:
* var path2 = new Path.Circle({
* center: [150, 50],
* radius: 25,
* fillColor: 'black',
* opacity: 0.5
* });
*
* // Fetch all items whose opacity is smaller than 1
* var items = paper.project.getItems({
* opacity: function(value) {
* return value < 1;
* }
* });
*
* // Select the fetched item:
* items[0].selected = true;
*
* @example {@paperscript} // Fetch items using a comparator function (2):
*
* // Create a rectangle shaped path (4 segments):
* var path1 = new Path.Rectangle({
* from: [25, 25],
* to: [75, 75],
* strokeColor: 'black',
* strokeWidth: 10
* });
*
* // Create a line shaped path (2 segments):
* var path2 = new Path.Line({
* from: [125, 50],
* to: [175, 50],
* strokeColor: 'black',
* strokeWidth: 10
* });
*
* // Fetch all paths with 2 segments:
* var items = project.getItems({
* class: Path,
* segments: function(segments) {
* return segments.length == 2;
* }
* });
*
* // Select the fetched path:
* items[0].selected = true;
*
* @example {@paperscript} // Match (nested) properties of the data property:
*
* // Create a black circle shaped path:
* var path1 = new Path.Circle({
* center: [50, 50],
* radius: 25,
* fillColor: 'black',
* data: {
* person: {
* name: 'john',
* length: 200,
* hair: true
* }
* }
* });
*
* // Create a red circle shaped path:
* var path2 = new Path.Circle({
* center: [150, 50],
* radius: 25,
* fillColor: 'red',
* data: {
* person: {
* name: 'john',
* length: 180,
* hair: false
* }
* }
* });
*
* // Fetch all items whose data object contains a person
* // object whose name is john and length is 180:
* var items = paper.project.getItems({
* data: {
* person: {
* name: 'john',
* length: 180
* }
* }
* });
*
* // Select the fetched item:
* items[0].selected = true;
*
* @example {@paperscript} // Match strings using regular expressions:
*
* // Create a path named 'aardvark':
* var path1 = new Path.Circle({
* center: [50, 50],
* radius: 25,
* fillColor: 'black',
* name: 'aardvark'
* });
*
* // Create a path named 'apple':
* var path2 = new Path.Circle({
* center: [150, 50],
* radius: 25,
* fillColor: 'black',
* name: 'apple'
* });
*
* // Create a path named 'banana':
* var path2 = new Path.Circle({
* center: [250, 50],
* radius: 25,
* fillColor: 'black',
* name: 'banana'
* });
*
* // Fetch all items that have a name starting with 'a':
* var items = project.getItems({
* name: /^a/
* });
*
* // Change the fill color of the matched items:
* for (var i = 0; i < items.length; i++) {
* items[i].fillColor = 'red';
* }
*/
getItems: function(options) {
return Item._getItems(this, options);
},
/**
* Fetch the first item contained within the project whose properties
* match the criteria in the specified object.
* Extended matching is possible by providing a compare function or
* regular expression. Matching points, colors only work as a comparison
* of the full object, not partial matching (e.g. only providing the x-
* coordinate to match all points with that x-value). Partial matching
* does work for {@link Item#data}.
*
* See {@link #getItems(options)} for a selection of illustrated examples.
*
* @param {Object|Function} options the criteria to match against
* @return {Item} the first item in the project matching the given criteria
*/
getItem: function(options) {
return Item._getItems(this, options, null, null, true)[0] || null;
},
/**
* {@grouptitle Importing / Exporting JSON and SVG}
*
* Exports (serializes) the project with all its layers and child items to a
* JSON data object or string.
*
* @name Project#exportJSON
* @function
*
* @option [options.asString=true] {Boolean} whether the JSON is returned as
* a `Object` or a `String`
* @option [options.precision=5] {Number} the amount of fractional digits in
* numbers used in JSON data
*
* @param {Object} [options] the serialization options
* @return {String} the exported JSON data
*/
/**
* Imports (deserializes) the stored JSON data into the project.
* Note that the project is not cleared first. You can call
* {@link Project#clear()} to do so.
*
* @param {String} json the JSON data to import from
*/
importJSON: function(json) {
this.activate();
// Provide the activeLayer as a possible target for layers, but only if
// it's empty.
var layer = this._activeLayer;
return Base.importJSON(json, layer && layer.isEmpty() && layer);
},
/**
* Exports the project with all its layers and child items as an SVG DOM,
* all contained in one top level SVG group node.
*
* @name Project#exportSVG
* @function
*
* @option [options.asString=false] {Boolean} whether a SVG node or a
* `String` is to be returned
* @option [options.precision=5] {Number} the amount of fractional digits in
* numbers used in SVG data
* @option [options.matchShapes=false] {Boolean} whether path items should
* tried to be converted to SVG shape items (rect, circle, ellipse,
* line, polyline, polygon), if their geometries match
* @option [options.embedImages=true] {Boolean} whether raster images should
* be embedded as base64 data inlined in the xlink:href attribute, or
* kept as a link to their external URL.
*
* @param {Object} [options] the export options
* @return {SVGElement} the project converted to an SVG node
*/
/**
* Converts the provided SVG content into Paper.js items and adds them to
* the active layer of this project.
* Note that the project is not cleared first. You can call
* {@link Project#clear()} to do so.
*
* @name Project#importSVG
* @function
*
* @option [options.expandShapes=false] {Boolean} whether imported shape
* items should be expanded to path items
* @option options.onLoad {Function} the callback function to call once the
* SVG content is loaded from the given URL receiving two arguments: the
* converted `item` and the original `svg` data as a string. Only
* required when loading from external resources.
* @option options.onError {Function} the callback function to call if an
* error occurs during loading. Only required when loading from external
* resources.
* @option [options.insert=true] {Boolean} whether the imported items should
* be added to the project that `importSVG()` is called on
* @option [options.applyMatrix={@link PaperScope#settings}.applyMatrix]
* {Boolean} whether the imported items should have their transformation
* matrices applied to their contents or not
*
* @param {SVGElement|String} svg the SVG content to import, either as a SVG
* DOM node, a string containing SVG content, or a string describing the
* URL of the SVG file to fetch.
* @param {Object} [options] the import options
* @return {Item} the newly created Paper.js item containing the converted
* SVG content
*/
/**
* Imports the provided external SVG file, converts it into Paper.js items
* and adds them to the active layer of this project.
* Note that the project is not cleared first. You can call
* {@link Project#clear()} to do so.
*
* @name Project#importSVG
* @function
*
* @param {SVGElement|String} svg the URL of the SVG file to fetch.
* @param {Function} onLoad the callback function to call once the SVG
* content is loaded from the given URL receiving two arguments: the
* converted `item` and the original `svg` data as a string. Only
* required when loading from external files.
* @return {Item} the newly created Paper.js item containing the converted
* SVG content
*/
removeOn: function(type) {
var sets = this._removeSets;
if (sets) {
// Always clear the drag set on mouseup
if (type === 'mouseup')
sets.mousedrag = null;
var set = sets[type];
if (set) {
for (var id in set) {
var item = set[id];
// If we remove this item, we also need to erase it from all
// other sets.
for (var key in sets) {
var other = sets[key];
if (other && other != set)
delete other[item._id];
}
item.remove();
}
sets[type] = null;
}
}
},
draw: function(ctx, matrix, pixelRatio) {
// Increase the _updateVersion before the draw-loop. After that, items
// that are visible will have their _updateVersion set to the new value.
this._updateVersion++;
ctx.save();
matrix.applyToContext(ctx);
// Use new Base() so we can use param.extend() to easily override values
var children = this._children,
param = new Base({
offset: new Point(0, 0),
pixelRatio: pixelRatio,
viewMatrix: matrix.isIdentity() ? null : matrix,
matrices: [new Matrix()], // Start with the identity matrix.
// Tell the drawing routine that we want to keep _globalMatrix
// up to date. Item#rasterize() and Raster#getAverageColor()
// should not set this.
updateMatrix: true
});
for (var i = 0, l = children.length; i < l; i++) {
children[i].draw(ctx, param);
}
ctx.restore();
// Draw the selection of the selected items in the project:
if (this._selectionCount > 0) {
ctx.save();
ctx.strokeWidth = 1;
var items = this._selectionItems,
size = this._scope.settings.handleSize,
version = this._updateVersion;
for (var id in items) {
items[id]._drawSelection(ctx, matrix, size, items, version);
}
ctx.restore();
}
}
});