/*
* Konva JavaScript Framework v1.6.3
* http://konvajs.github.io/
* Licensed under the MIT or GPL Version 2 licenses.
* Date: Wed May 24 2017
*
* Original work Copyright (C) 2011 - 2013 by Eric Rowell (KineticJS)
* Modified work Copyright (C) 2014 - 2017 by Anton Lavrenov (Konva)
*
* @license
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
// runtime check for already included Konva
(function(global) {
'use strict';
/**
* @namespace Konva
*/
var PI_OVER_180 = Math.PI / 180;
var Konva = {
// public
version: '1.6.3',
// private
stages: [],
idCounter: 0,
ids: {},
names: {},
shapes: {},
listenClickTap: false,
inDblClickWindow: false,
// configurations
enableTrace: false,
traceArrMax: 100,
dblClickWindow: 400,
/**
* Global pixel ratio configuration. KonvaJS automatically detect pixel ratio of current device.
* But you may override such property, if you want to use your value.
* @property pixelRatio
* @default undefined
* @memberof Konva
* @example
* Konva.pixelRatio = 1;
*/
pixelRatio: undefined,
/**
* Drag distance property. If you start to drag a node you may want to wait until pointer is moved to some distance from start point,
* only then start dragging.
* @property dragDistance
* @default 0
* @memberof Konva
* @example
* Konva.dragDistance = 10;
*/
dragDistance: 0,
/**
* Use degree values for angle properties. You may set this property to false if you want to use radiant values.
* @property angleDeg
* @default true
* @memberof Konva
* @example
* node.rotation(45); // 45 degrees
* Konva.angleDeg = false;
* node.rotation(Math.PI / 2); // PI/2 radian
*/
angleDeg: true,
/**
* Show different warnings about errors or wrong API usage
* @property showWarnings
* @default true
* @memberof Konva
* @example
* Konva.showWarnings = false;
*/
showWarnings: true,
/**
* @namespace Filters
* @memberof Konva
*/
Filters: {},
/**
* returns whether or not drag and drop is currently active
* @method
* @memberof Konva
*/
isDragging: function() {
var dd = Konva.DD;
// if DD is not included with the build, then
// drag and drop is not even possible
if (dd) {
return dd.isDragging;
}
return false;
},
/**
* returns whether or not a drag and drop operation is ready, but may
* not necessarily have started
* @method
* @memberof Konva
*/
isDragReady: function() {
var dd = Konva.DD;
// if DD is not included with the build, then
// drag and drop is not even possible
if (dd) {
return !!dd.node;
}
return false;
},
_addId: function(node, id) {
if (id !== undefined) {
this.ids[id] = node;
}
},
_removeId: function(id) {
if (id !== undefined) {
delete this.ids[id];
}
},
_addName: function(node, name) {
if (name) {
if (!this.names[name]) {
this.names[name] = [];
}
this.names[name].push(node);
}
},
_removeName: function(name, _id) {
if (!name) {
return;
}
var nodes = this.names[name];
if (!nodes) {
return;
}
for (var n = 0; n < nodes.length; n++) {
var no = nodes[n];
if (no._id === _id) {
nodes.splice(n, 1);
}
}
if (nodes.length === 0) {
delete this.names[name];
}
},
getAngle: function(angle) {
return this.angleDeg ? angle * PI_OVER_180 : angle;
},
_detectIE: function(ua) {
var msie = ua.indexOf('msie ');
if (msie > 0) {
// IE 10 or older => return version number
return parseInt(ua.substring(msie + 5, ua.indexOf('.', msie)), 10);
}
var trident = ua.indexOf('trident/');
if (trident > 0) {
// IE 11 => return version number
var rv = ua.indexOf('rv:');
return parseInt(ua.substring(rv + 3, ua.indexOf('.', rv)), 10);
}
var edge = ua.indexOf('edge/');
if (edge > 0) {
// Edge (IE 12+) => return version number
return parseInt(ua.substring(edge + 5, ua.indexOf('.', edge)), 10);
}
// other browser
return false;
},
_parseUA: function(userAgent) {
var ua = userAgent.toLowerCase(),
// jQuery UA regex
match = /(chrome)[ \/]([\w.]+)/.exec(ua) ||
/(webkit)[ \/]([\w.]+)/.exec(ua) ||
/(opera)(?:.*version|)[ \/]([\w.]+)/.exec(ua) ||
/(msie) ([\w.]+)/.exec(ua) ||
ua.indexOf('compatible') < 0 &&
/(mozilla)(?:.*? rv:([\w.]+)|)/.exec(ua) ||
[],
// adding mobile flag as well
mobile = !!userAgent.match(
/Android|BlackBerry|iPhone|iPad|iPod|Opera Mini|IEMobile/i
),
ieMobile = !!userAgent.match(/IEMobile/i);
return {
browser: match[1] || '',
version: match[2] || '0',
isIE: Konva._detectIE(ua),
// adding mobile flab
mobile: mobile,
ieMobile: ieMobile // If this is true (i.e., WP8), then Konva touch events are executed instead of equivalent Konva mouse events
};
},
// user agent
UA: undefined
};
var glob = typeof global !== 'undefined'
? global
: typeof window !== 'undefined'
? window
: typeof WorkerGlobalScope !== 'undefined' ? self : {};
Konva.UA = Konva._parseUA(glob.navigator && glob.navigator.userAgent || '');
if (glob.Konva) {
console.error(
'Konva instance is already exist in current eviroment. ' +
'Please use only one instance.'
);
}
glob.Konva = Konva;
Konva.global = glob;
if (typeof exports === 'object') {
// runtime-check for browserify and nw.js (node-webkit)
if (glob.window && glob.window.document) {
Konva.document = glob.window.document;
Konva.window = glob.window;
} else {
// Node. Does not work with strict CommonJS, but
// only CommonJS-like enviroments that support module.exports,
// like Node.
var Canvas = require('canvas');
var jsdom = require('jsdom').jsdom;
Konva.window = jsdom(
'
'
).defaultView;
Konva.document = Konva.window.document;
Konva.window.Image = Canvas.Image;
Konva._nodeCanvas = Canvas;
}
module.exports = Konva;
return;
} else if (typeof define === 'function' && define.amd) {
// AMD. Register as an anonymous module.
define(function() {
return Konva;
});
}
Konva.document = document;
Konva.window = window;
})(typeof global !== 'undefined' ? global : window);
/*eslint-disable eqeqeq, no-cond-assign, no-empty*/
(function() {
'use strict';
/**
* Collection constructor. Collection extends
* Array. This class is used in conjunction with {@link Konva.Container#get}
* @constructor
* @memberof Konva
*/
Konva.Collection = function() {
var args = [].slice.call(arguments), length = args.length, i = 0;
this.length = length;
for (; i < length; i++) {
this[i] = args[i];
}
return this;
};
Konva.Collection.prototype = [];
/**
* iterate through node array and run a function for each node.
* The node and index is passed into the function
* @method
* @memberof Konva.Collection.prototype
* @param {Function} func
* @example
* // get all nodes with name foo inside layer, and set x to 10 for each
* layer.get('.foo').each(function(shape, n) {
* shape.setX(10);
* });
*/
Konva.Collection.prototype.each = function(func) {
for (var n = 0; n < this.length; n++) {
func(this[n], n);
}
};
/**
* convert collection into an array
* @method
* @memberof Konva.Collection.prototype
*/
Konva.Collection.prototype.toArray = function() {
var arr = [], len = this.length, n;
for (n = 0; n < len; n++) {
arr.push(this[n]);
}
return arr;
};
/**
* convert array into a collection
* @method
* @memberof Konva.Collection
* @param {Array} arr
*/
Konva.Collection.toCollection = function(arr) {
var collection = new Konva.Collection(), len = arr.length, n;
for (n = 0; n < len; n++) {
collection.push(arr[n]);
}
return collection;
};
// map one method by it's name
Konva.Collection._mapMethod = function(methodName) {
Konva.Collection.prototype[methodName] = function() {
var len = this.length, i;
var args = [].slice.call(arguments);
for (i = 0; i < len; i++) {
this[i][methodName].apply(this[i], args);
}
return this;
};
};
Konva.Collection.mapMethods = function(constructor) {
var prot = constructor.prototype;
for (var methodName in prot) {
Konva.Collection._mapMethod(methodName);
}
};
/*
* Last updated November 2011
* By Simon Sarris
* www.simonsarris.com
* sarris@acm.org
*
* Free to use and distribute at will
* So long as you are nice to people, etc
*/
/*
* The usage of this class was inspired by some of the work done by a forked
* project, KineticJS-Ext by Wappworks, which is based on Simon's Transform
* class. Modified by Eric Rowell
*/
/**
* Transform constructor
* @constructor
* @param {Array} [m] Optional six-element matrix
* @memberof Konva
*/
Konva.Transform = function(m) {
this.m = (m && m.slice()) || [1, 0, 0, 1, 0, 0];
};
Konva.Transform.prototype = {
/**
* Copy Konva.Transform object
* @method
* @memberof Konva.Transform.prototype
* @returns {Konva.Transform}
*/
copy: function() {
return new Konva.Transform(this.m);
},
/**
* Transform point
* @method
* @memberof Konva.Transform.prototype
* @param {Object} point 2D point(x, y)
* @returns {Object} 2D point(x, y)
*/
point: function(point) {
var m = this.m;
return {
x: m[0] * point.x + m[2] * point.y + m[4],
y: m[1] * point.x + m[3] * point.y + m[5]
};
},
/**
* Apply translation
* @method
* @memberof Konva.Transform.prototype
* @param {Number} x
* @param {Number} y
* @returns {Konva.Transform}
*/
translate: function(x, y) {
this.m[4] += this.m[0] * x + this.m[2] * y;
this.m[5] += this.m[1] * x + this.m[3] * y;
return this;
},
/**
* Apply scale
* @method
* @memberof Konva.Transform.prototype
* @param {Number} sx
* @param {Number} sy
* @returns {Konva.Transform}
*/
scale: function(sx, sy) {
this.m[0] *= sx;
this.m[1] *= sx;
this.m[2] *= sy;
this.m[3] *= sy;
return this;
},
/**
* Apply rotation
* @method
* @memberof Konva.Transform.prototype
* @param {Number} rad Angle in radians
* @returns {Konva.Transform}
*/
rotate: function(rad) {
var c = Math.cos(rad);
var s = Math.sin(rad);
var m11 = this.m[0] * c + this.m[2] * s;
var m12 = this.m[1] * c + this.m[3] * s;
var m21 = this.m[0] * (-s) + this.m[2] * c;
var m22 = this.m[1] * (-s) + this.m[3] * c;
this.m[0] = m11;
this.m[1] = m12;
this.m[2] = m21;
this.m[3] = m22;
return this;
},
/**
* Returns the translation
* @method
* @memberof Konva.Transform.prototype
* @returns {Object} 2D point(x, y)
*/
getTranslation: function() {
return {
x: this.m[4],
y: this.m[5]
};
},
/**
* Apply skew
* @method
* @memberof Konva.Transform.prototype
* @param {Number} sx
* @param {Number} sy
* @returns {Konva.Transform}
*/
skew: function(sx, sy) {
var m11 = this.m[0] + this.m[2] * sy;
var m12 = this.m[1] + this.m[3] * sy;
var m21 = this.m[2] + this.m[0] * sx;
var m22 = this.m[3] + this.m[1] * sx;
this.m[0] = m11;
this.m[1] = m12;
this.m[2] = m21;
this.m[3] = m22;
return this;
},
/**
* Transform multiplication
* @method
* @memberof Konva.Transform.prototype
* @param {Konva.Transform} matrix
* @returns {Konva.Transform}
*/
multiply: function(matrix) {
var m11 = this.m[0] * matrix.m[0] + this.m[2] * matrix.m[1];
var m12 = this.m[1] * matrix.m[0] + this.m[3] * matrix.m[1];
var m21 = this.m[0] * matrix.m[2] + this.m[2] * matrix.m[3];
var m22 = this.m[1] * matrix.m[2] + this.m[3] * matrix.m[3];
var dx = this.m[0] * matrix.m[4] + this.m[2] * matrix.m[5] + this.m[4];
var dy = this.m[1] * matrix.m[4] + this.m[3] * matrix.m[5] + this.m[5];
this.m[0] = m11;
this.m[1] = m12;
this.m[2] = m21;
this.m[3] = m22;
this.m[4] = dx;
this.m[5] = dy;
return this;
},
/**
* Invert the matrix
* @method
* @memberof Konva.Transform.prototype
* @returns {Konva.Transform}
*/
invert: function() {
var d = 1 / (this.m[0] * this.m[3] - this.m[1] * this.m[2]);
var m0 = this.m[3] * d;
var m1 = (-this.m[1]) * d;
var m2 = (-this.m[2]) * d;
var m3 = this.m[0] * d;
var m4 = d * (this.m[2] * this.m[5] - this.m[3] * this.m[4]);
var m5 = d * (this.m[1] * this.m[4] - this.m[0] * this.m[5]);
this.m[0] = m0;
this.m[1] = m1;
this.m[2] = m2;
this.m[3] = m3;
this.m[4] = m4;
this.m[5] = m5;
return this;
},
/**
* return matrix
* @method
* @memberof Konva.Transform.prototype
*/
getMatrix: function() {
return this.m;
},
/**
* set to absolute position via translation
* @method
* @memberof Konva.Transform.prototype
* @returns {Konva.Transform}
* @author ericdrowell
*/
setAbsolutePosition: function(x, y) {
var m0 = this.m[0],
m1 = this.m[1],
m2 = this.m[2],
m3 = this.m[3],
m4 = this.m[4],
m5 = this.m[5],
yt = (m0 * (y - m5) - m1 * (x - m4)) / (m0 * m3 - m1 * m2),
xt = (x - m4 - m2 * yt) / m0;
return this.translate(xt, yt);
}
};
// CONSTANTS
var CONTEXT_2D = '2d',
OBJECT_ARRAY = '[object Array]',
OBJECT_NUMBER = '[object Number]',
OBJECT_STRING = '[object String]',
PI_OVER_DEG180 = Math.PI / 180,
DEG180_OVER_PI = 180 / Math.PI,
HASH = '#',
EMPTY_STRING = '',
ZERO = '0',
KONVA_WARNING = 'Konva warning: ',
KONVA_ERROR = 'Konva error: ',
RGB_PAREN = 'rgb(',
COLORS = {
aliceblue: [240, 248, 255],
antiquewhite: [250, 235, 215],
aqua: [0, 255, 255],
aquamarine: [127, 255, 212],
azure: [240, 255, 255],
beige: [245, 245, 220],
bisque: [255, 228, 196],
black: [0, 0, 0],
blanchedalmond: [255, 235, 205],
blue: [0, 0, 255],
blueviolet: [138, 43, 226],
brown: [165, 42, 42],
burlywood: [222, 184, 135],
cadetblue: [95, 158, 160],
chartreuse: [127, 255, 0],
chocolate: [210, 105, 30],
coral: [255, 127, 80],
cornflowerblue: [100, 149, 237],
cornsilk: [255, 248, 220],
crimson: [220, 20, 60],
cyan: [0, 255, 255],
darkblue: [0, 0, 139],
darkcyan: [0, 139, 139],
darkgoldenrod: [184, 132, 11],
darkgray: [169, 169, 169],
darkgreen: [0, 100, 0],
darkgrey: [169, 169, 169],
darkkhaki: [189, 183, 107],
darkmagenta: [139, 0, 139],
darkolivegreen: [85, 107, 47],
darkorange: [255, 140, 0],
darkorchid: [153, 50, 204],
darkred: [139, 0, 0],
darksalmon: [233, 150, 122],
darkseagreen: [143, 188, 143],
darkslateblue: [72, 61, 139],
darkslategray: [47, 79, 79],
darkslategrey: [47, 79, 79],
darkturquoise: [0, 206, 209],
darkviolet: [148, 0, 211],
deeppink: [255, 20, 147],
deepskyblue: [0, 191, 255],
dimgray: [105, 105, 105],
dimgrey: [105, 105, 105],
dodgerblue: [30, 144, 255],
firebrick: [178, 34, 34],
floralwhite: [255, 255, 240],
forestgreen: [34, 139, 34],
fuchsia: [255, 0, 255],
gainsboro: [220, 220, 220],
ghostwhite: [248, 248, 255],
gold: [255, 215, 0],
goldenrod: [218, 165, 32],
gray: [128, 128, 128],
green: [0, 128, 0],
greenyellow: [173, 255, 47],
grey: [128, 128, 128],
honeydew: [240, 255, 240],
hotpink: [255, 105, 180],
indianred: [205, 92, 92],
indigo: [75, 0, 130],
ivory: [255, 255, 240],
khaki: [240, 230, 140],
lavender: [230, 230, 250],
lavenderblush: [255, 240, 245],
lawngreen: [124, 252, 0],
lemonchiffon: [255, 250, 205],
lightblue: [173, 216, 230],
lightcoral: [240, 128, 128],
lightcyan: [224, 255, 255],
lightgoldenrodyellow: [250, 250, 210],
lightgray: [211, 211, 211],
lightgreen: [144, 238, 144],
lightgrey: [211, 211, 211],
lightpink: [255, 182, 193],
lightsalmon: [255, 160, 122],
lightseagreen: [32, 178, 170],
lightskyblue: [135, 206, 250],
lightslategray: [119, 136, 153],
lightslategrey: [119, 136, 153],
lightsteelblue: [176, 196, 222],
lightyellow: [255, 255, 224],
lime: [0, 255, 0],
limegreen: [50, 205, 50],
linen: [250, 240, 230],
magenta: [255, 0, 255],
maroon: [128, 0, 0],
mediumaquamarine: [102, 205, 170],
mediumblue: [0, 0, 205],
mediumorchid: [186, 85, 211],
mediumpurple: [147, 112, 219],
mediumseagreen: [60, 179, 113],
mediumslateblue: [123, 104, 238],
mediumspringgreen: [0, 250, 154],
mediumturquoise: [72, 209, 204],
mediumvioletred: [199, 21, 133],
midnightblue: [25, 25, 112],
mintcream: [245, 255, 250],
mistyrose: [255, 228, 225],
moccasin: [255, 228, 181],
navajowhite: [255, 222, 173],
navy: [0, 0, 128],
oldlace: [253, 245, 230],
olive: [128, 128, 0],
olivedrab: [107, 142, 35],
orange: [255, 165, 0],
orangered: [255, 69, 0],
orchid: [218, 112, 214],
palegoldenrod: [238, 232, 170],
palegreen: [152, 251, 152],
paleturquoise: [175, 238, 238],
palevioletred: [219, 112, 147],
papayawhip: [255, 239, 213],
peachpuff: [255, 218, 185],
peru: [205, 133, 63],
pink: [255, 192, 203],
plum: [221, 160, 203],
powderblue: [176, 224, 230],
purple: [128, 0, 128],
rebeccapurple: [102, 51, 153],
red: [255, 0, 0],
rosybrown: [188, 143, 143],
royalblue: [65, 105, 225],
saddlebrown: [139, 69, 19],
salmon: [250, 128, 114],
sandybrown: [244, 164, 96],
seagreen: [46, 139, 87],
seashell: [255, 245, 238],
sienna: [160, 82, 45],
silver: [192, 192, 192],
skyblue: [135, 206, 235],
slateblue: [106, 90, 205],
slategray: [119, 128, 144],
slategrey: [119, 128, 144],
snow: [255, 255, 250],
springgreen: [0, 255, 127],
steelblue: [70, 130, 180],
tan: [210, 180, 140],
teal: [0, 128, 128],
thistle: [216, 191, 216],
transparent: [255, 255, 255, 0],
tomato: [255, 99, 71],
turquoise: [64, 224, 208],
violet: [238, 130, 238],
wheat: [245, 222, 179],
white: [255, 255, 255],
whitesmoke: [245, 245, 245],
yellow: [255, 255, 0],
yellowgreen: [154, 205, 5]
},
RGB_REGEX = /rgb\((\d{1,3}),(\d{1,3}),(\d{1,3})\)/;
/**
* @namespace Util
* @memberof Konva
*/
Konva.Util = {
/*
* cherry-picked utilities from underscore.js
*/
_isElement: function(obj) {
return !!(obj && obj.nodeType == 1);
},
_isFunction: function(obj) {
return !!(obj && obj.constructor && obj.call && obj.apply);
},
_isObject: function(obj) {
return !!obj && obj.constructor === Object;
},
_isArray: function(obj) {
return Object.prototype.toString.call(obj) === OBJECT_ARRAY;
},
_isNumber: function(obj) {
return Object.prototype.toString.call(obj) === OBJECT_NUMBER;
},
_isString: function(obj) {
return Object.prototype.toString.call(obj) === OBJECT_STRING;
},
// Returns a function, that, when invoked, will only be triggered at most once
// during a given window of time. Normally, the throttled function will run
// as much as it can, without ever going more than once per `wait` duration;
// but if you'd like to disable the execution on the leading edge, pass
// `{leading: false}`. To disable execution on the trailing edge, ditto.
_throttle: function(func, wait, opts) {
var context, args, result;
var timeout = null;
var previous = 0;
var options = opts || {};
var later = function() {
previous = options.leading === false ? 0 : new Date().getTime();
timeout = null;
result = func.apply(context, args);
context = args = null;
};
return function() {
var now = new Date().getTime();
if (!previous && options.leading === false) {
previous = now;
}
var remaining = wait - (now - previous);
context = this;
args = arguments;
if (remaining <= 0) {
clearTimeout(timeout);
timeout = null;
previous = now;
result = func.apply(context, args);
context = args = null;
} else if (!timeout && options.trailing !== false) {
timeout = setTimeout(later, remaining);
}
return result;
};
},
/*
* other utils
*/
_hasMethods: function(obj) {
var names = [], key;
for (key in obj) {
if (!obj.hasOwnProperty(key)) {
continue;
}
if (this._isFunction(obj[key])) {
names.push(key);
}
}
return names.length > 0;
},
isValidSelector: function(selector) {
if (typeof selector !== 'string') {
return false;
}
var firstChar = selector[0];
return firstChar === '#' ||
firstChar === '.' ||
firstChar === firstChar.toUpperCase();
},
createCanvasElement: function() {
var canvas = Konva.document.createElement('canvas');
// on some environments canvas.style is readonly
try {
canvas.style = canvas.style || {};
} catch (e) {}
return canvas;
},
isBrowser: function() {
return typeof exports !== 'object';
},
_isInDocument: function(el) {
while (el = el.parentNode) {
if (el == Konva.document) {
return true;
}
}
return false;
},
_simplifyArray: function(arr) {
var retArr = [], len = arr.length, util = Konva.Util, n, val;
for (n = 0; n < len; n++) {
val = arr[n];
if (util._isNumber(val)) {
val = Math.round(val * 1000) / 1000;
} else if (!util._isString(val)) {
val = val.toString();
}
retArr.push(val);
}
return retArr;
},
/*
* arg can be an image object or image data
*/
_getImage: function(arg, callback) {
var imageObj, canvas;
// if arg is null or undefined
if (!arg) {
callback(null);
} else if (this._isElement(arg)) {
// if arg is already an image object
callback(arg);
} else if (this._isString(arg)) {
// if arg is a string, then it's a data url
imageObj = new Konva.window.Image();
imageObj.onload = function() {
callback(imageObj);
};
imageObj.src = arg;
} else if (arg.data) {
//if arg is an object that contains the data property, it's an image object
canvas = Konva.Util.createCanvasElement();
canvas.width = arg.width;
canvas.height = arg.height;
var _context = canvas.getContext(CONTEXT_2D);
_context.putImageData(arg, 0, 0);
this._getImage(canvas.toDataURL(), callback);
} else {
callback(null);
}
},
_getRGBAString: function(obj) {
var red = obj.red || 0,
green = obj.green || 0,
blue = obj.blue || 0,
alpha = obj.alpha || 1;
return ['rgba(', red, ',', green, ',', blue, ',', alpha, ')'].join(
EMPTY_STRING
);
},
_rgbToHex: function(r, g, b) {
return ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1);
},
_hexToRgb: function(hex) {
hex = hex.replace(HASH, EMPTY_STRING);
var bigint = parseInt(hex, 16);
return {
r: bigint >> 16 & 255,
g: bigint >> 8 & 255,
b: bigint & 255
};
},
/**
* return random hex color
* @method
* @memberof Konva.Util.prototype
*/
getRandomColor: function() {
var randColor = (Math.random() * 0xffffff << 0).toString(16);
while (randColor.length < 6) {
randColor = ZERO + randColor;
}
return HASH + randColor;
},
/**
* return value with default fallback
* @method
* @memberof Konva.Util.prototype
*/
get: function(val, def) {
if (val === undefined) {
return def;
} else {
return val;
}
},
/**
* get RGB components of a color
* @method
* @memberof Konva.Util.prototype
* @param {String} color
* @example
* // each of the following examples return {r:0, g:0, b:255}
* var rgb = Konva.Util.getRGB('blue');
* var rgb = Konva.Util.getRGB('#0000ff');
* var rgb = Konva.Util.getRGB('rgb(0,0,255)');
*/
getRGB: function(color) {
var rgb;
// color string
if (color in COLORS) {
rgb = COLORS[color];
return {
r: rgb[0],
g: rgb[1],
b: rgb[2]
};
} else if (color[0] === HASH) {
// hex
return this._hexToRgb(color.substring(1));
} else if (color.substr(0, 4) === RGB_PAREN) {
// rgb string
rgb = RGB_REGEX.exec(color.replace(/ /g, ''));
return {
r: parseInt(rgb[1], 10),
g: parseInt(rgb[2], 10),
b: parseInt(rgb[3], 10)
};
} else {
// default
return {
r: 0,
g: 0,
b: 0
};
}
},
// convert any color string to RGBA object
// from https://github.com/component/color-parser
colorToRGBA: function(str) {
str = str || 'black';
return Konva.Util._namedColorToRBA(str) ||
Konva.Util._hex3ColorToRGBA(str) ||
Konva.Util._hex6ColorToRGBA(str) ||
Konva.Util._rgbColorToRGBA(str) ||
Konva.Util._rgbaColorToRGBA(str);
},
// Parse named css color. Like "green"
_namedColorToRBA: function(str) {
var c = COLORS[str.toLowerCase()];
if (!c) {
return null;
}
return {
r: c[0],
g: c[1],
b: c[2],
a: 1
};
},
// Parse rgb(n, n, n)
_rgbColorToRGBA: function(str) {
if (str.indexOf('rgb(') === 0) {
str = str.match(/rgb\(([^)]+)\)/)[1];
var parts = str.split(/ *, */).map(Number);
return {
r: parts[0],
g: parts[1],
b: parts[2],
a: 1
};
}
},
// Parse rgba(n, n, n, n)
_rgbaColorToRGBA: function(str) {
if (str.indexOf('rgba(') === 0) {
str = str.match(/rgba\(([^)]+)\)/)[1];
var parts = str.split(/ *, */).map(Number);
return {
r: parts[0],
g: parts[1],
b: parts[2],
a: parts[3]
};
}
},
// Parse #nnnnnn
_hex6ColorToRGBA: function(str) {
if (str[0] === '#' && str.length === 7) {
return {
r: parseInt(str.slice(1, 3), 16),
g: parseInt(str.slice(3, 5), 16),
b: parseInt(str.slice(5, 7), 16),
a: 1
};
}
},
// Parse #nnn
_hex3ColorToRGBA: function(str) {
if (str[0] === '#' && str.length === 4) {
return {
r: parseInt(str[1] + str[1], 16),
g: parseInt(str[2] + str[2], 16),
b: parseInt(str[3] + str[3], 16),
a: 1
};
}
},
// o1 takes precedence over o2
_merge: function(o1, o2) {
var retObj = this._clone(o2);
for (var key in o1) {
if (this._isObject(o1[key])) {
retObj[key] = this._merge(o1[key], retObj[key]);
} else {
retObj[key] = o1[key];
}
}
return retObj;
},
cloneObject: function(obj) {
var retObj = {};
for (var key in obj) {
if (this._isObject(obj[key])) {
retObj[key] = this.cloneObject(obj[key]);
} else if (this._isArray(obj[key])) {
retObj[key] = this.cloneArray(obj[key]);
} else {
retObj[key] = obj[key];
}
}
return retObj;
},
cloneArray: function(arr) {
return arr.slice(0);
},
_degToRad: function(deg) {
return deg * PI_OVER_DEG180;
},
_radToDeg: function(rad) {
return rad * DEG180_OVER_PI;
},
_capitalize: function(str) {
return str.charAt(0).toUpperCase() + str.slice(1);
},
throw: function(str) {
throw new Error(KONVA_ERROR + str);
},
error: function(str) {
console.error(KONVA_ERROR + str);
},
warn: function(str) {
/*
* IE9 on Windows7 64bit will throw a JS error
* if we don't use window.console in the conditional
*/
if (Konva.global.console && console.warn && Konva.showWarnings) {
console.warn(KONVA_WARNING + str);
}
},
extend: function(child, parent) {
function Ctor() {
this.constructor = child;
}
Ctor.prototype = parent.prototype;
var oldProto = child.prototype;
child.prototype = new Ctor();
for (var key in oldProto) {
if (oldProto.hasOwnProperty(key)) {
child.prototype[key] = oldProto[key];
}
}
child.__super__ = parent.prototype;
// create reference to parent
child.super = parent;
},
/**
* adds methods to a constructor prototype
* @method
* @memberof Konva.Util.prototype
* @param {Function} constructor
* @param {Object} methods
*/
addMethods: function(constructor, methods) {
var key;
for (key in methods) {
constructor.prototype[key] = methods[key];
}
},
_getControlPoints: function(x0, y0, x1, y1, x2, y2, t) {
var d01 = Math.sqrt(Math.pow(x1 - x0, 2) + Math.pow(y1 - y0, 2)),
d12 = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)),
fa = t * d01 / (d01 + d12),
fb = t * d12 / (d01 + d12),
p1x = x1 - fa * (x2 - x0),
p1y = y1 - fa * (y2 - y0),
p2x = x1 + fb * (x2 - x0),
p2y = y1 + fb * (y2 - y0);
return [p1x, p1y, p2x, p2y];
},
_expandPoints: function(p, tension) {
var len = p.length, allPoints = [], n, cp;
for (n = 2; n < len - 2; n += 2) {
cp = Konva.Util._getControlPoints(
p[n - 2],
p[n - 1],
p[n],
p[n + 1],
p[n + 2],
p[n + 3],
tension
);
allPoints.push(cp[0]);
allPoints.push(cp[1]);
allPoints.push(p[n]);
allPoints.push(p[n + 1]);
allPoints.push(cp[2]);
allPoints.push(cp[3]);
}
return allPoints;
},
_removeLastLetter: function(str) {
return str.substring(0, str.length - 1);
},
each: function(obj, func) {
for (var key in obj) {
func(key, obj[key]);
}
},
_getProjectionToSegment: function(x1, y1, x2, y2, x3, y3) {
var x, y, dist;
var pd2 = (x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2);
if (pd2 == 0) {
x = x1;
y = y1;
dist = (x3 - x2) * (x3 - x2) + (y3 - y2) * (y3 - y2);
} else {
var u = ((x3 - x1) * (x2 - x1) + (y3 - y1) * (y2 - y1)) / pd2;
if (u < 0) {
x = x1;
y = y1;
dist = (x1 - x3) * (x1 - x3) + (y1 - y3) * (y1 - y3);
} else if (u > 1.0) {
x = x2;
y = y2;
dist = (x2 - x3) * (x2 - x3) + (y2 - y3) * (y2 - y3);
} else {
x = x1 + u * (x2 - x1);
y = y1 + u * (y2 - y1);
dist = (x - x3) * (x - x3) + (y - y3) * (y - y3);
}
}
return [x, y, dist];
},
// line as array of points.
// line might be closed
_getProjectionToLine: function(pt, line, isClosed) {
var pc = Konva.Util.cloneObject(pt);
var dist = Number.MAX_VALUE;
line.forEach(function(p1, i) {
if (!isClosed && i === line.length - 1) {
return;
}
var p2 = line[(i + 1) % line.length];
var proj = Konva.Util._getProjectionToSegment(
p1.x,
p1.y,
p2.x,
p2.y,
pt.x,
pt.y
);
var px = proj[0], py = proj[1], pdist = proj[2];
if (pdist < dist) {
pc.x = px;
pc.y = py;
dist = pdist;
}
});
return pc;
},
_prepareArrayForTween: function(startArray, endArray, isClosed) {
var n, start = [], end = [];
if (startArray.length > endArray.length) {
var temp = endArray;
endArray = startArray;
startArray = temp;
}
for (n = 0; n < startArray.length; n += 2) {
start.push({
x: startArray[n],
y: startArray[n + 1]
});
}
for (n = 0; n < endArray.length; n += 2) {
end.push({
x: endArray[n],
y: endArray[n + 1]
});
}
var newStart = [];
end.forEach(function(point) {
var pr = Konva.Util._getProjectionToLine(point, start, isClosed);
newStart.push(pr.x);
newStart.push(pr.y);
});
return newStart;
},
_prepareToStringify: function(obj) {
var desc;
obj.visitedByCircularReferenceRemoval = true;
for (var key in obj) {
if (
!(obj.hasOwnProperty(key) && obj[key] && typeof obj[key] == 'object')
) {
continue;
}
desc = Object.getOwnPropertyDescriptor(obj, key);
if (
obj[key].visitedByCircularReferenceRemoval ||
Konva.Util._isElement(obj[key])
) {
if (desc.configurable) {
delete obj[key];
} else {
return null;
}
} else if (Konva.Util._prepareToStringify(obj[key]) === null) {
if (desc.configurable) {
delete obj[key];
} else {
return null;
}
}
}
delete obj.visitedByCircularReferenceRemoval;
return obj;
}
};
})();
(function() {
'use strict';
// calculate pixel ratio
var canvas = Konva.Util.createCanvasElement(),
context = canvas.getContext('2d'),
_pixelRatio = (function() {
var devicePixelRatio = Konva.window.devicePixelRatio || 1,
backingStoreRatio = context.webkitBackingStorePixelRatio ||
context.mozBackingStorePixelRatio ||
context.msBackingStorePixelRatio ||
context.oBackingStorePixelRatio ||
context.backingStorePixelRatio ||
1;
return devicePixelRatio / backingStoreRatio;
})();
/**
* Canvas Renderer constructor
* @constructor
* @abstract
* @memberof Konva
* @param {Object} config
* @param {Number} config.width
* @param {Number} config.height
* @param {Number} config.pixelRatio KonvaJS automatically handles pixel ratio adjustments in order to render crisp drawings
* on all devices. Most desktops, low end tablets, and low end phones, have device pixel ratios
* of 1. Some high end tablets and phones, like iPhones and iPads (not the mini) have a device pixel ratio
* of 2. Some Macbook Pros, and iMacs also have a device pixel ratio of 2. Some high end Android devices have pixel
* ratios of 2 or 3. Some browsers like Firefox allow you to configure the pixel ratio of the viewport. Unless otherwise
* specified, the pixel ratio will be defaulted to the actual device pixel ratio. You can override the device pixel
* ratio for special situations, or, if you don't want the pixel ratio to be taken into account, you can set it to 1.
*/
Konva.Canvas = function(config) {
this.init(config);
};
Konva.Canvas.prototype = {
init: function(config) {
var conf = config || {};
var pixelRatio = conf.pixelRatio || Konva.pixelRatio || _pixelRatio;
this.pixelRatio = pixelRatio;
this._canvas = Konva.Util.createCanvasElement();
// set inline styles
this._canvas.style.padding = 0;
this._canvas.style.margin = 0;
this._canvas.style.border = 0;
this._canvas.style.background = 'transparent';
this._canvas.style.position = 'absolute';
this._canvas.style.top = 0;
this._canvas.style.left = 0;
},
/**
* get canvas context
* @method
* @memberof Konva.Canvas.prototype
* @returns {CanvasContext} context
*/
getContext: function() {
return this.context;
},
/**
* get pixel ratio
* @method
* @memberof Konva.Canvas.prototype
* @returns {Number} pixel ratio
*/
getPixelRatio: function() {
return this.pixelRatio;
},
/**
* get pixel ratio
* @method
* @memberof Konva.Canvas.prototype
* @param {Number} pixelRatio KonvaJS automatically handles pixel ratio adustments in order to render crisp drawings
* on all devices. Most desktops, low end tablets, and low end phones, have device pixel ratios
* of 1. Some high end tablets and phones, like iPhones and iPads have a device pixel ratio
* of 2. Some Macbook Pros, and iMacs also have a device pixel ratio of 2. Some high end Android devices have pixel
* ratios of 2 or 3. Some browsers like Firefox allow you to configure the pixel ratio of the viewport. Unless otherwise
* specificed, the pixel ratio will be defaulted to the actual device pixel ratio. You can override the device pixel
* ratio for special situations, or, if you don't want the pixel ratio to be taken into account, you can set it to 1.
*/
setPixelRatio: function(pixelRatio) {
var previousRatio = this.pixelRatio;
this.pixelRatio = pixelRatio;
this.setSize(
this.getWidth() / previousRatio,
this.getHeight() / previousRatio
);
},
/**
* set width
* @method
* @memberof Konva.Canvas.prototype
* @param {Number} width
*/
setWidth: function(width) {
// take into account pixel ratio
this.width = this._canvas.width = width * this.pixelRatio;
this._canvas.style.width = width + 'px';
var pixelRatio = this.pixelRatio, _context = this.getContext()._context;
_context.scale(pixelRatio, pixelRatio);
},
/**
* set height
* @method
* @memberof Konva.Canvas.prototype
* @param {Number} height
*/
setHeight: function(height) {
// take into account pixel ratio
this.height = this._canvas.height = height * this.pixelRatio;
this._canvas.style.height = height + 'px';
var pixelRatio = this.pixelRatio, _context = this.getContext()._context;
_context.scale(pixelRatio, pixelRatio);
},
/**
* get width
* @method
* @memberof Konva.Canvas.prototype
* @returns {Number} width
*/
getWidth: function() {
return this.width;
},
/**
* get height
* @method
* @memberof Konva.Canvas.prototype
* @returns {Number} height
*/
getHeight: function() {
return this.height;
},
/**
* set size
* @method
* @memberof Konva.Canvas.prototype
* @param {Number} width
* @param {Number} height
*/
setSize: function(width, height) {
this.setWidth(width);
this.setHeight(height);
},
/**
* to data url
* @method
* @memberof Konva.Canvas.prototype
* @param {String} mimeType
* @param {Number} quality between 0 and 1 for jpg mime types
* @returns {String} data url string
*/
toDataURL: function(mimeType, quality) {
try {
// If this call fails (due to browser bug, like in Firefox 3.6),
// then revert to previous no-parameter image/png behavior
return this._canvas.toDataURL(mimeType, quality);
} catch (e) {
try {
return this._canvas.toDataURL();
} catch (err) {
Konva.Util.warn('Unable to get data URL. ' + err.message);
return '';
}
}
}
};
Konva.SceneCanvas = function(config) {
var conf = config || {};
var width = conf.width || 0, height = conf.height || 0;
Konva.Canvas.call(this, conf);
this.context = new Konva.SceneContext(this);
this.setSize(width, height);
};
Konva.Util.extend(Konva.SceneCanvas, Konva.Canvas);
Konva.HitCanvas = function(config) {
var conf = config || {};
var width = conf.width || 0, height = conf.height || 0;
Konva.Canvas.call(this, conf);
this.context = new Konva.HitContext(this);
this.setSize(width, height);
this.hitCanvas = true;
};
Konva.Util.extend(Konva.HitCanvas, Konva.Canvas);
})();
(function() {
'use strict';
var COMMA = ',',
OPEN_PAREN = '(',
CLOSE_PAREN = ')',
OPEN_PAREN_BRACKET = '([',
CLOSE_BRACKET_PAREN = '])',
SEMICOLON = ';',
DOUBLE_PAREN = '()',
// EMPTY_STRING = '',
EQUALS = '=',
// SET = 'set',
CONTEXT_METHODS = [
'arc',
'arcTo',
'beginPath',
'bezierCurveTo',
'clearRect',
'clip',
'closePath',
'createLinearGradient',
'createPattern',
'createRadialGradient',
'drawImage',
'fill',
'fillText',
'getImageData',
'createImageData',
'lineTo',
'moveTo',
'putImageData',
'quadraticCurveTo',
'rect',
'restore',
'rotate',
'save',
'scale',
'setLineDash',
'setTransform',
'stroke',
'strokeText',
'transform',
'translate'
];
var CONTEXT_PROPERTIES = [
'fillStyle',
'strokeStyle',
'shadowColor',
'shadowBlur',
'shadowOffsetX',
'shadowOffsetY',
'lineCap',
'lineDashOffset',
'lineJoin',
'lineWidth',
'miterLimit',
'font',
'textAlign',
'textBaseline',
'globalAlpha',
'globalCompositeOperation'
];
/**
* Canvas Context constructor
* @constructor
* @abstract
* @memberof Konva
*/
Konva.Context = function(canvas) {
this.init(canvas);
};
Konva.Context.prototype = {
init: function(canvas) {
this.canvas = canvas;
this._context = canvas._canvas.getContext('2d');
if (Konva.enableTrace) {
this.traceArr = [];
this._enableTrace();
}
},
/**
* fill shape
* @method
* @memberof Konva.Context.prototype
* @param {Konva.Shape} shape
*/
fillShape: function(shape) {
if (shape.getFillEnabled()) {
this._fill(shape);
}
},
/**
* stroke shape
* @method
* @memberof Konva.Context.prototype
* @param {Konva.Shape} shape
*/
strokeShape: function(shape) {
if (shape.getStrokeEnabled()) {
this._stroke(shape);
}
},
/**
* fill then stroke
* @method
* @memberof Konva.Context.prototype
* @param {Konva.Shape} shape
*/
fillStrokeShape: function(shape) {
var fillEnabled = shape.getFillEnabled();
if (fillEnabled) {
this._fill(shape);
}
if (shape.getStrokeEnabled()) {
this._stroke(shape);
}
},
/**
* get context trace if trace is enabled
* @method
* @memberof Konva.Context.prototype
* @param {Boolean} relaxed if false, return strict context trace, which includes method names, method parameters
* properties, and property values. If true, return relaxed context trace, which only returns method names and
* properites.
* @returns {String}
*/
getTrace: function(relaxed) {
var traceArr = this.traceArr,
len = traceArr.length,
str = '',
n,
trace,
method,
args;
for (n = 0; n < len; n++) {
trace = traceArr[n];
method = trace.method;
// methods
if (method) {
args = trace.args;
str += method;
if (relaxed) {
str += DOUBLE_PAREN;
} else {
if (Konva.Util._isArray(args[0])) {
str +=
OPEN_PAREN_BRACKET + args.join(COMMA) + CLOSE_BRACKET_PAREN;
} else {
str += OPEN_PAREN + args.join(COMMA) + CLOSE_PAREN;
}
}
} else {
// properties
str += trace.property;
if (!relaxed) {
str += EQUALS + trace.val;
}
}
str += SEMICOLON;
}
return str;
},
/**
* clear trace if trace is enabled
* @method
* @memberof Konva.Context.prototype
*/
clearTrace: function() {
this.traceArr = [];
},
_trace: function(str) {
var traceArr = this.traceArr, len;
traceArr.push(str);
len = traceArr.length;
if (len >= Konva.traceArrMax) {
traceArr.shift();
}
},
/**
* reset canvas context transform
* @method
* @memberof Konva.Context.prototype
*/
reset: function() {
var pixelRatio = this.getCanvas().getPixelRatio();
this.setTransform(1 * pixelRatio, 0, 0, 1 * pixelRatio, 0, 0);
},
/**
* get canvas
* @method
* @memberof Konva.Context.prototype
* @returns {Konva.Canvas}
*/
getCanvas: function() {
return this.canvas;
},
/**
* clear canvas
* @method
* @memberof Konva.Context.prototype
* @param {Object} [bounds]
* @param {Number} [bounds.x]
* @param {Number} [bounds.y]
* @param {Number} [bounds.width]
* @param {Number} [bounds.height]
*/
clear: function(bounds) {
var canvas = this.getCanvas();
if (bounds) {
this.clearRect(
bounds.x || 0,
bounds.y || 0,
bounds.width || 0,
bounds.height || 0
);
} else {
this.clearRect(
0,
0,
canvas.getWidth() / canvas.pixelRatio,
canvas.getHeight() / canvas.pixelRatio
);
}
},
_applyLineCap: function(shape) {
var lineCap = shape.getLineCap();
if (lineCap) {
this.setAttr('lineCap', lineCap);
}
},
_applyOpacity: function(shape) {
var absOpacity = shape.getAbsoluteOpacity();
if (absOpacity !== 1) {
this.setAttr('globalAlpha', absOpacity);
}
},
_applyLineJoin: function(shape) {
var lineJoin = shape.getLineJoin();
if (lineJoin) {
this.setAttr('lineJoin', lineJoin);
}
},
setAttr: function(attr, val) {
this._context[attr] = val;
},
// context pass through methods
arc: function() {
var a = arguments;
this._context.arc(a[0], a[1], a[2], a[3], a[4], a[5]);
},
beginPath: function() {
this._context.beginPath();
},
bezierCurveTo: function() {
var a = arguments;
this._context.bezierCurveTo(a[0], a[1], a[2], a[3], a[4], a[5]);
},
clearRect: function() {
var a = arguments;
this._context.clearRect(a[0], a[1], a[2], a[3]);
},
clip: function() {
this._context.clip();
},
closePath: function() {
this._context.closePath();
},
createImageData: function() {
var a = arguments;
if (a.length === 2) {
return this._context.createImageData(a[0], a[1]);
} else if (a.length === 1) {
return this._context.createImageData(a[0]);
}
},
createLinearGradient: function() {
var a = arguments;
return this._context.createLinearGradient(a[0], a[1], a[2], a[3]);
},
createPattern: function() {
var a = arguments;
return this._context.createPattern(a[0], a[1]);
},
createRadialGradient: function() {
var a = arguments;
return this._context.createRadialGradient(
a[0],
a[1],
a[2],
a[3],
a[4],
a[5]
);
},
drawImage: function() {
var a = arguments, _context = this._context;
if (a.length === 3) {
_context.drawImage(a[0], a[1], a[2]);
} else if (a.length === 5) {
_context.drawImage(a[0], a[1], a[2], a[3], a[4]);
} else if (a.length === 9) {
_context.drawImage(
a[0],
a[1],
a[2],
a[3],
a[4],
a[5],
a[6],
a[7],
a[8]
);
}
},
isPointInPath: function(x, y) {
return this._context.isPointInPath(x, y);
},
fill: function() {
this._context.fill();
},
fillRect: function(x, y, width, height) {
this._context.fillRect(x, y, width, height);
},
strokeRect: function(x, y, width, height) {
this._context.strokeRect(x, y, width, height);
},
fillText: function() {
var a = arguments;
this._context.fillText(a[0], a[1], a[2]);
},
measureText: function(text) {
return this._context.measureText(text);
},
getImageData: function() {
var a = arguments;
return this._context.getImageData(a[0], a[1], a[2], a[3]);
},
lineTo: function() {
var a = arguments;
this._context.lineTo(a[0], a[1]);
},
moveTo: function() {
var a = arguments;
this._context.moveTo(a[0], a[1]);
},
rect: function() {
var a = arguments;
this._context.rect(a[0], a[1], a[2], a[3]);
},
putImageData: function() {
var a = arguments;
this._context.putImageData(a[0], a[1], a[2]);
},
quadraticCurveTo: function() {
var a = arguments;
this._context.quadraticCurveTo(a[0], a[1], a[2], a[3]);
},
restore: function() {
this._context.restore();
},
rotate: function() {
var a = arguments;
this._context.rotate(a[0]);
},
save: function() {
this._context.save();
},
scale: function() {
var a = arguments;
this._context.scale(a[0], a[1]);
},
setLineDash: function() {
var a = arguments, _context = this._context;
// works for Chrome and IE11
if (this._context.setLineDash) {
_context.setLineDash(a[0]);
} else if ('mozDash' in _context) {
// verified that this works in firefox
_context.mozDash = a[0];
} else if ('webkitLineDash' in _context) {
// does not currently work for Safari
_context.webkitLineDash = a[0];
}
// no support for IE9 and IE10
},
getLineDash: function() {
return this._context.getLineDash();
},
setTransform: function() {
var a = arguments;
this._context.setTransform(a[0], a[1], a[2], a[3], a[4], a[5]);
},
stroke: function() {
this._context.stroke();
},
strokeText: function() {
var a = arguments;
this._context.strokeText(a[0], a[1], a[2]);
},
transform: function() {
var a = arguments;
this._context.transform(a[0], a[1], a[2], a[3], a[4], a[5]);
},
translate: function() {
var a = arguments;
this._context.translate(a[0], a[1]);
},
_enableTrace: function() {
var that = this,
len = CONTEXT_METHODS.length,
_simplifyArray = Konva.Util._simplifyArray,
origSetter = this.setAttr,
n,
args;
// to prevent creating scope function at each loop
var func = function(methodName) {
var origMethod = that[methodName], ret;
that[methodName] = function() {
args = _simplifyArray(Array.prototype.slice.call(arguments, 0));
ret = origMethod.apply(that, arguments);
that._trace({
method: methodName,
args: args
});
return ret;
};
};
// methods
for (n = 0; n < len; n++) {
func(CONTEXT_METHODS[n]);
}
// attrs
that.setAttr = function() {
origSetter.apply(that, arguments);
var prop = arguments[0];
var val = arguments[1];
if (
prop === 'shadowOffsetX' ||
prop === 'shadowOffsetY' ||
prop === 'shadowBlur'
) {
val = val / this.canvas.getPixelRatio();
}
that._trace({
property: prop,
val: val
});
};
}
};
CONTEXT_PROPERTIES.forEach(function(prop) {
Object.defineProperty(Konva.Context.prototype, prop, {
get: function() {
return this._context[prop];
},
set: function(val) {
this._context[prop] = val;
}
});
});
Konva.SceneContext = function(canvas) {
Konva.Context.call(this, canvas);
};
Konva.SceneContext.prototype = {
_fillColor: function(shape) {
var fill = shape.fill();
this.setAttr('fillStyle', fill);
shape._fillFunc(this);
},
_fillPattern: function(shape) {
var fillPatternX = shape.getFillPatternX(),
fillPatternY = shape.getFillPatternY(),
fillPatternScale = shape.getFillPatternScale(),
fillPatternRotation = Konva.getAngle(shape.getFillPatternRotation()),
fillPatternOffset = shape.getFillPatternOffset();
if (fillPatternX || fillPatternY) {
this.translate(fillPatternX || 0, fillPatternY || 0);
}
if (fillPatternRotation) {
this.rotate(fillPatternRotation);
}
if (fillPatternScale) {
this.scale(fillPatternScale.x, fillPatternScale.y);
}
if (fillPatternOffset) {
this.translate(-1 * fillPatternOffset.x, -1 * fillPatternOffset.y);
}
this.setAttr(
'fillStyle',
this.createPattern(
shape.getFillPatternImage(),
shape.getFillPatternRepeat() || 'repeat'
)
);
this.fill();
},
_fillLinearGradient: function(shape) {
var start = shape.getFillLinearGradientStartPoint(),
end = shape.getFillLinearGradientEndPoint(),
colorStops = shape.getFillLinearGradientColorStops(),
grd = this.createLinearGradient(start.x, start.y, end.x, end.y);
if (colorStops) {
// build color stops
for (var n = 0; n < colorStops.length; n += 2) {
grd.addColorStop(colorStops[n], colorStops[n + 1]);
}
this.setAttr('fillStyle', grd);
shape._fillFunc(this);
}
},
_fillRadialGradient: function(shape) {
var start = shape.getFillRadialGradientStartPoint(),
end = shape.getFillRadialGradientEndPoint(),
startRadius = shape.getFillRadialGradientStartRadius(),
endRadius = shape.getFillRadialGradientEndRadius(),
colorStops = shape.getFillRadialGradientColorStops(),
grd = this.createRadialGradient(
start.x,
start.y,
startRadius,
end.x,
end.y,
endRadius
);
// build color stops
for (var n = 0; n < colorStops.length; n += 2) {
grd.addColorStop(colorStops[n], colorStops[n + 1]);
}
this.setAttr('fillStyle', grd);
this.fill();
},
_fill: function(shape) {
var hasColor = shape.fill(),
hasPattern = shape.getFillPatternImage(),
hasLinearGradient = shape.getFillLinearGradientColorStops(),
hasRadialGradient = shape.getFillRadialGradientColorStops(),
fillPriority = shape.getFillPriority();
// priority fills
if (hasColor && fillPriority === 'color') {
this._fillColor(shape);
} else if (hasPattern && fillPriority === 'pattern') {
this._fillPattern(shape);
} else if (hasLinearGradient && fillPriority === 'linear-gradient') {
this._fillLinearGradient(shape);
} else if (hasRadialGradient && fillPriority === 'radial-gradient') {
this._fillRadialGradient(shape);
} else if (hasColor) {
// now just try and fill with whatever is available
this._fillColor(shape);
} else if (hasPattern) {
this._fillPattern(shape);
} else if (hasLinearGradient) {
this._fillLinearGradient(shape);
} else if (hasRadialGradient) {
this._fillRadialGradient(shape);
}
},
_stroke: function(shape) {
var dash = shape.dash(),
// ignore strokeScaleEnabled for Text
strokeScaleEnabled =
shape.getStrokeScaleEnabled() || shape instanceof Konva.Text;
if (shape.hasStroke()) {
if (!strokeScaleEnabled) {
this.save();
this.setTransform(1, 0, 0, 1, 0, 0);
}
this._applyLineCap(shape);
if (dash && shape.dashEnabled()) {
this.setLineDash(dash);
this.setAttr('lineDashOffset', shape.dashOffset());
}
this.setAttr('lineWidth', shape.strokeWidth());
this.setAttr('strokeStyle', shape.stroke());
if (!shape.getShadowForStrokeEnabled()) {
this.setAttr('shadowColor', 'rgba(0,0,0,0)');
}
shape._strokeFunc(this);
if (!strokeScaleEnabled) {
this.restore();
}
}
},
_applyShadow: function(shape) {
var util = Konva.Util,
color = util.get(shape.getShadowRGBA(), 'black'),
blur = util.get(shape.getShadowBlur(), 5),
offset = util.get(shape.getShadowOffset(), {
x: 0,
y: 0
}),
// TODO: get this info from transform??
scale = shape.getAbsoluteScale(),
ratio = this.canvas.getPixelRatio(),
scaleX = scale.x * ratio,
scaleY = scale.y * ratio;
this.setAttr('shadowColor', color);
this.setAttr(
'shadowBlur',
blur * ratio * Math.min(Math.abs(scaleX), Math.abs(scaleY))
);
this.setAttr('shadowOffsetX', offset.x * scaleX);
this.setAttr('shadowOffsetY', offset.y * scaleY);
},
_applyGlobalCompositeOperation: function(shape) {
var globalCompositeOperation = shape.getGlobalCompositeOperation();
if (globalCompositeOperation !== 'source-over') {
this.setAttr('globalCompositeOperation', globalCompositeOperation);
}
}
};
Konva.Util.extend(Konva.SceneContext, Konva.Context);
Konva.HitContext = function(canvas) {
Konva.Context.call(this, canvas);
};
Konva.HitContext.prototype = {
_fill: function(shape) {
this.save();
this.setAttr('fillStyle', shape.colorKey);
shape._fillFuncHit(this);
this.restore();
},
_stroke: function(shape) {
if (shape.hasStroke() && shape.strokeHitEnabled()) {
// ignore strokeScaleEnabled for Text
var strokeScaleEnabled =
shape.getStrokeScaleEnabled() || shape instanceof Konva.Text;
if (!strokeScaleEnabled) {
this.save();
this.setTransform(1, 0, 0, 1, 0, 0);
}
this._applyLineCap(shape);
this.setAttr('lineWidth', shape.strokeWidth());
this.setAttr('strokeStyle', shape.colorKey);
shape._strokeFuncHit(this);
if (!strokeScaleEnabled) {
this.restore();
}
}
}
};
Konva.Util.extend(Konva.HitContext, Konva.Context);
})();
(function() {
'use strict';
// CONSTANTS
var GET = 'get', SET = 'set';
Konva.Factory = {
addGetterSetter: function(constructor, attr, def, validator, after) {
this.addGetter(constructor, attr, def);
this.addSetter(constructor, attr, validator, after);
this.addOverloadedGetterSetter(constructor, attr);
},
addGetter: function(constructor, attr, def) {
var method = GET + Konva.Util._capitalize(attr);
constructor.prototype[method] = function() {
var val = this.attrs[attr];
return val === undefined ? def : val;
};
},
addSetter: function(constructor, attr, validator, after) {
var method = SET + Konva.Util._capitalize(attr);
constructor.prototype[method] = function(val) {
if (validator) {
val = validator.call(this, val);
}
this._setAttr(attr, val);
if (after) {
after.call(this);
}
return this;
};
},
addComponentsGetterSetter: function(
constructor,
attr,
components,
validator,
after
) {
var len = components.length,
capitalize = Konva.Util._capitalize,
getter = GET + capitalize(attr),
setter = SET + capitalize(attr),
n,
component;
// getter
constructor.prototype[getter] = function() {
var ret = {};
for (n = 0; n < len; n++) {
component = components[n];
ret[component] = this.getAttr(attr + capitalize(component));
}
return ret;
};
// setter
constructor.prototype[setter] = function(val) {
var oldVal = this.attrs[attr], key;
if (validator) {
val = validator.call(this, val);
}
for (key in val) {
if (!val.hasOwnProperty(key)) {
continue;
}
this._setAttr(attr + capitalize(key), val[key]);
}
this._fireChangeEvent(attr, oldVal, val);
if (after) {
after.call(this);
}
return this;
};
this.addOverloadedGetterSetter(constructor, attr);
},
addOverloadedGetterSetter: function(constructor, attr) {
var capitalizedAttr = Konva.Util._capitalize(attr),
setter = SET + capitalizedAttr,
getter = GET + capitalizedAttr;
constructor.prototype[attr] = function() {
// setting
if (arguments.length) {
this[setter](arguments[0]);
return this;
}
// getting
return this[getter]();
};
},
addDeprecatedGetterSetter: function(constructor, attr, def, validator) {
var method = GET + Konva.Util._capitalize(attr);
var message = attr +
' property is deprecated and will be removed soon. Look at Konva change log for more information.';
constructor.prototype[method] = function() {
Konva.Util.error(message);
var val = this.attrs[attr];
return val === undefined ? def : val;
};
this.addSetter(constructor, attr, validator, function() {
Konva.Util.error(message);
});
this.addOverloadedGetterSetter(constructor, attr);
},
backCompat: function(constructor, methods) {
Konva.Util.each(methods, function(oldMethodName, newMethodName) {
var method = constructor.prototype[newMethodName];
constructor.prototype[oldMethodName] = function() {
method.apply(this, arguments);
Konva.Util.error(
oldMethodName +
' method is deprecated and will be removed soon. Use ' +
newMethodName +
' instead'
);
};
});
},
afterSetFilter: function() {
this._filterUpToDate = false;
}
};
Konva.Validators = {
/**
* @return {number}
*/
RGBComponent: function(val) {
if (val > 255) {
return 255;
} else if (val < 0) {
return 0;
}
return Math.round(val);
},
alphaComponent: function(val) {
if (val > 1) {
return 1;
} else if (val < 0.0001) {
// chrome does not honor alpha values of 0
return 0.0001;
}
return val;
}
};
})();
(function(Konva) {
'use strict';
// CONSTANTS
var ABSOLUTE_OPACITY = 'absoluteOpacity',
ABSOLUTE_TRANSFORM = 'absoluteTransform',
ABSOLUTE_SCALE = 'absoluteScale',
CHANGE = 'Change',
CHILDREN = 'children',
DOT = '.',
EMPTY_STRING = '',
GET = 'get',
ID = 'id',
KONVA = 'konva',
LISTENING = 'listening',
MOUSEENTER = 'mouseenter',
MOUSELEAVE = 'mouseleave',
NAME = 'name',
SET = 'set',
SHAPE = 'Shape',
SPACE = ' ',
STAGE = 'stage',
TRANSFORM = 'transform',
UPPER_STAGE = 'Stage',
VISIBLE = 'visible',
CLONE_BLACK_LIST = ['id'],
TRANSFORM_CHANGE_STR = [
'xChange.konva',
'yChange.konva',
'scaleXChange.konva',
'scaleYChange.konva',
'skewXChange.konva',
'skewYChange.konva',
'rotationChange.konva',
'offsetXChange.konva',
'offsetYChange.konva',
'transformsEnabledChange.konva'
].join(SPACE),
SCALE_CHANGE_STR = ['scaleXChange.konva', 'scaleYChange.konva'].join(SPACE);
/**
* Node constructor. Nodes are entities that can be transformed, layered,
* and have bound events. The stage, layers, groups, and shapes all extend Node.
* @constructor
* @memberof Konva
* @abstract
* @param {Object} config
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
*/
Konva.Node = function(config) {
this._init(config);
};
Konva.Util.addMethods(Konva.Node, {
_init: function(config) {
var that = this;
this._id = Konva.idCounter++;
this.eventListeners = {};
this.attrs = {};
this._cache = {};
this._filterUpToDate = false;
this._isUnderCache = false;
this.setAttrs(config);
// event bindings for cache handling
this.on(TRANSFORM_CHANGE_STR, function() {
this._clearCache(TRANSFORM);
that._clearSelfAndDescendantCache(ABSOLUTE_TRANSFORM);
});
this.on(SCALE_CHANGE_STR, function() {
that._clearSelfAndDescendantCache(ABSOLUTE_SCALE);
});
this.on('visibleChange.konva', function() {
that._clearSelfAndDescendantCache(VISIBLE);
});
this.on('listeningChange.konva', function() {
that._clearSelfAndDescendantCache(LISTENING);
});
this.on('opacityChange.konva', function() {
that._clearSelfAndDescendantCache(ABSOLUTE_OPACITY);
});
},
_clearCache: function(attr) {
if (attr) {
delete this._cache[attr];
} else {
this._cache = {};
}
},
_getCache: function(attr, privateGetter) {
var cache = this._cache[attr];
// if not cached, we need to set it using the private getter method.
if (cache === undefined) {
this._cache[attr] = privateGetter.call(this);
}
return this._cache[attr];
},
/*
* when the logic for a cached result depends on ancestor propagation, use this
* method to clear self and children cache
*/
_clearSelfAndDescendantCache: function(attr) {
this._clearCache(attr);
if (this.children) {
this.getChildren().each(function(node) {
node._clearSelfAndDescendantCache(attr);
});
}
},
/**
* clear cached canvas
* @method
* @memberof Konva.Node.prototype
* @returns {Konva.Node}
* @example
* node.clearCache();
*/
clearCache: function() {
delete this._cache.canvas;
this._filterUpToDate = false;
return this;
},
/**
* cache node to improve drawing performance, apply filters, or create more accurate
* hit regions. For all basic shapes size of cache canvas will be automatically detected.
* If you need to cache your custom `Konva.Shape` instance you have to pass shape's bounding box
* properties. Look at [link to demo page](link to demo page) for more information.
* @method
* @memberof Konva.Node.prototype
* @param {Object} [config]
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Number} [config.offset] increase canvas size by `offset` pixel in all directions.
* @param {Boolean} [config.drawBorder] when set to true, a red border will be drawn around the cached
* region for debugging purposes
* @param {Number} [config.pixelRatio] change quality (or pixel ratio) of cached image. pixelRatio = 2 will produce 2x sized cache.
* @returns {Konva.Node}
* @example
* // cache a shape with the x,y position of the bounding box at the center and
* // the width and height of the bounding box equal to the width and height of
* // the shape obtained from shape.width() and shape.height()
* image.cache();
*
* // cache a node and define the bounding box position and size
* node.cache({
* x: -30,
* y: -30,
* width: 100,
* height: 200
* });
*
* // cache a node and draw a red border around the bounding box
* // for debugging purposes
* node.cache({
* x: -30,
* y: -30,
* width: 100,
* height: 200,
* offset : 10,
* drawBorder: true
* });
*/
cache: function(config) {
var conf = config || {},
rect = this.getClientRect(true),
width = conf.width || rect.width,
height = conf.height || rect.height,
pixelRatio = conf.pixelRatio,
x = conf.x || rect.x,
y = conf.y || rect.y,
offset = conf.offset || 0,
drawBorder = conf.drawBorder || false;
if (!width || !height) {
throw new Error('Width or height of caching configuration equals 0.');
}
width += offset * 2;
height += offset * 2;
x -= offset;
y -= offset;
var cachedSceneCanvas = new Konva.SceneCanvas({
pixelRatio: pixelRatio,
width: width,
height: height
}),
cachedFilterCanvas = new Konva.SceneCanvas({
pixelRatio: pixelRatio,
width: width,
height: height
}),
cachedHitCanvas = new Konva.HitCanvas({
pixelRatio: 1,
width: width,
height: height
}),
sceneContext = cachedSceneCanvas.getContext(),
hitContext = cachedHitCanvas.getContext();
cachedHitCanvas.isCache = true;
this.clearCache();
sceneContext.save();
hitContext.save();
sceneContext.translate(-x, -y);
hitContext.translate(-x, -y);
// extra flag to skip on getAbsolute opacity calc
this._isUnderCache = true;
this._clearSelfAndDescendantCache(ABSOLUTE_OPACITY);
this._clearSelfAndDescendantCache(ABSOLUTE_SCALE);
this.drawScene(cachedSceneCanvas, this, true);
this.drawHit(cachedHitCanvas, this, true);
this._isUnderCache = false;
sceneContext.restore();
hitContext.restore();
// this will draw a red border around the cached box for
// debugging purposes
if (drawBorder) {
sceneContext.save();
sceneContext.beginPath();
sceneContext.rect(0, 0, width, height);
sceneContext.closePath();
sceneContext.setAttr('strokeStyle', 'red');
sceneContext.setAttr('lineWidth', 5);
sceneContext.stroke();
sceneContext.restore();
}
this._cache.canvas = {
scene: cachedSceneCanvas,
filter: cachedFilterCanvas,
hit: cachedHitCanvas,
x: x,
y: y
};
return this;
},
/**
* Return client rectangle {x, y, width, height} of node. This rectangle also include all styling (strokes, shadows, etc).
* The rectangle position is relative to parent container.
* @method
* @memberof Konva.Node.prototype
* @param {Boolean} [skipTransform] flag should we skip transformation to rectangle
* @returns {Object} rect with {x, y, width, height} properties
* @example
* var rect = new Konva.Rect({
* width : 100,
* height : 100,
* x : 50,
* y : 50,
* strokeWidth : 4,
* stroke : 'black',
* offsetX : 50,
* scaleY : 2
* });
*
* // get client rect without think off transformations (position, rotation, scale, offset, etc)
* rect.getClientRect(true);
* // returns {
* // x : -2, // two pixels for stroke / 2
* // y : -2,
* // width : 104, // increased by 4 for stroke
* // height : 104
* //}
*
* // get client rect with transformation applied
* rect.getClientRect();
* // returns Object {x: -2, y: 46, width: 104, height: 208}
*/
getClientRect: function() {
// abstract method
// redefine in Container and Shape
throw new Error('abstract "getClientRect" method call');
},
_transformedRect: function(rect) {
var points = [
{ x: rect.x, y: rect.y },
{ x: rect.x + rect.width, y: rect.y },
{ x: rect.x + rect.width, y: rect.y + rect.height },
{ x: rect.x, y: rect.y + rect.height }
];
var minX, minY, maxX, maxY;
var trans = this.getTransform();
points.forEach(function(point) {
var transformed = trans.point(point);
if (minX === undefined) {
minX = maxX = transformed.x;
minY = maxY = transformed.y;
}
minX = Math.min(minX, transformed.x);
minY = Math.min(minY, transformed.y);
maxX = Math.max(maxX, transformed.x);
maxY = Math.max(maxY, transformed.y);
});
return {
x: minX,
y: minY,
width: maxX - minX,
height: maxY - minY
};
},
_drawCachedSceneCanvas: function(context) {
context.save();
context._applyOpacity(this);
context._applyGlobalCompositeOperation(this);
context.translate(this._cache.canvas.x, this._cache.canvas.y);
var cacheCanvas = this._getCachedSceneCanvas();
var ratio = cacheCanvas.pixelRatio;
context.drawImage(
cacheCanvas._canvas,
0,
0,
cacheCanvas.width / ratio,
cacheCanvas.height / ratio
);
context.restore();
},
_drawCachedHitCanvas: function(context) {
var cachedCanvas = this._cache.canvas, hitCanvas = cachedCanvas.hit;
context.save();
context.translate(this._cache.canvas.x, this._cache.canvas.y);
context.drawImage(hitCanvas._canvas, 0, 0);
context.restore();
},
_getCachedSceneCanvas: function() {
var filters = this.filters(),
cachedCanvas = this._cache.canvas,
sceneCanvas = cachedCanvas.scene,
filterCanvas = cachedCanvas.filter,
filterContext = filterCanvas.getContext(),
len,
imageData,
n,
filter;
if (filters) {
if (!this._filterUpToDate) {
var ratio = sceneCanvas.pixelRatio;
try {
len = filters.length;
filterContext.clear();
// copy cached canvas onto filter context
filterContext.drawImage(
sceneCanvas._canvas,
0,
0,
sceneCanvas.getWidth() / ratio,
sceneCanvas.getHeight() / ratio
);
imageData = filterContext.getImageData(
0,
0,
filterCanvas.getWidth(),
filterCanvas.getHeight()
);
// apply filters to filter context
for (n = 0; n < len; n++) {
filter = filters[n];
if (typeof filter !== 'function') {
Konva.Util.error(
'Filter should be type of function, but got ' +
typeof filter +
' insted. Please check correct filters'
);
continue;
}
filter.call(this, imageData);
filterContext.putImageData(imageData, 0, 0);
}
} catch (e) {
Konva.Util.error('Unable to apply filter. ' + e.message);
}
this._filterUpToDate = true;
}
return filterCanvas;
}
return sceneCanvas;
},
/**
* bind events to the node. KonvaJS supports mouseover, mousemove,
* mouseout, mouseenter, mouseleave, mousedown, mouseup, wheel, click, dblclick, touchstart, touchmove,
* touchend, tap, dbltap, dragstart, dragmove, and dragend events. The Konva Stage supports
* contentMouseover, contentMousemove, contentMouseout, contentMousedown, contentMouseup, contentWheel, contentContextmenu
* contentClick, contentDblclick, contentTouchstart, contentTouchmove, contentTouchend, contentTap,
* and contentDblTap. Pass in a string of events delimmited by a space to bind multiple events at once
* such as 'mousedown mouseup mousemove'. Include a namespace to bind an
* event by name such as 'click.foobar'.
* @method
* @memberof Konva.Node.prototype
* @param {String} evtStr e.g. 'click', 'mousedown touchstart', 'mousedown.foo touchstart.foo'
* @param {Function} handler The handler function is passed an event object
* @returns {Konva.Node}
* @example
* // add click listener
* node.on('click', function() {
* console.log('you clicked me!');
* });
*
* // get the target node
* node.on('click', function(evt) {
* console.log(evt.target);
* });
*
* // stop event propagation
* node.on('click', function(evt) {
* evt.cancelBubble = true;
* });
*
* // bind multiple listeners
* node.on('click touchstart', function() {
* console.log('you clicked/touched me!');
* });
*
* // namespace listener
* node.on('click.foo', function() {
* console.log('you clicked/touched me!');
* });
*
* // get the event type
* node.on('click tap', function(evt) {
* var eventType = evt.type;
* });
*
* // get native event object
* node.on('click tap', function(evt) {
* var nativeEvent = evt.evt;
* });
*
* // for change events, get the old and new val
* node.on('xChange', function(evt) {
* var oldVal = evt.oldVal;
* var newVal = evt.newVal;
* });
*
* // get event targets
* // with event delegations
* layer.on('click', 'Group', function(evt) {
* var shape = evt.target;
* var group = evtn.currentTarger;
* });
*/
on: function(evtStr, handler) {
if (arguments.length === 3) {
return this._delegate.apply(this, arguments);
}
var events = evtStr.split(SPACE),
len = events.length,
n,
event,
parts,
baseEvent,
name;
/*
* loop through types and attach event listeners to
* each one. eg. 'click mouseover.namespace mouseout'
* will create three event bindings
*/
for (n = 0; n < len; n++) {
event = events[n];
parts = event.split(DOT);
baseEvent = parts[0];
name = parts[1] || EMPTY_STRING;
// create events array if it doesn't exist
if (!this.eventListeners[baseEvent]) {
this.eventListeners[baseEvent] = [];
}
this.eventListeners[baseEvent].push({
name: name,
handler: handler
});
}
return this;
},
/**
* remove event bindings from the node. Pass in a string of
* event types delimmited by a space to remove multiple event
* bindings at once such as 'mousedown mouseup mousemove'.
* include a namespace to remove an event binding by name
* such as 'click.foobar'. If you only give a name like '.foobar',
* all events in that namespace will be removed.
* @method
* @memberof Konva.Node.prototype
* @param {String} evtStr e.g. 'click', 'mousedown touchstart', '.foobar'
* @returns {Konva.Node}
* @example
* // remove listener
* node.off('click');
*
* // remove multiple listeners
* node.off('click touchstart');
*
* // remove listener by name
* node.off('click.foo');
*/
off: function(evtStr) {
var events = (evtStr || '').split(SPACE),
len = events.length,
n,
t,
event,
parts,
baseEvent,
name;
if (!evtStr) {
// remove all events
for (t in this.eventListeners) {
this._off(t);
}
}
for (n = 0; n < len; n++) {
event = events[n];
parts = event.split(DOT);
baseEvent = parts[0];
name = parts[1];
if (baseEvent) {
if (this.eventListeners[baseEvent]) {
this._off(baseEvent, name);
}
} else {
for (t in this.eventListeners) {
this._off(t, name);
}
}
}
return this;
},
// some event aliases for third party integration like HammerJS
dispatchEvent: function(evt) {
var e = {
target: this,
type: evt.type,
evt: evt
};
this.fire(evt.type, e);
return this;
},
addEventListener: function(type, handler) {
// we have to pass native event to handler
this.on(type, function(evt) {
handler.call(this, evt.evt);
});
return this;
},
removeEventListener: function(type) {
this.off(type);
return this;
},
// like node.on
_delegate: function(event, selector, handler) {
var stopNode = this;
this.on(event, function(evt) {
var targets = evt.target.findAncestors(selector, true, stopNode);
for (var i = 0; i < targets.length; i++) {
evt = Konva.Util.cloneObject(evt);
evt.currentTarget = targets[i];
handler.call(targets[i], evt);
}
});
},
/**
* remove self from parent, but don't destroy
* @method
* @memberof Konva.Node.prototype
* @returns {Konva.Node}
* @example
* node.remove();
*/
remove: function() {
var parent = this.getParent();
if (parent && parent.children) {
parent.children.splice(this.index, 1);
parent._setChildrenIndices();
delete this.parent;
}
// every cached attr that is calculated via node tree
// traversal must be cleared when removing a node
this._clearSelfAndDescendantCache(STAGE);
this._clearSelfAndDescendantCache(ABSOLUTE_TRANSFORM);
this._clearSelfAndDescendantCache(VISIBLE);
this._clearSelfAndDescendantCache(LISTENING);
this._clearSelfAndDescendantCache(ABSOLUTE_OPACITY);
return this;
},
/**
* remove and destroy self
* @method
* @memberof Konva.Node.prototype
* @example
* node.destroy();
*/
destroy: function() {
// remove from ids and names hashes
Konva._removeId(this.getId());
// remove all names
var names = (this.getName() || '').split(/\s/g);
for (var i = 0; i < names.length; i++) {
var subname = names[i];
Konva._removeName(subname, this._id);
}
this.remove();
return this;
},
/**
* get attr
* @method
* @memberof Konva.Node.prototype
* @param {String} attr
* @returns {Integer|String|Object|Array}
* @example
* var x = node.getAttr('x');
*/
getAttr: function(attr) {
var method = GET + Konva.Util._capitalize(attr);
if (Konva.Util._isFunction(this[method])) {
return this[method]();
}
// otherwise get directly
return this.attrs[attr];
},
/**
* get ancestors
* @method
* @memberof Konva.Node.prototype
* @returns {Konva.Collection}
* @example
* shape.getAncestors().each(function(node) {
* console.log(node.getId());
* })
*/
getAncestors: function() {
var parent = this.getParent(), ancestors = new Konva.Collection();
while (parent) {
ancestors.push(parent);
parent = parent.getParent();
}
return ancestors;
},
/**
* get attrs object literal
* @method
* @memberof Konva.Node.prototype
* @returns {Object}
*/
getAttrs: function() {
return this.attrs || {};
},
/**
* set multiple attrs at once using an object literal
* @method
* @memberof Konva.Node.prototype
* @param {Object} config object containing key value pairs
* @returns {Konva.Node}
* @example
* node.setAttrs({
* x: 5,
* fill: 'red'
* });
*/
setAttrs: function(config) {
var key, method;
if (!config) {
return this;
}
for (key in config) {
if (key === CHILDREN) {
continue;
}
method = SET + Konva.Util._capitalize(key);
// use setter if available
if (Konva.Util._isFunction(this[method])) {
this[method](config[key]);
} else {
// otherwise set directly
this._setAttr(key, config[key]);
}
}
return this;
},
/**
* determine if node is listening for events by taking into account ancestors.
*
* Parent | Self | isListening
* listening | listening |
* ----------+-----------+------------
* T | T | T
* T | F | F
* F | T | T
* F | F | F
* ----------+-----------+------------
* T | I | T
* F | I | F
* I | I | T
*
* @method
* @memberof Konva.Node.prototype
* @returns {Boolean}
*/
isListening: function() {
return this._getCache(LISTENING, this._isListening);
},
_isListening: function() {
var listening = this.getListening(), parent = this.getParent();
// the following conditions are a simplification of the truth table above.
// please modify carefully
if (listening === 'inherit') {
if (parent) {
return parent.isListening();
} else {
return true;
}
} else {
return listening;
}
},
/**
* determine if node is visible by taking into account ancestors.
*
* Parent | Self | isVisible
* visible | visible |
* ----------+-----------+------------
* T | T | T
* T | F | F
* F | T | T
* F | F | F
* ----------+-----------+------------
* T | I | T
* F | I | F
* I | I | T
* @method
* @memberof Konva.Node.prototype
* @returns {Boolean}
*/
isVisible: function() {
return this._getCache(VISIBLE, this._isVisible);
},
_isVisible: function() {
var visible = this.getVisible(), parent = this.getParent();
// the following conditions are a simplification of the truth table above.
// please modify carefully
if (visible === 'inherit') {
if (parent) {
return parent.isVisible();
} else {
return true;
}
} else {
return visible;
}
},
/**
* determine if listening is enabled by taking into account descendants. If self or any children
* have _isListeningEnabled set to true, then self also has listening enabled.
* @method
* @memberof Konva.Node.prototype
* @returns {Boolean}
*/
shouldDrawHit: function(canvas) {
var layer = this.getLayer();
return (canvas && canvas.isCache) ||
(layer &&
layer.hitGraphEnabled() &&
this.isListening() &&
this.isVisible());
},
/**
* show node
* @method
* @memberof Konva.Node.prototype
* @returns {Konva.Node}
*/
show: function() {
this.setVisible(true);
return this;
},
/**
* hide node. Hidden nodes are no longer detectable
* @method
* @memberof Konva.Node.prototype
* @returns {Konva.Node}
*/
hide: function() {
this.setVisible(false);
return this;
},
/**
* get zIndex relative to the node's siblings who share the same parent
* @method
* @memberof Konva.Node.prototype
* @returns {Integer}
*/
getZIndex: function() {
return this.index || 0;
},
/**
* get absolute z-index which takes into account sibling
* and ancestor indices
* @method
* @memberof Konva.Node.prototype
* @returns {Integer}
*/
getAbsoluteZIndex: function() {
var depth = this.getDepth(), that = this, index = 0, nodes, len, n, child;
function addChildren(children) {
nodes = [];
len = children.length;
for (n = 0; n < len; n++) {
child = children[n];
index++;
if (child.nodeType !== SHAPE) {
nodes = nodes.concat(child.getChildren().toArray());
}
if (child._id === that._id) {
n = len;
}
}
if (nodes.length > 0 && nodes[0].getDepth() <= depth) {
addChildren(nodes);
}
}
if (that.nodeType !== UPPER_STAGE) {
addChildren(that.getStage().getChildren());
}
return index;
},
/**
* get node depth in node tree. Returns an integer.
* e.g. Stage depth will always be 0. Layers will always be 1. Groups and Shapes will always
* be >= 2
* @method
* @memberof Konva.Node.prototype
* @returns {Integer}
*/
getDepth: function() {
var depth = 0, parent = this.parent;
while (parent) {
depth++;
parent = parent.parent;
}
return depth;
},
setPosition: function(pos) {
this.setX(pos.x);
this.setY(pos.y);
return this;
},
getPosition: function() {
return {
x: this.getX(),
y: this.getY()
};
},
/**
* get absolute position relative to the top left corner of the stage container div
* or relative to passed node
* @method
* @param {Object} [top] optional parent node
* @memberof Konva.Node.prototype
* @returns {Object}
*/
getAbsolutePosition: function(top) {
var absoluteMatrix = this.getAbsoluteTransform(top).getMatrix(),
absoluteTransform = new Konva.Transform(),
offset = this.offset();
// clone the matrix array
absoluteTransform.m = absoluteMatrix.slice();
absoluteTransform.translate(offset.x, offset.y);
return absoluteTransform.getTranslation();
},
/**
* set absolute position
* @method
* @memberof Konva.Node.prototype
* @param {Object} pos
* @param {Number} pos.x
* @param {Number} pos.y
* @returns {Konva.Node}
*/
setAbsolutePosition: function(pos) {
var origTrans = this._clearTransform(), it;
// don't clear translation
this.attrs.x = origTrans.x;
this.attrs.y = origTrans.y;
delete origTrans.x;
delete origTrans.y;
// unravel transform
it = this.getAbsoluteTransform();
it.invert();
it.translate(pos.x, pos.y);
pos = {
x: this.attrs.x + it.getTranslation().x,
y: this.attrs.y + it.getTranslation().y
};
this.setPosition({ x: pos.x, y: pos.y });
this._setTransform(origTrans);
return this;
},
_setTransform: function(trans) {
var key;
for (key in trans) {
this.attrs[key] = trans[key];
}
this._clearCache(TRANSFORM);
this._clearSelfAndDescendantCache(ABSOLUTE_TRANSFORM);
},
_clearTransform: function() {
var trans = {
x: this.getX(),
y: this.getY(),
rotation: this.getRotation(),
scaleX: this.getScaleX(),
scaleY: this.getScaleY(),
offsetX: this.getOffsetX(),
offsetY: this.getOffsetY(),
skewX: this.getSkewX(),
skewY: this.getSkewY()
};
this.attrs.x = 0;
this.attrs.y = 0;
this.attrs.rotation = 0;
this.attrs.scaleX = 1;
this.attrs.scaleY = 1;
this.attrs.offsetX = 0;
this.attrs.offsetY = 0;
this.attrs.skewX = 0;
this.attrs.skewY = 0;
this._clearCache(TRANSFORM);
this._clearSelfAndDescendantCache(ABSOLUTE_TRANSFORM);
// return original transform
return trans;
},
/**
* move node by an amount relative to its current position
* @method
* @memberof Konva.Node.prototype
* @param {Object} change
* @param {Number} change.x
* @param {Number} change.y
* @returns {Konva.Node}
* @example
* // move node in x direction by 1px and y direction by 2px
* node.move({
* x: 1,
* y: 2)
* });
*/
move: function(change) {
var changeX = change.x,
changeY = change.y,
x = this.getX(),
y = this.getY();
if (changeX !== undefined) {
x += changeX;
}
if (changeY !== undefined) {
y += changeY;
}
this.setPosition({ x: x, y: y });
return this;
},
_eachAncestorReverse: function(func, top) {
var family = [], parent = this.getParent(), len, n;
// if top node is defined, and this node is top node,
// there's no need to build a family tree. just execute
// func with this because it will be the only node
if (top && top._id === this._id) {
func(this);
return true;
}
family.unshift(this);
while (parent && (!top || parent._id !== top._id)) {
family.unshift(parent);
parent = parent.parent;
}
len = family.length;
for (n = 0; n < len; n++) {
func(family[n]);
}
},
/**
* rotate node by an amount in degrees relative to its current rotation
* @method
* @memberof Konva.Node.prototype
* @param {Number} theta
* @returns {Konva.Node}
*/
rotate: function(theta) {
this.setRotation(this.getRotation() + theta);
return this;
},
/**
* move node to the top of its siblings
* @method
* @memberof Konva.Node.prototype
* @returns {Boolean}
*/
moveToTop: function() {
if (!this.parent) {
Konva.Util.warn('Node has no parent. moveToTop function is ignored.');
return false;
}
var index = this.index;
this.parent.children.splice(index, 1);
this.parent.children.push(this);
this.parent._setChildrenIndices();
return true;
},
/**
* move node up
* @method
* @memberof Konva.Node.prototype
* @returns {Boolean} flag is moved or not
*/
moveUp: function() {
if (!this.parent) {
Konva.Util.warn('Node has no parent. moveUp function is ignored.');
return false;
}
var index = this.index, len = this.parent.getChildren().length;
if (index < len - 1) {
this.parent.children.splice(index, 1);
this.parent.children.splice(index + 1, 0, this);
this.parent._setChildrenIndices();
return true;
}
return false;
},
/**
* move node down
* @method
* @memberof Konva.Node.prototype
* @returns {Boolean}
*/
moveDown: function() {
if (!this.parent) {
Konva.Util.warn('Node has no parent. moveDown function is ignored.');
return false;
}
var index = this.index;
if (index > 0) {
this.parent.children.splice(index, 1);
this.parent.children.splice(index - 1, 0, this);
this.parent._setChildrenIndices();
return true;
}
return false;
},
/**
* move node to the bottom of its siblings
* @method
* @memberof Konva.Node.prototype
* @returns {Boolean}
*/
moveToBottom: function() {
if (!this.parent) {
Konva.Util.warn(
'Node has no parent. moveToBottom function is ignored.'
);
return false;
}
var index = this.index;
if (index > 0) {
this.parent.children.splice(index, 1);
this.parent.children.unshift(this);
this.parent._setChildrenIndices();
return true;
}
return false;
},
/**
* set zIndex relative to siblings
* @method
* @memberof Konva.Node.prototype
* @param {Integer} zIndex
* @returns {Konva.Node}
*/
setZIndex: function(zIndex) {
if (!this.parent) {
Konva.Util.warn('Node has no parent. zIndex parameter is ignored.');
return false;
}
var index = this.index;
this.parent.children.splice(index, 1);
this.parent.children.splice(zIndex, 0, this);
this.parent._setChildrenIndices();
return this;
},
/**
* get absolute opacity
* @method
* @memberof Konva.Node.prototype
* @returns {Number}
*/
getAbsoluteOpacity: function() {
return this._getCache(ABSOLUTE_OPACITY, this._getAbsoluteOpacity);
},
_getAbsoluteOpacity: function() {
var absOpacity = this.getOpacity();
var parent = this.getParent();
if (parent && !parent._isUnderCache) {
absOpacity *= this.getParent().getAbsoluteOpacity();
}
return absOpacity;
},
/**
* move node to another container
* @method
* @memberof Konva.Node.prototype
* @param {Container} newContainer
* @returns {Konva.Node}
* @example
* // move node from current layer into layer2
* node.moveTo(layer2);
*/
moveTo: function(newContainer) {
// do nothing if new container is already parent
if (this.getParent() !== newContainer) {
// this.remove my be overrided by drag and drop
// buy we need original
(this.__originalRemove || this.remove).call(this);
newContainer.add(this);
}
return this;
},
/**
* convert Node into an object for serialization. Returns an object.
* @method
* @memberof Konva.Node.prototype
* @returns {Object}
*/
toObject: function() {
var obj = {}, attrs = this.getAttrs(), key, val, getter, defaultValue;
obj.attrs = {};
for (key in attrs) {
val = attrs[key];
getter = this[key];
// remove attr value so that we can extract the default value from the getter
delete attrs[key];
defaultValue = getter ? getter.call(this) : null;
// restore attr value
attrs[key] = val;
if (defaultValue !== val) {
obj.attrs[key] = val;
}
}
obj.className = this.getClassName();
return Konva.Util._prepareToStringify(obj);
},
/**
* convert Node into a JSON string. Returns a JSON string.
* @method
* @memberof Konva.Node.prototype
* @returns {String}}
*/
toJSON: function() {
return JSON.stringify(this.toObject());
},
/**
* get parent container
* @method
* @memberof Konva.Node.prototype
* @returns {Konva.Node}
*/
getParent: function() {
return this.parent;
},
/**
* get all ancestros (parent then parent of the parent, etc) of the node
* @method
* @memberof Konva.Node.prototype
* @param {String} [selector] selector for search
* @param {Boolean} [includeSelf] show we think that node is ancestro itself?
* @param {Konva.Node} [stopNode] optional node where we need to stop searching (one of ancestors)
* @returns {Array} [ancestors]
* @example
* // get one of the parent group
* var parentGroups = node.findAncestors('Group');
*/
findAncestors: function(selector, includeSelf, stopNode) {
var res = [];
if (includeSelf && this._isMatch(selector)) {
res.push(this);
}
var ancestor = this.parent;
while (ancestor) {
if (ancestor === stopNode) {
return res;
}
if (ancestor._isMatch(selector)) {
res.push(ancestor);
}
ancestor = ancestor.parent;
}
return res;
},
/**
* get ancestor (parent or parent of the parent, etc) of the node that match passed selector
* @method
* @memberof Konva.Node.prototype
* @param {String} [selector] selector for search
* @param {Boolean} [includeSelf] show we think that node is ancestro itself?
* @param {Konva.Node} [stopNode] optional node where we need to stop searching (one of ancestors)
* @returns {Konva.Node} ancestor
* @example
* // get one of the parent group
* var group = node.findAncestors('.mygroup');
*/
findAncestor: function(selector, includeSelf, stopNode) {
return this.findAncestors(selector, includeSelf, stopNode)[0];
},
// is current node match passed selector?
_isMatch: function(selector) {
if (!selector) {
return false;
}
var selectorArr = selector.replace(/ /g, '').split(','),
len = selectorArr.length,
n,
sel;
for (n = 0; n < len; n++) {
sel = selectorArr[n];
if (!Konva.Util.isValidSelector(sel)) {
Konva.Util.warn(
'Selector "' +
sel +
'" is invalid. Allowed selectors examples are "#foo", ".bar" or "Group".'
);
Konva.Util.warn(
'If you have a custom shape with such className, please change it to start with upper letter like "Triangle".'
);
Konva.Util.warn('Konva is awesome, right?');
}
// id selector
if (sel.charAt(0) === '#') {
if (this.id() === sel.slice(1)) {
return true;
}
} else if (sel.charAt(0) === '.') {
// name selector
if (this.hasName(sel.slice(1))) {
return true;
}
} else if (this._get(sel).length !== 0) {
return true;
}
}
return false;
},
/**
* get layer ancestor
* @method
* @memberof Konva.Node.prototype
* @returns {Konva.Layer}
*/
getLayer: function() {
var parent = this.getParent();
return parent ? parent.getLayer() : null;
},
/**
* get stage ancestor
* @method
* @memberof Konva.Node.prototype
* @returns {Konva.Stage}
*/
getStage: function() {
return this._getCache(STAGE, this._getStage);
},
_getStage: function() {
var parent = this.getParent();
if (parent) {
return parent.getStage();
} else {
return undefined;
}
},
/**
* fire event
* @method
* @memberof Konva.Node.prototype
* @param {String} eventType event type. can be a regular event, like click, mouseover, or mouseout, or it can be a custom event, like myCustomEvent
* @param {Event} [evt] event object
* @param {Boolean} [bubble] setting the value to false, or leaving it undefined, will result in the event
* not bubbling. Setting the value to true will result in the event bubbling.
* @returns {Konva.Node}
* @example
* // manually fire click event
* node.fire('click');
*
* // fire custom event
* node.fire('foo');
*
* // fire custom event with custom event object
* node.fire('foo', {
* bar: 10
* });
*
* // fire click event that bubbles
* node.fire('click', null, true);
*/
fire: function(eventType, evt, bubble) {
evt = evt || {};
evt.target = evt.target || this;
// bubble
if (bubble) {
this._fireAndBubble(eventType, evt);
} else {
// no bubble
this._fire(eventType, evt);
}
return this;
},
/**
* get absolute transform of the node which takes into
* account its ancestor transforms
* @method
* @memberof Konva.Node.prototype
* @returns {Konva.Transform}
*/
getAbsoluteTransform: function(top) {
// if using an argument, we can't cache the result.
if (top) {
return this._getAbsoluteTransform(top);
} else {
// if no argument, we can cache the result
return this._getCache(ABSOLUTE_TRANSFORM, this._getAbsoluteTransform);
}
},
_getAbsoluteTransform: function(top) {
var at = new Konva.Transform(), transformsEnabled, trans;
// start with stage and traverse downwards to self
this._eachAncestorReverse(
function(node) {
transformsEnabled = node.transformsEnabled();
trans = node.getTransform();
if (transformsEnabled === 'all') {
at.multiply(trans);
} else if (transformsEnabled === 'position') {
at.translate(node.x(), node.y());
}
},
top
);
return at;
},
/**
* get absolute scale of the node which takes into
* account its ancestor scales
* @method
* @memberof Konva.Node.prototype
* @returns {Konva.Transform}
*/
getAbsoluteScale: function(top) {
// if using an argument, we can't cache the result.
if (top) {
return this._getAbsoluteTransform(top);
} else {
// if no argument, we can cache the result
return this._getCache(ABSOLUTE_SCALE, this._getAbsoluteScale);
}
},
_getAbsoluteScale: function(top) {
// this is special logic for caching with some shapes with shadow
var parent = this;
while (parent) {
if (parent._isUnderCache) {
top = parent;
}
parent = parent.getParent();
}
var scaleX = 1, scaleY = 1;
// start with stage and traverse downwards to self
this._eachAncestorReverse(
function(node) {
scaleX *= node.scaleX();
scaleY *= node.scaleY();
},
top
);
return {
x: scaleX,
y: scaleY
};
},
/**
* get transform of the node
* @method
* @memberof Konva.Node.prototype
* @returns {Konva.Transform}
*/
getTransform: function() {
return this._getCache(TRANSFORM, this._getTransform);
},
_getTransform: function() {
var m = new Konva.Transform(),
x = this.getX(),
y = this.getY(),
rotation = Konva.getAngle(this.getRotation()),
scaleX = this.getScaleX(),
scaleY = this.getScaleY(),
skewX = this.getSkewX(),
skewY = this.getSkewY(),
offsetX = this.getOffsetX(),
offsetY = this.getOffsetY();
if (x !== 0 || y !== 0) {
m.translate(x, y);
}
if (rotation !== 0) {
m.rotate(rotation);
}
if (skewX !== 0 || skewY !== 0) {
m.skew(skewX, skewY);
}
if (scaleX !== 1 || scaleY !== 1) {
m.scale(scaleX, scaleY);
}
if (offsetX !== 0 || offsetY !== 0) {
m.translate((-1) * offsetX, (-1) * offsetY);
}
return m;
},
/**
* clone node. Returns a new Node instance with identical attributes. You can also override
* the node properties with an object literal, enabling you to use an existing node as a template
* for another node
* @method
* @memberof Konva.Node.prototype
* @param {Object} obj override attrs
* @returns {Konva.Node}
* @example
* // simple clone
* var clone = node.clone();
*
* // clone a node and override the x position
* var clone = rect.clone({
* x: 5
* });
*/
clone: function(obj) {
// instantiate new node
var attrs = Konva.Util.cloneObject(this.attrs),
key,
allListeners,
len,
n,
listener;
// filter black attrs
for (var i in CLONE_BLACK_LIST) {
var blockAttr = CLONE_BLACK_LIST[i];
delete attrs[blockAttr];
}
// apply attr overrides
for (key in obj) {
attrs[key] = obj[key];
}
var node = new this.constructor(attrs);
// copy over listeners
for (key in this.eventListeners) {
allListeners = this.eventListeners[key];
len = allListeners.length;
for (n = 0; n < len; n++) {
listener = allListeners[n];
/*
* don't include konva namespaced listeners because
* these are generated by the constructors
*/
if (listener.name.indexOf(KONVA) < 0) {
// if listeners array doesn't exist, then create it
if (!node.eventListeners[key]) {
node.eventListeners[key] = [];
}
node.eventListeners[key].push(listener);
}
}
}
return node;
},
_toKonvaCanvas: function(config) {
config = config || {};
var stage = this.getStage(),
x = config.x || 0,
y = config.y || 0,
pixelRatio = config.pixelRatio || 1,
canvas = new Konva.SceneCanvas({
width: config.width ||
this.getWidth() ||
(stage ? stage.getWidth() : 0),
height: config.height ||
this.getHeight() ||
(stage ? stage.getHeight() : 0),
pixelRatio: pixelRatio
}),
context = canvas.getContext();
context.save();
if (x || y) {
context.translate((-1) * x, (-1) * y);
}
this.drawScene(canvas);
context.restore();
return canvas;
},
/**
* converts node into an canvas element.
* @method
* @memberof Konva.Node.prototype
* @param {Object} config
* @param {Function} config.callback function executed when the composite has completed
* @param {Number} [config.x] x position of canvas section
* @param {Number} [config.y] y position of canvas section
* @param {Number} [config.width] width of canvas section
* @param {Number} [config.height] height of canvas section
* @paremt {Number} [config.pixelRatio] pixelRatio of ouput image. Default is 1.
* @example
* var canvas = node.toCanvas();
*/
toCanvas: function(config) {
return this._toKonvaCanvas(config)._canvas;
},
/**
* Creates a composite data URL. If MIME type is not
* specified, then "image/png" will result. For "image/jpeg", specify a quality
* level as quality (range 0.0 - 1.0)
* @method
* @memberof Konva.Node.prototype
* @param {Object} config
* @param {String} [config.mimeType] can be "image/png" or "image/jpeg".
* "image/png" is the default
* @param {Number} [config.x] x position of canvas section
* @param {Number} [config.y] y position of canvas section
* @param {Number} [config.width] width of canvas section
* @param {Number} [config.height] height of canvas section
* @param {Number} [config.quality] jpeg quality. If using an "image/jpeg" mimeType,
* you can specify the quality from 0 to 1, where 0 is very poor quality and 1
* is very high quality
* @paremt {Number} [config.pixelRatio] pixelRatio of ouput image url. Default is 1
* @returns {String}
*/
toDataURL: function(config) {
config = config || {};
var mimeType = config.mimeType || null, quality = config.quality || null;
return this._toKonvaCanvas(config).toDataURL(mimeType, quality);
},
/**
* converts node into an image. Since the toImage
* method is asynchronous, a callback is required. toImage is most commonly used
* to cache complex drawings as an image so that they don't have to constantly be redrawn
* @method
* @memberof Konva.Node.prototype
* @param {Object} config
* @param {Function} config.callback function executed when the composite has completed
* @param {String} [config.mimeType] can be "image/png" or "image/jpeg".
* "image/png" is the default
* @param {Number} [config.x] x position of canvas section
* @param {Number} [config.y] y position of canvas section
* @param {Number} [config.width] width of canvas section
* @param {Number} [config.height] height of canvas section
* @param {Number} [config.quality] jpeg quality. If using an "image/jpeg" mimeType,
* you can specify the quality from 0 to 1, where 0 is very poor quality and 1
* is very high quality
* @paremt {Number} [config.pixelRatio] pixelRatio of ouput image. Default is 1.
* @example
* var image = node.toImage({
* callback: function(img) {
* // do stuff with img
* }
* });
*/
toImage: function(config) {
if (!config || !config.callback) {
throw 'callback required for toImage method config argument';
}
Konva.Util._getImage(this.toDataURL(config), function(img) {
config.callback(img);
});
},
setSize: function(size) {
this.setWidth(size.width);
this.setHeight(size.height);
return this;
},
getSize: function() {
return {
width: this.getWidth(),
height: this.getHeight()
};
},
getWidth: function() {
return this.attrs.width || 0;
},
getHeight: function() {
return this.attrs.height || 0;
},
/**
* get class name, which may return Stage, Layer, Group, or shape class names like Rect, Circle, Text, etc.
* @method
* @memberof Konva.Node.prototype
* @returns {String}
*/
getClassName: function() {
return this.className || this.nodeType;
},
/**
* get the node type, which may return Stage, Layer, Group, or Node
* @method
* @memberof Konva.Node.prototype
* @returns {String}
*/
getType: function() {
return this.nodeType;
},
getDragDistance: function() {
// compare with undefined because we need to track 0 value
if (this.attrs.dragDistance !== undefined) {
return this.attrs.dragDistance;
} else if (this.parent) {
return this.parent.getDragDistance();
} else {
return Konva.dragDistance;
}
},
_get: function(selector) {
return this.className === selector || this.nodeType === selector
? [this]
: [];
},
_off: function(type, name) {
var evtListeners = this.eventListeners[type], i, evtName;
for (i = 0; i < evtListeners.length; i++) {
evtName = evtListeners[i].name;
// the following two conditions must be true in order to remove a handler:
// 1) the current event name cannot be konva unless the event name is konva
// this enables developers to force remove a konva specific listener for whatever reason
// 2) an event name is not specified, or if one is specified, it matches the current event name
if (
(evtName !== 'konva' || name === 'konva') &&
(!name || evtName === name)
) {
evtListeners.splice(i, 1);
if (evtListeners.length === 0) {
delete this.eventListeners[type];
break;
}
i--;
}
}
},
_fireChangeEvent: function(attr, oldVal, newVal) {
this._fire(attr + CHANGE, {
oldVal: oldVal,
newVal: newVal
});
},
setId: function(id) {
var oldId = this.getId();
Konva._removeId(oldId);
Konva._addId(this, id);
this._setAttr(ID, id);
return this;
},
setName: function(name) {
var oldNames = (this.getName() || '').split(/\s/g);
var newNames = (name || '').split(/\s/g);
var subname, i;
// remove all subnames
for (i = 0; i < oldNames.length; i++) {
subname = oldNames[i];
if (newNames.indexOf(subname) === -1 && subname) {
Konva._removeName(subname, this._id);
}
}
// add new names
for (i = 0; i < newNames.length; i++) {
subname = newNames[i];
if (oldNames.indexOf(subname) === -1 && subname) {
Konva._addName(this, subname);
}
}
this._setAttr(NAME, name);
return this;
},
// naming methods
/**
* add name to node
* @method
* @memberof Konva.Node.prototype
* @param {String} name
* @returns {Konva.Node}
* @example
* node.name('red');
* node.addName('selected');
* node.name(); // return 'red selected'
*/
addName: function(name) {
if (!this.hasName(name)) {
var oldName = this.name();
var newName = oldName ? oldName + ' ' + name : name;
this.setName(newName);
}
return this;
},
/**
* check is node has name
* @method
* @memberof Konva.Node.prototype
* @param {String} name
* @returns {Boolean}
* @example
* node.name('red');
* node.hasName('red'); // return true
* node.hasName('selected'); // return false
*/
hasName: function(name) {
var names = (this.name() || '').split(/\s/g);
return names.indexOf(name) !== -1;
},
/**
* remove name from node
* @method
* @memberof Konva.Node.prototype
* @param {String} name
* @returns {Konva.Node}
* @example
* node.name('red selected');
* node.removeName('selected');
* node.hasName('selected'); // return false
* node.name(); // return 'red'
*/
removeName: function(name) {
var names = (this.name() || '').split(/\s/g);
var index = names.indexOf(name);
if (index !== -1) {
names.splice(index, 1);
this.setName(names.join(' '));
}
return this;
},
/**
* set attr
* @method
* @memberof Konva.Node.prototype
* @param {String} attr
* @param {*} val
* @returns {Konva.Node}
* @example
* node.setAttr('x', 5);
*/
setAttr: function(attr, val) {
var method = SET + Konva.Util._capitalize(attr), func = this[method];
if (Konva.Util._isFunction(func)) {
func.call(this, val);
} else {
// otherwise set directly
this._setAttr(attr, val);
}
return this;
},
_setAttr: function(key, val) {
var oldVal;
oldVal = this.attrs[key];
if (oldVal === val) {
return;
}
if (val === undefined || val === null) {
delete this.attrs[key];
} else {
this.attrs[key] = val;
}
this._fireChangeEvent(key, oldVal, val);
},
_setComponentAttr: function(key, component, val) {
var oldVal;
if (val !== undefined) {
oldVal = this.attrs[key];
if (!oldVal) {
// set value to default value using getAttr
this.attrs[key] = this.getAttr(key);
}
this.attrs[key][component] = val;
this._fireChangeEvent(key, oldVal, val);
}
},
_fireAndBubble: function(eventType, evt, compareShape) {
var okayToRun = true;
if (evt && this.nodeType === SHAPE) {
evt.target = this;
}
if (
eventType === MOUSEENTER &&
compareShape &&
(this._id === compareShape._id ||
(this.isAncestorOf && this.isAncestorOf(compareShape)))
) {
okayToRun = false;
} else if (
eventType === MOUSELEAVE &&
compareShape &&
(this._id === compareShape._id ||
(this.isAncestorOf && this.isAncestorOf(compareShape)))
) {
okayToRun = false;
}
if (okayToRun) {
this._fire(eventType, evt);
// simulate event bubbling
var stopBubble = (eventType === MOUSEENTER ||
eventType === MOUSELEAVE) &&
(compareShape &&
compareShape.isAncestorOf &&
compareShape.isAncestorOf(this) &&
!compareShape.isAncestorOf(this.parent));
if (
((evt && !evt.cancelBubble) || !evt) &&
this.parent &&
this.parent.isListening() &&
!stopBubble
) {
if (compareShape && compareShape.parent) {
this._fireAndBubble.call(
this.parent,
eventType,
evt,
compareShape.parent
);
} else {
this._fireAndBubble.call(this.parent, eventType, evt);
}
}
}
},
_fire: function(eventType, evt) {
var events = this.eventListeners[eventType], i;
evt = evt || {};
evt.currentTarget = this;
evt.type = eventType;
if (events) {
for (i = 0; i < events.length; i++) {
events[i].handler.call(this, evt);
}
}
},
/**
* draw both scene and hit graphs. If the node being drawn is the stage, all of the layers will be cleared and redrawn
* @method
* @memberof Konva.Node.prototype
* @returns {Konva.Node}
*/
draw: function() {
this.drawScene();
this.drawHit();
return this;
}
});
/**
* create node with JSON string or an Object. De-serializtion does not generate custom
* shape drawing functions, images, or event handlers (this would make the
* serialized object huge). If your app uses custom shapes, images, and
* event handlers (it probably does), then you need to select the appropriate
* shapes after loading the stage and set these properties via on(), setDrawFunc(),
* and setImage() methods
* @method
* @memberof Konva.Node
* @param {String|Object} json string or object
* @param {Element} [container] optional container dom element used only if you're
* creating a stage node
*/
Konva.Node.create = function(data, container) {
if (Konva.Util._isString(data)) {
data = JSON.parse(data);
}
return this._createNode(data, container);
};
Konva.Node._createNode = function(obj, container) {
var className = Konva.Node.prototype.getClassName.call(obj),
children = obj.children,
no,
len,
n;
// if container was passed in, add it to attrs
if (container) {
obj.attrs.container = container;
}
no = new Konva[className](obj.attrs);
if (children) {
len = children.length;
for (n = 0; n < len; n++) {
no.add(this._createNode(children[n]));
}
}
return no;
};
// =========================== add getters setters ===========================
Konva.Factory.addOverloadedGetterSetter(Konva.Node, 'position');
/**
* get/set node position relative to parent
* @name position
* @method
* @memberof Konva.Node.prototype
* @param {Object} pos
* @param {Number} pos.x
* @param {Number} pos.y
* @returns {Object}
* @example
* // get position
* var position = node.position();
*
* // set position
* node.position({
* x: 5
* y: 10
* });
*/
Konva.Factory.addGetterSetter(Konva.Node, 'x', 0);
/**
* get/set x position
* @name x
* @method
* @memberof Konva.Node.prototype
* @param {Number} x
* @returns {Object}
* @example
* // get x
* var x = node.x();
*
* // set x
* node.x(5);
*/
Konva.Factory.addGetterSetter(Konva.Node, 'y', 0);
/**
* get/set y position
* @name y
* @method
* @memberof Konva.Node.prototype
* @param {Number} y
* @returns {Integer}
* @example
* // get y
* var y = node.y();
*
* // set y
* node.y(5);
*/
Konva.Factory.addGetterSetter(
Konva.Node,
'globalCompositeOperation',
'source-over'
);
/**
* get/set globalCompositeOperation of a shape
* @name globalCompositeOperation
* @method
* @memberof Konva.Node.prototype
* @param {Number} blur
* @returns {Number}
* @example
* // get shadow blur
* var globalCompositeOperation = shape.globalCompositeOperation();
*
* // set shadow blur
* shape.globalCompositeOperation('source-in');
*/
Konva.Factory.addGetterSetter(Konva.Node, 'opacity', 1);
/**
* get/set opacity. Opacity values range from 0 to 1.
* A node with an opacity of 0 is fully transparent, and a node
* with an opacity of 1 is fully opaque
* @name opacity
* @method
* @memberof Konva.Node.prototype
* @param {Object} opacity
* @returns {Number}
* @example
* // get opacity
* var opacity = node.opacity();
*
* // set opacity
* node.opacity(0.5);
*/
Konva.Factory.addGetter(Konva.Node, 'name');
Konva.Factory.addOverloadedGetterSetter(Konva.Node, 'name');
/**
* get/set name
* @name name
* @method
* @memberof Konva.Node.prototype
* @param {String} name
* @returns {String}
* @example
* // get name
* var name = node.name();
*
* // set name
* node.name('foo');
*
* // also node may have multiple names (as css classes)
* node.name('foo bar');
*/
Konva.Factory.addGetter(Konva.Node, 'id');
Konva.Factory.addOverloadedGetterSetter(Konva.Node, 'id');
/**
* get/set id. Id is global for whole page.
* @name id
* @method
* @memberof Konva.Node.prototype
* @param {String} id
* @returns {String}
* @example
* // get id
* var name = node.id();
*
* // set id
* node.id('foo');
*/
Konva.Factory.addGetterSetter(Konva.Node, 'rotation', 0);
/**
* get/set rotation in degrees
* @name rotation
* @method
* @memberof Konva.Node.prototype
* @param {Number} rotation
* @returns {Number}
* @example
* // get rotation in degrees
* var rotation = node.rotation();
*
* // set rotation in degrees
* node.rotation(45);
*/
Konva.Factory.addComponentsGetterSetter(Konva.Node, 'scale', ['x', 'y']);
/**
* get/set scale
* @name scale
* @param {Object} scale
* @param {Number} scale.x
* @param {Number} scale.y
* @method
* @memberof Konva.Node.prototype
* @returns {Object}
* @example
* // get scale
* var scale = node.scale();
*
* // set scale
* shape.scale({
* x: 2
* y: 3
* });
*/
Konva.Factory.addGetterSetter(Konva.Node, 'scaleX', 1);
/**
* get/set scale x
* @name scaleX
* @param {Number} x
* @method
* @memberof Konva.Node.prototype
* @returns {Number}
* @example
* // get scale x
* var scaleX = node.scaleX();
*
* // set scale x
* node.scaleX(2);
*/
Konva.Factory.addGetterSetter(Konva.Node, 'scaleY', 1);
/**
* get/set scale y
* @name scaleY
* @param {Number} y
* @method
* @memberof Konva.Node.prototype
* @returns {Number}
* @example
* // get scale y
* var scaleY = node.scaleY();
*
* // set scale y
* node.scaleY(2);
*/
Konva.Factory.addComponentsGetterSetter(Konva.Node, 'skew', ['x', 'y']);
/**
* get/set skew
* @name skew
* @param {Object} skew
* @param {Number} skew.x
* @param {Number} skew.y
* @method
* @memberof Konva.Node.prototype
* @returns {Object}
* @example
* // get skew
* var skew = node.skew();
*
* // set skew
* node.skew({
* x: 20
* y: 10
* });
*/
Konva.Factory.addGetterSetter(Konva.Node, 'skewX', 0);
/**
* get/set skew x
* @name skewX
* @param {Number} x
* @method
* @memberof Konva.Node.prototype
* @returns {Number}
* @example
* // get skew x
* var skewX = node.skewX();
*
* // set skew x
* node.skewX(3);
*/
Konva.Factory.addGetterSetter(Konva.Node, 'skewY', 0);
/**
* get/set skew y
* @name skewY
* @param {Number} y
* @method
* @memberof Konva.Node.prototype
* @returns {Number}
* @example
* // get skew y
* var skewY = node.skewY();
*
* // set skew y
* node.skewY(3);
*/
Konva.Factory.addComponentsGetterSetter(Konva.Node, 'offset', ['x', 'y']);
/**
* get/set offset. Offsets the default position and rotation point
* @method
* @memberof Konva.Node.prototype
* @param {Object} offset
* @param {Number} offset.x
* @param {Number} offset.y
* @returns {Object}
* @example
* // get offset
* var offset = node.offset();
*
* // set offset
* node.offset({
* x: 20
* y: 10
* });
*/
Konva.Factory.addGetterSetter(Konva.Node, 'offsetX', 0);
/**
* get/set offset x
* @name offsetX
* @method
* @memberof Konva.Node.prototype
* @param {Number} x
* @returns {Number}
* @example
* // get offset x
* var offsetX = node.offsetX();
*
* // set offset x
* node.offsetX(3);
*/
Konva.Factory.addGetterSetter(Konva.Node, 'offsetY', 0);
/**
* get/set offset y
* @name offsetY
* @method
* @memberof Konva.Node.prototype
* @param {Number} y
* @returns {Number}
* @example
* // get offset y
* var offsetY = node.offsetY();
*
* // set offset y
* node.offsetY(3);
*/
Konva.Factory.addSetter(Konva.Node, 'dragDistance');
Konva.Factory.addOverloadedGetterSetter(Konva.Node, 'dragDistance');
/**
* get/set drag distance
* @name dragDistance
* @method
* @memberof Konva.Node.prototype
* @param {Number} distance
* @returns {Number}
* @example
* // get drag distance
* var dragDistance = node.dragDistance();
*
* // set distance
* // node starts dragging only if pointer moved more then 3 pixels
* node.dragDistance(3);
* // or set globally
* Konva.dragDistance = 3;
*/
Konva.Factory.addSetter(Konva.Node, 'width', 0);
Konva.Factory.addOverloadedGetterSetter(Konva.Node, 'width');
/**
* get/set width
* @name width
* @method
* @memberof Konva.Node.prototype
* @param {Number} width
* @returns {Number}
* @example
* // get width
* var width = node.width();
*
* // set width
* node.width(100);
*/
Konva.Factory.addSetter(Konva.Node, 'height', 0);
Konva.Factory.addOverloadedGetterSetter(Konva.Node, 'height');
/**
* get/set height
* @name height
* @method
* @memberof Konva.Node.prototype
* @param {Number} height
* @returns {Number}
* @example
* // get height
* var height = node.height();
*
* // set height
* node.height(100);
*/
Konva.Factory.addGetterSetter(Konva.Node, 'listening', 'inherit');
/**
* get/set listenig attr. If you need to determine if a node is listening or not
* by taking into account its parents, use the isListening() method
* @name listening
* @method
* @memberof Konva.Node.prototype
* @param {Boolean|String} listening Can be "inherit", true, or false. The default is "inherit".
* @returns {Boolean|String}
* @example
* // get listening attr
* var listening = node.listening();
*
* // stop listening for events
* node.listening(false);
*
* // listen for events
* node.listening(true);
*
* // listen to events according to the parent
* node.listening('inherit');
*/
/**
* get/set preventDefault
* By default all shapes will prevent default behaviour
* of a browser on a pointer move or tap.
* that will prevent native scrolling when you are trying to drag&drop a node
* but sometimes you may need to enable default actions
* in that case you can set the property to false
* @name preventDefault
* @method
* @memberof Konva.Node.prototype
* @param {Number} preventDefault
* @returns {Number}
* @example
* // get preventDefault
* var shouldPrevent = shape.preventDefault();
*
* // set preventDefault
* shape.preventDefault(false);
*/
Konva.Factory.addGetterSetter(Konva.Node, 'preventDefault', true);
Konva.Factory.addGetterSetter(Konva.Node, 'filters', undefined, function(
val
) {
this._filterUpToDate = false;
return val;
});
/**
* get/set filters. Filters are applied to cached canvases
* @name filters
* @method
* @memberof Konva.Node.prototype
* @param {Array} filters array of filters
* @returns {Array}
* @example
* // get filters
* var filters = node.filters();
*
* // set a single filter
* node.cache();
* node.filters([Konva.Filters.Blur]);
*
* // set multiple filters
* node.cache();
* node.filters([
* Konva.Filters.Blur,
* Konva.Filters.Sepia,
* Konva.Filters.Invert
* ]);
*/
Konva.Factory.addGetterSetter(Konva.Node, 'visible', 'inherit');
/**
* get/set visible attr. Can be "inherit", true, or false. The default is "inherit".
* If you need to determine if a node is visible or not
* by taking into account its parents, use the isVisible() method
* @name visible
* @method
* @memberof Konva.Node.prototype
* @param {Boolean|String} visible
* @returns {Boolean|String}
* @example
* // get visible attr
* var visible = node.visible();
*
* // make invisible
* node.visible(false);
*
* // make visible
* node.visible(true);
*
* // make visible according to the parent
* node.visible('inherit');
*/
Konva.Factory.addGetterSetter(Konva.Node, 'transformsEnabled', 'all');
/**
* get/set transforms that are enabled. Can be "all", "none", or "position". The default
* is "all"
* @name transformsEnabled
* @method
* @memberof Konva.Node.prototype
* @param {String} enabled
* @returns {String}
* @example
* // enable position transform only to improve draw performance
* node.transformsEnabled('position');
*
* // enable all transforms
* node.transformsEnabled('all');
*/
/**
* get/set node size
* @name size
* @method
* @memberof Konva.Node.prototype
* @param {Object} size
* @param {Number} size.width
* @param {Number} size.height
* @returns {Object}
* @example
* // get node size
* var size = node.size();
* var x = size.x;
* var y = size.y;
*
* // set size
* node.size({
* width: 100,
* height: 200
* });
*/
Konva.Factory.addOverloadedGetterSetter(Konva.Node, 'size');
Konva.Factory.backCompat(Konva.Node, {
rotateDeg: 'rotate',
setRotationDeg: 'setRotation',
getRotationDeg: 'getRotation'
});
Konva.Collection.mapMethods(Konva.Node);
})(Konva);
(function() {
'use strict';
/**
* Grayscale Filter
* @function
* @memberof Konva.Filters
* @param {Object} imageData
* @example
* node.cache();
* node.filters([Konva.Filters.Grayscale]);
*/
Konva.Filters.Grayscale = function(imageData) {
var data = imageData.data, len = data.length, i, brightness;
for (i = 0; i < len; i += 4) {
brightness = 0.34 * data[i] + 0.5 * data[i + 1] + 0.16 * data[i + 2];
// red
data[i] = brightness;
// green
data[i + 1] = brightness;
// blue
data[i + 2] = brightness;
}
};
})();
(function() {
'use strict';
/**
* Brighten Filter.
* @function
* @memberof Konva.Filters
* @param {Object} imageData
* @example
* node.cache();
* node.filters([Konva.Filters.Brighten]);
* node.brightness(0.8);
*/
Konva.Filters.Brighten = function(imageData) {
var brightness = this.brightness() * 255,
data = imageData.data,
len = data.length,
i;
for (i = 0; i < len; i += 4) {
// red
data[i] += brightness;
// green
data[i + 1] += brightness;
// blue
data[i + 2] += brightness;
}
};
Konva.Factory.addGetterSetter(
Konva.Node,
'brightness',
0,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set filter brightness. The brightness is a number between -1 and 1. Positive values
* brighten the pixels and negative values darken them. Use with {@link Konva.Filters.Brighten} filter.
* @name brightness
* @method
* @memberof Konva.Node.prototype
* @param {Number} brightness value between -1 and 1
* @returns {Number}
*/
})();
(function() {
'use strict';
/**
* Invert Filter
* @function
* @memberof Konva.Filters
* @param {Object} imageData
* @example
* node.cache();
* node.filters([Konva.Filters.Invert]);
*/
Konva.Filters.Invert = function(imageData) {
var data = imageData.data, len = data.length, i;
for (i = 0; i < len; i += 4) {
// red
data[i] = 255 - data[i];
// green
data[i + 1] = 255 - data[i + 1];
// blue
data[i + 2] = 255 - data[i + 2];
}
};
})();
/*
the Gauss filter
master repo: https://github.com/pavelpower/kineticjsGaussFilter
*/
(function() {
'use strict';
/*
StackBlur - a fast almost Gaussian Blur For Canvas
Version: 0.5
Author: Mario Klingemann
Contact: mario@quasimondo.com
Website: http://www.quasimondo.com/StackBlurForCanvas
Twitter: @quasimondo
In case you find this class useful - especially in commercial projects -
I am not totally unhappy for a small donation to my PayPal account
mario@quasimondo.de
Or support me on flattr:
https://flattr.com/thing/72791/StackBlur-a-fast-almost-Gaussian-Blur-Effect-for-CanvasJavascript
Copyright (c) 2010 Mario Klingemann
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
function BlurStack() {
this.r = 0;
this.g = 0;
this.b = 0;
this.a = 0;
this.next = null;
}
var mul_table = [
512,
512,
456,
512,
328,
456,
335,
512,
405,
328,
271,
456,
388,
335,
292,
512,
454,
405,
364,
328,
298,
271,
496,
456,
420,
388,
360,
335,
312,
292,
273,
512,
482,
454,
428,
405,
383,
364,
345,
328,
312,
298,
284,
271,
259,
496,
475,
456,
437,
420,
404,
388,
374,
360,
347,
335,
323,
312,
302,
292,
282,
273,
265,
512,
497,
482,
468,
454,
441,
428,
417,
405,
394,
383,
373,
364,
354,
345,
337,
328,
320,
312,
305,
298,
291,
284,
278,
271,
265,
259,
507,
496,
485,
475,
465,
456,
446,
437,
428,
420,
412,
404,
396,
388,
381,
374,
367,
360,
354,
347,
341,
335,
329,
323,
318,
312,
307,
302,
297,
292,
287,
282,
278,
273,
269,
265,
261,
512,
505,
497,
489,
482,
475,
468,
461,
454,
447,
441,
435,
428,
422,
417,
411,
405,
399,
394,
389,
383,
378,
373,
368,
364,
359,
354,
350,
345,
341,
337,
332,
328,
324,
320,
316,
312,
309,
305,
301,
298,
294,
291,
287,
284,
281,
278,
274,
271,
268,
265,
262,
259,
257,
507,
501,
496,
491,
485,
480,
475,
470,
465,
460,
456,
451,
446,
442,
437,
433,
428,
424,
420,
416,
412,
408,
404,
400,
396,
392,
388,
385,
381,
377,
374,
370,
367,
363,
360,
357,
354,
350,
347,
344,
341,
338,
335,
332,
329,
326,
323,
320,
318,
315,
312,
310,
307,
304,
302,
299,
297,
294,
292,
289,
287,
285,
282,
280,
278,
275,
273,
271,
269,
267,
265,
263,
261,
259
];
var shg_table = [
9,
11,
12,
13,
13,
14,
14,
15,
15,
15,
15,
16,
16,
16,
16,
17,
17,
17,
17,
17,
17,
17,
18,
18,
18,
18,
18,
18,
18,
18,
18,
19,
19,
19,
19,
19,
19,
19,
19,
19,
19,
19,
19,
19,
19,
20,
20,
20,
20,
20,
20,
20,
20,
20,
20,
20,
20,
20,
20,
20,
20,
20,
20,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
21,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
22,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
23,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24,
24
];
function filterGaussBlurRGBA(imageData, radius) {
var pixels = imageData.data,
width = imageData.width,
height = imageData.height;
var x,
y,
i,
p,
yp,
yi,
yw,
r_sum,
g_sum,
b_sum,
a_sum,
r_out_sum,
g_out_sum,
b_out_sum,
a_out_sum,
r_in_sum,
g_in_sum,
b_in_sum,
a_in_sum,
pr,
pg,
pb,
pa,
rbs;
var div = radius + radius + 1,
widthMinus1 = width - 1,
heightMinus1 = height - 1,
radiusPlus1 = radius + 1,
sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2,
stackStart = new BlurStack(),
stackEnd = null,
stack = stackStart,
stackIn = null,
stackOut = null,
mul_sum = mul_table[radius],
shg_sum = shg_table[radius];
for (i = 1; i < div; i++) {
stack = stack.next = new BlurStack();
if (i === radiusPlus1) {
stackEnd = stack;
}
}
stack.next = stackStart;
yw = yi = 0;
for (y = 0; y < height; y++) {
r_in_sum = g_in_sum = b_in_sum = a_in_sum = r_sum = g_sum = b_sum = a_sum = 0;
r_out_sum = radiusPlus1 * (pr = pixels[yi]);
g_out_sum = radiusPlus1 * (pg = pixels[yi + 1]);
b_out_sum = radiusPlus1 * (pb = pixels[yi + 2]);
a_out_sum = radiusPlus1 * (pa = pixels[yi + 3]);
r_sum += sumFactor * pr;
g_sum += sumFactor * pg;
b_sum += sumFactor * pb;
a_sum += sumFactor * pa;
stack = stackStart;
for (i = 0; i < radiusPlus1; i++) {
stack.r = pr;
stack.g = pg;
stack.b = pb;
stack.a = pa;
stack = stack.next;
}
for (i = 1; i < radiusPlus1; i++) {
p = yi + ((widthMinus1 < i ? widthMinus1 : i) << 2);
r_sum += (stack.r = pr = pixels[p]) * (rbs = radiusPlus1 - i);
g_sum += (stack.g = pg = pixels[p + 1]) * rbs;
b_sum += (stack.b = pb = pixels[p + 2]) * rbs;
a_sum += (stack.a = pa = pixels[p + 3]) * rbs;
r_in_sum += pr;
g_in_sum += pg;
b_in_sum += pb;
a_in_sum += pa;
stack = stack.next;
}
stackIn = stackStart;
stackOut = stackEnd;
for (x = 0; x < width; x++) {
pixels[yi + 3] = pa = a_sum * mul_sum >> shg_sum;
if (pa !== 0) {
pa = 255 / pa;
pixels[yi] = (r_sum * mul_sum >> shg_sum) * pa;
pixels[yi + 1] = (g_sum * mul_sum >> shg_sum) * pa;
pixels[yi + 2] = (b_sum * mul_sum >> shg_sum) * pa;
} else {
pixels[yi] = pixels[yi + 1] = pixels[yi + 2] = 0;
}
r_sum -= r_out_sum;
g_sum -= g_out_sum;
b_sum -= b_out_sum;
a_sum -= a_out_sum;
r_out_sum -= stackIn.r;
g_out_sum -= stackIn.g;
b_out_sum -= stackIn.b;
a_out_sum -= stackIn.a;
p = yw + ((p = x + radius + 1) < widthMinus1 ? p : widthMinus1) << 2;
r_in_sum += stackIn.r = pixels[p];
g_in_sum += stackIn.g = pixels[p + 1];
b_in_sum += stackIn.b = pixels[p + 2];
a_in_sum += stackIn.a = pixels[p + 3];
r_sum += r_in_sum;
g_sum += g_in_sum;
b_sum += b_in_sum;
a_sum += a_in_sum;
stackIn = stackIn.next;
r_out_sum += pr = stackOut.r;
g_out_sum += pg = stackOut.g;
b_out_sum += pb = stackOut.b;
a_out_sum += pa = stackOut.a;
r_in_sum -= pr;
g_in_sum -= pg;
b_in_sum -= pb;
a_in_sum -= pa;
stackOut = stackOut.next;
yi += 4;
}
yw += width;
}
for (x = 0; x < width; x++) {
g_in_sum = b_in_sum = a_in_sum = r_in_sum = g_sum = b_sum = a_sum = r_sum = 0;
yi = x << 2;
r_out_sum = radiusPlus1 * (pr = pixels[yi]);
g_out_sum = radiusPlus1 * (pg = pixels[yi + 1]);
b_out_sum = radiusPlus1 * (pb = pixels[yi + 2]);
a_out_sum = radiusPlus1 * (pa = pixels[yi + 3]);
r_sum += sumFactor * pr;
g_sum += sumFactor * pg;
b_sum += sumFactor * pb;
a_sum += sumFactor * pa;
stack = stackStart;
for (i = 0; i < radiusPlus1; i++) {
stack.r = pr;
stack.g = pg;
stack.b = pb;
stack.a = pa;
stack = stack.next;
}
yp = width;
for (i = 1; i <= radius; i++) {
yi = yp + x << 2;
r_sum += (stack.r = pr = pixels[yi]) * (rbs = radiusPlus1 - i);
g_sum += (stack.g = pg = pixels[yi + 1]) * rbs;
b_sum += (stack.b = pb = pixels[yi + 2]) * rbs;
a_sum += (stack.a = pa = pixels[yi + 3]) * rbs;
r_in_sum += pr;
g_in_sum += pg;
b_in_sum += pb;
a_in_sum += pa;
stack = stack.next;
if (i < heightMinus1) {
yp += width;
}
}
yi = x;
stackIn = stackStart;
stackOut = stackEnd;
for (y = 0; y < height; y++) {
p = yi << 2;
pixels[p + 3] = pa = a_sum * mul_sum >> shg_sum;
if (pa > 0) {
pa = 255 / pa;
pixels[p] = (r_sum * mul_sum >> shg_sum) * pa;
pixels[p + 1] = (g_sum * mul_sum >> shg_sum) * pa;
pixels[p + 2] = (b_sum * mul_sum >> shg_sum) * pa;
} else {
pixels[p] = pixels[p + 1] = pixels[p + 2] = 0;
}
r_sum -= r_out_sum;
g_sum -= g_out_sum;
b_sum -= b_out_sum;
a_sum -= a_out_sum;
r_out_sum -= stackIn.r;
g_out_sum -= stackIn.g;
b_out_sum -= stackIn.b;
a_out_sum -= stackIn.a;
p = x +
((p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1) * width <<
2;
r_sum += r_in_sum += stackIn.r = pixels[p];
g_sum += g_in_sum += stackIn.g = pixels[p + 1];
b_sum += b_in_sum += stackIn.b = pixels[p + 2];
a_sum += a_in_sum += stackIn.a = pixels[p + 3];
stackIn = stackIn.next;
r_out_sum += pr = stackOut.r;
g_out_sum += pg = stackOut.g;
b_out_sum += pb = stackOut.b;
a_out_sum += pa = stackOut.a;
r_in_sum -= pr;
g_in_sum -= pg;
b_in_sum -= pb;
a_in_sum -= pa;
stackOut = stackOut.next;
yi += width;
}
}
}
/**
* Blur Filter
* @function
* @name Blur
* @memberof Konva.Filters
* @param {Object} imageData
* @example
* node.cache();
* node.filters([Konva.Filters.Blur]);
* node.blurRadius(10);
*/
Konva.Filters.Blur = function Blur(imageData) {
var radius = Math.round(this.blurRadius());
if (radius > 0) {
filterGaussBlurRGBA(imageData, radius);
}
};
Konva.Factory.addGetterSetter(
Konva.Node,
'blurRadius',
0,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set blur radius. Use with {@link Konva.Filters.Blur} filter
* @name blurRadius
* @method
* @memberof Konva.Node.prototype
* @param {Integer} radius
* @returns {Integer}
*/
})();
/*eslint-disable max-depth */
(function() {
'use strict';
function pixelAt(idata, x, y) {
var idx = (y * idata.width + x) * 4;
var d = [];
d.push(
idata.data[idx++],
idata.data[idx++],
idata.data[idx++],
idata.data[idx++]
);
return d;
}
function rgbDistance(p1, p2) {
return Math.sqrt(
Math.pow(p1[0] - p2[0], 2) +
Math.pow(p1[1] - p2[1], 2) +
Math.pow(p1[2] - p2[2], 2)
);
}
function rgbMean(pTab) {
var m = [0, 0, 0];
for (var i = 0; i < pTab.length; i++) {
m[0] += pTab[i][0];
m[1] += pTab[i][1];
m[2] += pTab[i][2];
}
m[0] /= pTab.length;
m[1] /= pTab.length;
m[2] /= pTab.length;
return m;
}
function backgroundMask(idata, threshold) {
var rgbv_no = pixelAt(idata, 0, 0);
var rgbv_ne = pixelAt(idata, idata.width - 1, 0);
var rgbv_so = pixelAt(idata, 0, idata.height - 1);
var rgbv_se = pixelAt(idata, idata.width - 1, idata.height - 1);
var thres = threshold || 10;
if (
rgbDistance(rgbv_no, rgbv_ne) < thres &&
rgbDistance(rgbv_ne, rgbv_se) < thres &&
rgbDistance(rgbv_se, rgbv_so) < thres &&
rgbDistance(rgbv_so, rgbv_no) < thres
) {
// Mean color
var mean = rgbMean([rgbv_ne, rgbv_no, rgbv_se, rgbv_so]);
// Mask based on color distance
var mask = [];
for (var i = 0; i < idata.width * idata.height; i++) {
var d = rgbDistance(mean, [
idata.data[i * 4],
idata.data[i * 4 + 1],
idata.data[i * 4 + 2]
]);
mask[i] = d < thres ? 0 : 255;
}
return mask;
}
}
function applyMask(idata, mask) {
for (var i = 0; i < idata.width * idata.height; i++) {
idata.data[4 * i + 3] = mask[i];
}
}
function erodeMask(mask, sw, sh) {
var weights = [1, 1, 1, 1, 0, 1, 1, 1, 1];
var side = Math.round(Math.sqrt(weights.length));
var halfSide = Math.floor(side / 2);
var maskResult = [];
for (var y = 0; y < sh; y++) {
for (var x = 0; x < sw; x++) {
var so = y * sw + x;
var a = 0;
for (var cy = 0; cy < side; cy++) {
for (var cx = 0; cx < side; cx++) {
var scy = y + cy - halfSide;
var scx = x + cx - halfSide;
if (scy >= 0 && scy < sh && scx >= 0 && scx < sw) {
var srcOff = scy * sw + scx;
var wt = weights[cy * side + cx];
a += mask[srcOff] * wt;
}
}
}
maskResult[so] = a === 255 * 8 ? 255 : 0;
}
}
return maskResult;
}
function dilateMask(mask, sw, sh) {
var weights = [1, 1, 1, 1, 1, 1, 1, 1, 1];
var side = Math.round(Math.sqrt(weights.length));
var halfSide = Math.floor(side / 2);
var maskResult = [];
for (var y = 0; y < sh; y++) {
for (var x = 0; x < sw; x++) {
var so = y * sw + x;
var a = 0;
for (var cy = 0; cy < side; cy++) {
for (var cx = 0; cx < side; cx++) {
var scy = y + cy - halfSide;
var scx = x + cx - halfSide;
if (scy >= 0 && scy < sh && scx >= 0 && scx < sw) {
var srcOff = scy * sw + scx;
var wt = weights[cy * side + cx];
a += mask[srcOff] * wt;
}
}
}
maskResult[so] = a >= 255 * 4 ? 255 : 0;
}
}
return maskResult;
}
function smoothEdgeMask(mask, sw, sh) {
var weights = [
1 / 9,
1 / 9,
1 / 9,
1 / 9,
1 / 9,
1 / 9,
1 / 9,
1 / 9,
1 / 9
];
var side = Math.round(Math.sqrt(weights.length));
var halfSide = Math.floor(side / 2);
var maskResult = [];
for (var y = 0; y < sh; y++) {
for (var x = 0; x < sw; x++) {
var so = y * sw + x;
var a = 0;
for (var cy = 0; cy < side; cy++) {
for (var cx = 0; cx < side; cx++) {
var scy = y + cy - halfSide;
var scx = x + cx - halfSide;
if (scy >= 0 && scy < sh && scx >= 0 && scx < sw) {
var srcOff = scy * sw + scx;
var wt = weights[cy * side + cx];
a += mask[srcOff] * wt;
}
}
}
maskResult[so] = a;
}
}
return maskResult;
}
/**
* Mask Filter
* @function
* @name Mask
* @memberof Konva.Filters
* @param {Object} imageData
* @example
* node.cache();
* node.filters([Konva.Filters.Mask]);
* node.threshold(200);
*/
Konva.Filters.Mask = function(imageData) {
// Detect pixels close to the background color
var threshold = this.threshold(),
mask = backgroundMask(imageData, threshold);
if (mask) {
// Erode
mask = erodeMask(mask, imageData.width, imageData.height);
// Dilate
mask = dilateMask(mask, imageData.width, imageData.height);
// Gradient
mask = smoothEdgeMask(mask, imageData.width, imageData.height);
// Apply mask
applyMask(imageData, mask);
// todo : Update hit region function according to mask
}
return imageData;
};
Konva.Factory.addGetterSetter(
Konva.Node,
'threshold',
0,
null,
Konva.Factory.afterSetFilter
);
})();
(function() {
'use strict';
/**
* RGB Filter
* @function
* @name RGB
* @memberof Konva.Filters
* @param {Object} imageData
* @author ippo615
* @example
* node.cache();
* node.filters([Konva.Filters.RGB]);
* node.blue(120);
* node.green(200);
*/
Konva.Filters.RGB = function(imageData) {
var data = imageData.data,
nPixels = data.length,
red = this.red(),
green = this.green(),
blue = this.blue(),
i,
brightness;
for (i = 0; i < nPixels; i += 4) {
brightness = (0.34 * data[i] + 0.5 * data[i + 1] + 0.16 * data[i + 2]) /
255;
data[i] = brightness * red; // r
data[i + 1] = brightness * green; // g
data[i + 2] = brightness * blue; // b
data[i + 3] = data[i + 3]; // alpha
}
};
Konva.Factory.addGetterSetter(Konva.Node, 'red', 0, function(val) {
this._filterUpToDate = false;
if (val > 255) {
return 255;
} else if (val < 0) {
return 0;
} else {
return Math.round(val);
}
});
/**
* get/set filter red value. Use with {@link Konva.Filters.RGB} filter.
* @name red
* @method
* @memberof Konva.Node.prototype
* @param {Integer} red value between 0 and 255
* @returns {Integer}
*/
Konva.Factory.addGetterSetter(Konva.Node, 'green', 0, function(val) {
this._filterUpToDate = false;
if (val > 255) {
return 255;
} else if (val < 0) {
return 0;
} else {
return Math.round(val);
}
});
/**
* get/set filter green value. Use with {@link Konva.Filters.RGB} filter.
* @name green
* @method
* @memberof Konva.Node.prototype
* @param {Integer} green value between 0 and 255
* @returns {Integer}
*/
Konva.Factory.addGetterSetter(
Konva.Node,
'blue',
0,
Konva.Validators.RGBComponent,
Konva.Factory.afterSetFilter
);
/**
* get/set filter blue value. Use with {@link Konva.Filters.RGB} filter.
* @name blue
* @method
* @memberof Konva.Node.prototype
* @param {Integer} blue value between 0 and 255
* @returns {Integer}
*/
})();
(function() {
'use strict';
/**
* RGBA Filter
* @function
* @name RGBA
* @memberof Konva.Filters
* @param {Object} imageData
* @author codefo
* @example
* node.cache();
* node.filters([Konva.Filters.RGBA]);
* node.blue(120);
* node.green(200);
* node.alpha(0.3);
*/
Konva.Filters.RGBA = function(imageData) {
var data = imageData.data,
nPixels = data.length,
red = this.red(),
green = this.green(),
blue = this.blue(),
alpha = this.alpha(),
i,
ia;
for (i = 0; i < nPixels; i += 4) {
ia = 1 - alpha;
data[i] = red * alpha + data[i] * ia; // r
data[i + 1] = green * alpha + data[i + 1] * ia; // g
data[i + 2] = blue * alpha + data[i + 2] * ia; // b
}
};
Konva.Factory.addGetterSetter(Konva.Node, 'red', 0, function(val) {
this._filterUpToDate = false;
if (val > 255) {
return 255;
} else if (val < 0) {
return 0;
} else {
return Math.round(val);
}
});
/**
* get/set filter red value. Use with {@link Konva.Filters.RGBA} filter.
* @name red
* @method
* @memberof Konva.Node.prototype
* @param {Integer} red value between 0 and 255
* @returns {Integer}
*/
Konva.Factory.addGetterSetter(Konva.Node, 'green', 0, function(val) {
this._filterUpToDate = false;
if (val > 255) {
return 255;
} else if (val < 0) {
return 0;
} else {
return Math.round(val);
}
});
/**
* get/set filter green value. Use with {@link Konva.Filters.RGBA} filter.
* @name green
* @method
* @memberof Konva.Node.prototype
* @param {Integer} green value between 0 and 255
* @returns {Integer}
*/
Konva.Factory.addGetterSetter(
Konva.Node,
'blue',
0,
Konva.Validators.RGBComponent,
Konva.Factory.afterSetFilter
);
/**
* get/set filter blue value. Use with {@link Konva.Filters.RGBA} filter.
* @name blue
* @method
* @memberof Konva.Node.prototype
* @param {Integer} blue value between 0 and 255
* @returns {Integer}
*/
Konva.Factory.addGetterSetter(Konva.Node, 'alpha', 1, function(val) {
this._filterUpToDate = false;
if (val > 1) {
return 1;
} else if (val < 0) {
return 0;
} else {
return val;
}
});
/**
* get/set filter alpha value. Use with {@link Konva.Filters.RGBA} filter.
* @name alpha
* @method
* @memberof Konva.Node.prototype
* @param {Float} alpha value between 0 and 1
* @returns {Float}
*/
})();
(function() {
'use strict';
/**
* HSV Filter. Adjusts the hue, saturation and value
* @function
* @name HSV
* @memberof Konva.Filters
* @param {Object} imageData
* @author ippo615
* @example
* image.filters([Konva.Filters.HSV]);
* image.value(200);
*/
Konva.Filters.HSV = function(imageData) {
var data = imageData.data,
nPixels = data.length,
v = Math.pow(2, this.value()),
s = Math.pow(2, this.saturation()),
h = Math.abs(this.hue() + 360) % 360,
i;
// Basis for the technique used:
// http://beesbuzz.biz/code/hsv_color_transforms.php
// V is the value multiplier (1 for none, 2 for double, 0.5 for half)
// S is the saturation multiplier (1 for none, 2 for double, 0.5 for half)
// H is the hue shift in degrees (0 to 360)
// vsu = V*S*cos(H*PI/180);
// vsw = V*S*sin(H*PI/180);
//[ .299V+.701vsu+.168vsw .587V-.587vsu+.330vsw .114V-.114vsu-.497vsw ] [R]
//[ .299V-.299vsu-.328vsw .587V+.413vsu+.035vsw .114V-.114vsu+.292vsw ]*[G]
//[ .299V-.300vsu+1.25vsw .587V-.588vsu-1.05vsw .114V+.886vsu-.203vsw ] [B]
// Precompute the values in the matrix:
var vsu = v * s * Math.cos(h * Math.PI / 180),
vsw = v * s * Math.sin(h * Math.PI / 180);
// (result spot)(source spot)
var rr = 0.299 * v + 0.701 * vsu + 0.167 * vsw,
rg = 0.587 * v - 0.587 * vsu + 0.330 * vsw,
rb = 0.114 * v - 0.114 * vsu - 0.497 * vsw;
var gr = 0.299 * v - 0.299 * vsu - 0.328 * vsw,
gg = 0.587 * v + 0.413 * vsu + 0.035 * vsw,
gb = 0.114 * v - 0.114 * vsu + 0.293 * vsw;
var br = 0.299 * v - 0.300 * vsu + 1.250 * vsw,
bg = 0.587 * v - 0.586 * vsu - 1.050 * vsw,
bb = 0.114 * v + 0.886 * vsu - 0.200 * vsw;
var r, g, b, a;
for (i = 0; i < nPixels; i += 4) {
r = data[i + 0];
g = data[i + 1];
b = data[i + 2];
a = data[i + 3];
data[i + 0] = rr * r + rg * g + rb * b;
data[i + 1] = gr * r + gg * g + gb * b;
data[i + 2] = br * r + bg * g + bb * b;
data[i + 3] = a; // alpha
}
};
Konva.Factory.addGetterSetter(
Konva.Node,
'hue',
0,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set hsv hue in degrees. Use with {@link Konva.Filters.HSV} or {@link Konva.Filters.HSL} filter.
* @name hue
* @method
* @memberof Konva.Node.prototype
* @param {Number} hue value between 0 and 359
* @returns {Number}
*/
Konva.Factory.addGetterSetter(
Konva.Node,
'saturation',
0,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set hsv saturation. Use with {@link Konva.Filters.HSV} or {@link Konva.Filters.HSL} filter.
* @name saturation
* @method
* @memberof Konva.Node.prototype
* @param {Number} saturation 0 is no change, -1.0 halves the saturation, 1.0 doubles, etc..
* @returns {Number}
*/
Konva.Factory.addGetterSetter(
Konva.Node,
'value',
0,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set hsv value. Use with {@link Konva.Filters.HSV} filter.
* @name value
* @method
* @memberof Konva.Node.prototype
* @param {Number} value 0 is no change, -1.0 halves the value, 1.0 doubles, etc..
* @returns {Number}
*/
})();
(function() {
'use strict';
Konva.Factory.addGetterSetter(
Konva.Node,
'hue',
0,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set hsv hue in degrees. Use with {@link Konva.Filters.HSV} or {@link Konva.Filters.HSL} filter.
* @name hue
* @method
* @memberof Konva.Node.prototype
* @param {Number} hue value between 0 and 359
* @returns {Number}
*/
Konva.Factory.addGetterSetter(
Konva.Node,
'saturation',
0,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set hsv saturation. Use with {@link Konva.Filters.HSV} or {@link Konva.Filters.HSL} filter.
* @name saturation
* @method
* @memberof Konva.Node.prototype
* @param {Number} saturation 0 is no change, -1.0 halves the saturation, 1.0 doubles, etc..
* @returns {Number}
*/
Konva.Factory.addGetterSetter(
Konva.Node,
'luminance',
0,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set hsl luminance. Use with {@link Konva.Filters.HSL} filter.
* @name value
* @method
* @memberof Konva.Node.prototype
* @param {Number} value 0 is no change, -1.0 halves the value, 1.0 doubles, etc..
* @returns {Number}
*/
/**
* HSL Filter. Adjusts the hue, saturation and luminance (or lightness)
* @function
* @memberof Konva.Filters
* @param {Object} imageData
* @author ippo615
* @example
* image.filters([Konva.Filters.HSL]);
* image.luminance(200);
*/
Konva.Filters.HSL = function(imageData) {
var data = imageData.data,
nPixels = data.length,
v = 1,
s = Math.pow(2, this.saturation()),
h = Math.abs(this.hue() + 360) % 360,
l = this.luminance() * 127,
i;
// Basis for the technique used:
// http://beesbuzz.biz/code/hsv_color_transforms.php
// V is the value multiplier (1 for none, 2 for double, 0.5 for half)
// S is the saturation multiplier (1 for none, 2 for double, 0.5 for half)
// H is the hue shift in degrees (0 to 360)
// vsu = V*S*cos(H*PI/180);
// vsw = V*S*sin(H*PI/180);
//[ .299V+.701vsu+.168vsw .587V-.587vsu+.330vsw .114V-.114vsu-.497vsw ] [R]
//[ .299V-.299vsu-.328vsw .587V+.413vsu+.035vsw .114V-.114vsu+.292vsw ]*[G]
//[ .299V-.300vsu+1.25vsw .587V-.588vsu-1.05vsw .114V+.886vsu-.203vsw ] [B]
// Precompute the values in the matrix:
var vsu = v * s * Math.cos(h * Math.PI / 180),
vsw = v * s * Math.sin(h * Math.PI / 180);
// (result spot)(source spot)
var rr = 0.299 * v + 0.701 * vsu + 0.167 * vsw,
rg = 0.587 * v - 0.587 * vsu + 0.330 * vsw,
rb = 0.114 * v - 0.114 * vsu - 0.497 * vsw;
var gr = 0.299 * v - 0.299 * vsu - 0.328 * vsw,
gg = 0.587 * v + 0.413 * vsu + 0.035 * vsw,
gb = 0.114 * v - 0.114 * vsu + 0.293 * vsw;
var br = 0.299 * v - 0.300 * vsu + 1.250 * vsw,
bg = 0.587 * v - 0.586 * vsu - 1.050 * vsw,
bb = 0.114 * v + 0.886 * vsu - 0.200 * vsw;
var r, g, b, a;
for (i = 0; i < nPixels; i += 4) {
r = data[i + 0];
g = data[i + 1];
b = data[i + 2];
a = data[i + 3];
data[i + 0] = rr * r + rg * g + rb * b + l;
data[i + 1] = gr * r + gg * g + gb * b + l;
data[i + 2] = br * r + bg * g + bb * b + l;
data[i + 3] = a; // alpha
}
};
})();
(function() {
'use strict';
/**
* Emboss Filter.
* Pixastic Lib - Emboss filter - v0.1.0
* Copyright (c) 2008 Jacob Seidelin, jseidelin@nihilogic.dk, http://blog.nihilogic.dk/
* License: [http://www.pixastic.com/lib/license.txt]
* @function
* @memberof Konva.Filters
* @param {Object} imageData
* @example
* node.cache();
* node.filters([Konva.Filters.Emboss]);
* node.embossStrength(0.8);
* node.embossWhiteLevel(0.3);
* node.embossDirection('right');
* node.embossBlend(true);
*/
Konva.Filters.Emboss = function(imageData) {
// pixastic strength is between 0 and 10. I want it between 0 and 1
// pixastic greyLevel is between 0 and 255. I want it between 0 and 1. Also,
// a max value of greyLevel yields a white emboss, and the min value yields a black
// emboss. Therefore, I changed greyLevel to whiteLevel
var strength = this.embossStrength() * 10,
greyLevel = this.embossWhiteLevel() * 255,
direction = this.embossDirection(),
blend = this.embossBlend(),
dirY = 0,
dirX = 0,
data = imageData.data,
w = imageData.width,
h = imageData.height,
w4 = w * 4,
y = h;
switch (direction) {
case 'top-left':
dirY = -1;
dirX = -1;
break;
case 'top':
dirY = -1;
dirX = 0;
break;
case 'top-right':
dirY = -1;
dirX = 1;
break;
case 'right':
dirY = 0;
dirX = 1;
break;
case 'bottom-right':
dirY = 1;
dirX = 1;
break;
case 'bottom':
dirY = 1;
dirX = 0;
break;
case 'bottom-left':
dirY = 1;
dirX = -1;
break;
case 'left':
dirY = 0;
dirX = -1;
break;
default:
Konva.Util.error('Unknown emboss direction: ' + direction);
}
do {
var offsetY = (y - 1) * w4;
var otherY = dirY;
if (y + otherY < 1) {
otherY = 0;
}
if (y + otherY > h) {
otherY = 0;
}
var offsetYOther = (y - 1 + otherY) * w * 4;
var x = w;
do {
var offset = offsetY + (x - 1) * 4;
var otherX = dirX;
if (x + otherX < 1) {
otherX = 0;
}
if (x + otherX > w) {
otherX = 0;
}
var offsetOther = offsetYOther + (x - 1 + otherX) * 4;
var dR = data[offset] - data[offsetOther];
var dG = data[offset + 1] - data[offsetOther + 1];
var dB = data[offset + 2] - data[offsetOther + 2];
var dif = dR;
var absDif = dif > 0 ? dif : -dif;
var absG = dG > 0 ? dG : -dG;
var absB = dB > 0 ? dB : -dB;
if (absG > absDif) {
dif = dG;
}
if (absB > absDif) {
dif = dB;
}
dif *= strength;
if (blend) {
var r = data[offset] + dif;
var g = data[offset + 1] + dif;
var b = data[offset + 2] + dif;
data[offset] = r > 255 ? 255 : r < 0 ? 0 : r;
data[offset + 1] = g > 255 ? 255 : g < 0 ? 0 : g;
data[offset + 2] = b > 255 ? 255 : b < 0 ? 0 : b;
} else {
var grey = greyLevel - dif;
if (grey < 0) {
grey = 0;
} else if (grey > 255) {
grey = 255;
}
data[offset] = data[offset + 1] = data[offset + 2] = grey;
}
} while (--x);
} while (--y);
};
Konva.Factory.addGetterSetter(
Konva.Node,
'embossStrength',
0.5,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set emboss strength. Use with {@link Konva.Filters.Emboss} filter.
* @name embossStrength
* @method
* @memberof Konva.Node.prototype
* @param {Number} level between 0 and 1. Default is 0.5
* @returns {Number}
*/
Konva.Factory.addGetterSetter(
Konva.Node,
'embossWhiteLevel',
0.5,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set emboss white level. Use with {@link Konva.Filters.Emboss} filter.
* @name embossWhiteLevel
* @method
* @memberof Konva.Node.prototype
* @param {Number} embossWhiteLevel between 0 and 1. Default is 0.5
* @returns {Number}
*/
Konva.Factory.addGetterSetter(
Konva.Node,
'embossDirection',
'top-left',
null,
Konva.Factory.afterSetFilter
);
/**
* get/set emboss direction. Use with {@link Konva.Filters.Emboss} filter.
* @name embossDirection
* @method
* @memberof Konva.Node.prototype
* @param {String} embossDirection can be top-left, top, top-right, right, bottom-right, bottom, bottom-left or left
* The default is top-left
* @returns {String}
*/
Konva.Factory.addGetterSetter(
Konva.Node,
'embossBlend',
false,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set emboss blend. Use with {@link Konva.Filters.Emboss} filter.
* @name embossBlend
* @method
* @memberof Konva.Node.prototype
* @param {Boolean} embossBlend
* @returns {Boolean}
*/
})();
(function() {
'use strict';
function remap(fromValue, fromMin, fromMax, toMin, toMax) {
// Compute the range of the data
var fromRange = fromMax - fromMin, toRange = toMax - toMin, toValue;
// If either range is 0, then the value can only be mapped to 1 value
if (fromRange === 0) {
return toMin + toRange / 2;
}
if (toRange === 0) {
return toMin;
}
// (1) untranslate, (2) unscale, (3) rescale, (4) retranslate
toValue = (fromValue - fromMin) / fromRange;
toValue = toRange * toValue + toMin;
return toValue;
}
/**
* Enhance Filter. Adjusts the colors so that they span the widest
* possible range (ie 0-255). Performs w*h pixel reads and w*h pixel
* writes.
* @function
* @name Enhance
* @memberof Konva.Filters
* @param {Object} imageData
* @author ippo615
* @example
* node.cache();
* node.filters([Konva.Filters.Enhance]);
* node.enhance(0.4);
*/
Konva.Filters.Enhance = function(imageData) {
var data = imageData.data,
nSubPixels = data.length,
rMin = data[0],
rMax = rMin,
r,
gMin = data[1],
gMax = gMin,
g,
bMin = data[2],
bMax = bMin,
b,
i;
// If we are not enhancing anything - don't do any computation
var enhanceAmount = this.enhance();
if (enhanceAmount === 0) {
return;
}
// 1st Pass - find the min and max for each channel:
for (i = 0; i < nSubPixels; i += 4) {
r = data[i + 0];
if (r < rMin) {
rMin = r;
} else if (r > rMax) {
rMax = r;
}
g = data[i + 1];
if (g < gMin) {
gMin = g;
} else if (g > gMax) {
gMax = g;
}
b = data[i + 2];
if (b < bMin) {
bMin = b;
} else if (b > bMax) {
bMax = b;
}
//a = data[i + 3];
//if (a < aMin) { aMin = a; } else
//if (a > aMax) { aMax = a; }
}
// If there is only 1 level - don't remap
if (rMax === rMin) {
rMax = 255;
rMin = 0;
}
if (gMax === gMin) {
gMax = 255;
gMin = 0;
}
if (bMax === bMin) {
bMax = 255;
bMin = 0;
}
var rMid,
rGoalMax,
rGoalMin,
gMid,
gGoalMax,
gGoalMin,
bMid,
bGoalMax,
bGoalMin;
// If the enhancement is positive - stretch the histogram
if (enhanceAmount > 0) {
rGoalMax = rMax + enhanceAmount * (255 - rMax);
rGoalMin = rMin - enhanceAmount * (rMin - 0);
gGoalMax = gMax + enhanceAmount * (255 - gMax);
gGoalMin = gMin - enhanceAmount * (gMin - 0);
bGoalMax = bMax + enhanceAmount * (255 - bMax);
bGoalMin = bMin - enhanceAmount * (bMin - 0);
// If the enhancement is negative - compress the histogram
} else {
rMid = (rMax + rMin) * 0.5;
rGoalMax = rMax + enhanceAmount * (rMax - rMid);
rGoalMin = rMin + enhanceAmount * (rMin - rMid);
gMid = (gMax + gMin) * 0.5;
gGoalMax = gMax + enhanceAmount * (gMax - gMid);
gGoalMin = gMin + enhanceAmount * (gMin - gMid);
bMid = (bMax + bMin) * 0.5;
bGoalMax = bMax + enhanceAmount * (bMax - bMid);
bGoalMin = bMin + enhanceAmount * (bMin - bMid);
}
// Pass 2 - remap everything, except the alpha
for (i = 0; i < nSubPixels; i += 4) {
data[i + 0] = remap(data[i + 0], rMin, rMax, rGoalMin, rGoalMax);
data[i + 1] = remap(data[i + 1], gMin, gMax, gGoalMin, gGoalMax);
data[i + 2] = remap(data[i + 2], bMin, bMax, bGoalMin, bGoalMax);
//data[i + 3] = remap(data[i + 3], aMin, aMax, aGoalMin, aGoalMax);
}
};
Konva.Factory.addGetterSetter(
Konva.Node,
'enhance',
0,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set enhance. Use with {@link Konva.Filters.Enhance} filter.
* @name enhance
* @method
* @memberof Konva.Node.prototype
* @param {Float} amount
* @returns {Float}
*/
})();
(function() {
'use strict';
/**
* Posterize Filter. Adjusts the channels so that there are no more
* than n different values for that channel. This is also applied
* to the alpha channel.
* @function
* @name Posterize
* @author ippo615
* @memberof Konva.Filters
* @param {Object} imageData
* @example
* node.cache();
* node.filters([Konva.Filters.Posterize]);
* node.levels(0.8); // between 0 and 1
*/
Konva.Filters.Posterize = function(imageData) {
// level must be between 1 and 255
var levels = Math.round(this.levels() * 254) + 1,
data = imageData.data,
len = data.length,
scale = 255 / levels,
i;
for (i = 0; i < len; i += 1) {
data[i] = Math.floor(data[i] / scale) * scale;
}
};
Konva.Factory.addGetterSetter(
Konva.Node,
'levels',
0.5,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set levels. Must be a number between 0 and 1. Use with {@link Konva.Filters.Posterize} filter.
* @name levels
* @method
* @memberof Konva.Node.prototype
* @param {Number} level between 0 and 1
* @returns {Number}
*/
})();
(function() {
'use strict';
/**
* Noise Filter. Randomly adds or substracts to the color channels
* @function
* @name Noise
* @memberof Konva.Filters
* @param {Object} imageData
* @author ippo615
* @example
* node.cache();
* node.filters([Konva.Filters.Noise]);
* node.noise(0.8);
*/
Konva.Filters.Noise = function(imageData) {
var amount = this.noise() * 255,
data = imageData.data,
nPixels = data.length,
half = amount / 2,
i;
for (i = 0; i < nPixels; i += 4) {
data[i + 0] += half - 2 * half * Math.random();
data[i + 1] += half - 2 * half * Math.random();
data[i + 2] += half - 2 * half * Math.random();
}
};
Konva.Factory.addGetterSetter(
Konva.Node,
'noise',
0.2,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set noise amount. Must be a value between 0 and 1. Use with {@link Konva.Filters.Noise} filter.
* @name noise
* @method
* @memberof Konva.Node.prototype
* @param {Number} noise
* @returns {Number}
*/
})();
/*eslint-disable max-depth */
(function() {
'use strict';
/**
* Pixelate Filter. Averages groups of pixels and redraws
* them as larger pixels
* @function
* @name Pixelate
* @memberof Konva.Filters
* @param {Object} imageData
* @author ippo615
* @example
* node.cache();
* node.filters([Konva.Filters.Pixelate]);
* node.pixelSize(10);
*/
Konva.Filters.Pixelate = function(imageData) {
var pixelSize = Math.ceil(this.pixelSize()),
width = imageData.width,
height = imageData.height,
x,
y,
i,
//pixelsPerBin = pixelSize * pixelSize,
red,
green,
blue,
alpha,
nBinsX = Math.ceil(width / pixelSize),
nBinsY = Math.ceil(height / pixelSize),
xBinStart,
xBinEnd,
yBinStart,
yBinEnd,
xBin,
yBin,
pixelsInBin;
imageData = imageData.data;
if (pixelSize <= 0) {
Konva.Util.error('pixelSize value can not be <= 0');
return;
}
for (xBin = 0; xBin < nBinsX; xBin += 1) {
for (yBin = 0; yBin < nBinsY; yBin += 1) {
// Initialize the color accumlators to 0
red = 0;
green = 0;
blue = 0;
alpha = 0;
// Determine which pixels are included in this bin
xBinStart = xBin * pixelSize;
xBinEnd = xBinStart + pixelSize;
yBinStart = yBin * pixelSize;
yBinEnd = yBinStart + pixelSize;
// Add all of the pixels to this bin!
pixelsInBin = 0;
for (x = xBinStart; x < xBinEnd; x += 1) {
if (x >= width) {
continue;
}
for (y = yBinStart; y < yBinEnd; y += 1) {
if (y >= height) {
continue;
}
i = (width * y + x) * 4;
red += imageData[i + 0];
green += imageData[i + 1];
blue += imageData[i + 2];
alpha += imageData[i + 3];
pixelsInBin += 1;
}
}
// Make sure the channels are between 0-255
red = red / pixelsInBin;
green = green / pixelsInBin;
blue = blue / pixelsInBin;
// Draw this bin
for (x = xBinStart; x < xBinEnd; x += 1) {
if (x >= width) {
continue;
}
for (y = yBinStart; y < yBinEnd; y += 1) {
if (y >= height) {
continue;
}
i = (width * y + x) * 4;
imageData[i + 0] = red;
imageData[i + 1] = green;
imageData[i + 2] = blue;
imageData[i + 3] = alpha;
}
}
}
}
};
Konva.Factory.addGetterSetter(
Konva.Node,
'pixelSize',
8,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set pixel size. Use with {@link Konva.Filters.Pixelate} filter.
* @name pixelSize
* @method
* @memberof Konva.Node.prototype
* @param {Integer} pixelSize
* @returns {Integer}
*/
})();
(function() {
'use strict';
/**
* Threshold Filter. Pushes any value above the mid point to
* the max and any value below the mid point to the min.
* This affects the alpha channel.
* @function
* @name Threshold
* @memberof Konva.Filters
* @param {Object} imageData
* @author ippo615
* @example
* node.cache();
* node.filters([Konva.Filters.Threshold]);
* node.threshold(0.1);
*/
Konva.Filters.Threshold = function(imageData) {
var level = this.threshold() * 255,
data = imageData.data,
len = data.length,
i;
for (i = 0; i < len; i += 1) {
data[i] = data[i] < level ? 0 : 255;
}
};
Konva.Factory.addGetterSetter(
Konva.Node,
'threshold',
0.5,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set threshold. Must be a value between 0 and 1. Use with {@link Konva.Filters.Threshold} or {@link Konva.Filters.Mask} filter.
* @name threshold
* @method
* @memberof Konva.Node.prototype
* @param {Number} threshold
* @returns {Number}
*/
})();
(function() {
'use strict';
/**
* Sepia Filter
* Based on: Pixastic Lib - Sepia filter - v0.1.0
* Copyright (c) 2008 Jacob Seidelin, jseidelin@nihilogic.dk, http://blog.nihilogic.dk/
* @function
* @name Sepia
* @memberof Konva.Filters
* @param {Object} imageData
* @author Jacob Seidelin
* @license MPL v1.1 [http://www.pixastic.com/lib/license.txt]
* @example
* node.cache();
* node.filters([Konva.Filters.Sepia]);
*/
Konva.Filters.Sepia = function(imageData) {
var data = imageData.data,
w = imageData.width,
y = imageData.height,
w4 = w * 4,
offsetY,
x,
offset,
or,
og,
ob,
r,
g,
b;
do {
offsetY = (y - 1) * w4;
x = w;
do {
offset = offsetY + (x - 1) * 4;
or = data[offset];
og = data[offset + 1];
ob = data[offset + 2];
r = or * 0.393 + og * 0.769 + ob * 0.189;
g = or * 0.349 + og * 0.686 + ob * 0.168;
b = or * 0.272 + og * 0.534 + ob * 0.131;
data[offset] = r > 255 ? 255 : r;
data[offset + 1] = g > 255 ? 255 : g;
data[offset + 2] = b > 255 ? 255 : b;
data[offset + 3] = data[offset + 3];
} while (--x);
} while (--y);
};
})();
(function() {
'use strict';
/**
* Solarize Filter
* Pixastic Lib - Solarize filter - v0.1.0
* Copyright (c) 2008 Jacob Seidelin, jseidelin@nihilogic.dk, http://blog.nihilogic.dk/
* License: [http://www.pixastic.com/lib/license.txt]
* @function
* @name Solarize
* @memberof Konva.Filters
* @param {Object} imageData
* @example
* node.cache();
* node.filters([Konva.Filters.Solarize]);
*/
Konva.Filters.Solarize = function(imageData) {
var data = imageData.data,
w = imageData.width,
h = imageData.height,
w4 = w * 4,
y = h;
do {
var offsetY = (y - 1) * w4;
var x = w;
do {
var offset = offsetY + (x - 1) * 4;
var r = data[offset];
var g = data[offset + 1];
var b = data[offset + 2];
if (r > 127) {
r = 255 - r;
}
if (g > 127) {
g = 255 - g;
}
if (b > 127) {
b = 255 - b;
}
data[offset] = r;
data[offset + 1] = g;
data[offset + 2] = b;
} while (--x);
} while (--y);
};
})();
(function() {
'use strict';
/*
* ToPolar Filter. Converts image data to polar coordinates. Performs
* w*h*4 pixel reads and w*h pixel writes. The r axis is placed along
* what would be the y axis and the theta axis along the x axis.
* @function
* @author ippo615
* @memberof Konva.Filters
* @param {ImageData} src, the source image data (what will be transformed)
* @param {ImageData} dst, the destination image data (where it will be saved)
* @param {Object} opt
* @param {Number} [opt.polarCenterX] horizontal location for the center of the circle,
* default is in the middle
* @param {Number} [opt.polarCenterY] vertical location for the center of the circle,
* default is in the middle
*/
var ToPolar = function(src, dst, opt) {
var srcPixels = src.data,
dstPixels = dst.data,
xSize = src.width,
ySize = src.height,
xMid = opt.polarCenterX || xSize / 2,
yMid = opt.polarCenterY || ySize / 2,
i,
x,
y,
r = 0,
g = 0,
b = 0,
a = 0;
// Find the largest radius
var rad, rMax = Math.sqrt(xMid * xMid + yMid * yMid);
x = xSize - xMid;
y = ySize - yMid;
rad = Math.sqrt(x * x + y * y);
rMax = rad > rMax ? rad : rMax;
// We'll be uisng y as the radius, and x as the angle (theta=t)
var rSize = ySize, tSize = xSize, radius, theta;
// We want to cover all angles (0-360) and we need to convert to
// radians (*PI/180)
var conversion = 360 / tSize * Math.PI / 180, sin, cos;
// var x1, x2, x1i, x2i, y1, y2, y1i, y2i, scale;
for (theta = 0; theta < tSize; theta += 1) {
sin = Math.sin(theta * conversion);
cos = Math.cos(theta * conversion);
for (radius = 0; radius < rSize; radius += 1) {
x = Math.floor(xMid + rMax * radius / rSize * cos);
y = Math.floor(yMid + rMax * radius / rSize * sin);
i = (y * xSize + x) * 4;
r = srcPixels[i + 0];
g = srcPixels[i + 1];
b = srcPixels[i + 2];
a = srcPixels[i + 3];
// Store it
//i = (theta * xSize + radius) * 4;
i = (theta + radius * xSize) * 4;
dstPixels[i + 0] = r;
dstPixels[i + 1] = g;
dstPixels[i + 2] = b;
dstPixels[i + 3] = a;
}
}
};
/*
* FromPolar Filter. Converts image data from polar coordinates back to rectangular.
* Performs w*h*4 pixel reads and w*h pixel writes.
* @function
* @author ippo615
* @memberof Konva.Filters
* @param {ImageData} src, the source image data (what will be transformed)
* @param {ImageData} dst, the destination image data (where it will be saved)
* @param {Object} opt
* @param {Number} [opt.polarCenterX] horizontal location for the center of the circle,
* default is in the middle
* @param {Number} [opt.polarCenterY] vertical location for the center of the circle,
* default is in the middle
* @param {Number} [opt.polarRotation] amount to rotate the image counterclockwis,
* 0 is no rotation, 360 degrees is a full rotation
*/
var FromPolar = function(src, dst, opt) {
var srcPixels = src.data,
dstPixels = dst.data,
xSize = src.width,
ySize = src.height,
xMid = opt.polarCenterX || xSize / 2,
yMid = opt.polarCenterY || ySize / 2,
i,
x,
y,
dx,
dy,
r = 0,
g = 0,
b = 0,
a = 0;
// Find the largest radius
var rad, rMax = Math.sqrt(xMid * xMid + yMid * yMid);
x = xSize - xMid;
y = ySize - yMid;
rad = Math.sqrt(x * x + y * y);
rMax = rad > rMax ? rad : rMax;
// We'll be uisng x as the radius, and y as the angle (theta=t)
var rSize = ySize,
tSize = xSize,
radius,
theta,
phaseShift = opt.polarRotation || 0;
// We need to convert to degrees and we need to make sure
// it's between (0-360)
// var conversion = tSize/360*180/Math.PI;
//var conversion = tSize/360*180/Math.PI;
var x1, y1;
for (x = 0; x < xSize; x += 1) {
for (y = 0; y < ySize; y += 1) {
dx = x - xMid;
dy = y - yMid;
radius = Math.sqrt(dx * dx + dy * dy) * rSize / rMax;
theta = (Math.atan2(dy, dx) * 180 / Math.PI + 360 + phaseShift) % 360;
theta = theta * tSize / 360;
x1 = Math.floor(theta);
y1 = Math.floor(radius);
i = (y1 * xSize + x1) * 4;
r = srcPixels[i + 0];
g = srcPixels[i + 1];
b = srcPixels[i + 2];
a = srcPixels[i + 3];
// Store it
i = (y * xSize + x) * 4;
dstPixels[i + 0] = r;
dstPixels[i + 1] = g;
dstPixels[i + 2] = b;
dstPixels[i + 3] = a;
}
}
};
//Konva.Filters.ToPolar = Konva.Util._FilterWrapDoubleBuffer(ToPolar);
//Konva.Filters.FromPolar = Konva.Util._FilterWrapDoubleBuffer(FromPolar);
// create a temporary canvas for working - shared between multiple calls
var tempCanvas = Konva.Util.createCanvasElement();
/*
* Kaleidoscope Filter.
* @function
* @name Kaleidoscope
* @author ippo615
* @memberof Konva.Filters
* @example
* node.cache();
* node.filters([Konva.Filters.Kaleidoscope]);
* node.kaleidoscopePower(3);
* node.kaleidoscopeAngle(45);
*/
Konva.Filters.Kaleidoscope = function(imageData) {
var xSize = imageData.width, ySize = imageData.height;
var x, y, xoff, i, r, g, b, a, srcPos, dstPos;
var power = Math.round(this.kaleidoscopePower());
var angle = Math.round(this.kaleidoscopeAngle());
var offset = Math.floor(xSize * (angle % 360) / 360);
if (power < 1) {
return;
}
// Work with our shared buffer canvas
tempCanvas.width = xSize;
tempCanvas.height = ySize;
var scratchData = tempCanvas
.getContext('2d')
.getImageData(0, 0, xSize, ySize);
// Convert thhe original to polar coordinates
ToPolar(imageData, scratchData, {
polarCenterX: xSize / 2,
polarCenterY: ySize / 2
});
// Determine how big each section will be, if it's too small
// make it bigger
var minSectionSize = xSize / Math.pow(2, power);
while (minSectionSize <= 8) {
minSectionSize = minSectionSize * 2;
power -= 1;
}
minSectionSize = Math.ceil(minSectionSize);
var sectionSize = minSectionSize;
// Copy the offset region to 0
// Depending on the size of filter and location of the offset we may need
// to copy the section backwards to prevent it from rewriting itself
var xStart = 0, xEnd = sectionSize, xDelta = 1;
if (offset + minSectionSize > xSize) {
xStart = sectionSize;
xEnd = 0;
xDelta = -1;
}
for (y = 0; y < ySize; y += 1) {
for (x = xStart; x !== xEnd; x += xDelta) {
xoff = Math.round(x + offset) % xSize;
srcPos = (xSize * y + xoff) * 4;
r = scratchData.data[srcPos + 0];
g = scratchData.data[srcPos + 1];
b = scratchData.data[srcPos + 2];
a = scratchData.data[srcPos + 3];
dstPos = (xSize * y + x) * 4;
scratchData.data[dstPos + 0] = r;
scratchData.data[dstPos + 1] = g;
scratchData.data[dstPos + 2] = b;
scratchData.data[dstPos + 3] = a;
}
}
// Perform the actual effect
for (y = 0; y < ySize; y += 1) {
sectionSize = Math.floor(minSectionSize);
for (i = 0; i < power; i += 1) {
for (x = 0; x < sectionSize + 1; x += 1) {
srcPos = (xSize * y + x) * 4;
r = scratchData.data[srcPos + 0];
g = scratchData.data[srcPos + 1];
b = scratchData.data[srcPos + 2];
a = scratchData.data[srcPos + 3];
dstPos = (xSize * y + sectionSize * 2 - x - 1) * 4;
scratchData.data[dstPos + 0] = r;
scratchData.data[dstPos + 1] = g;
scratchData.data[dstPos + 2] = b;
scratchData.data[dstPos + 3] = a;
}
sectionSize *= 2;
}
}
// Convert back from polar coordinates
FromPolar(scratchData, imageData, { polarRotation: 0 });
};
/**
* get/set kaleidoscope power. Use with {@link Konva.Filters.Kaleidoscope} filter.
* @name kaleidoscopePower
* @method
* @memberof Konva.Node.prototype
* @param {Integer} power of kaleidoscope
* @returns {Integer}
*/
Konva.Factory.addGetterSetter(
Konva.Node,
'kaleidoscopePower',
2,
null,
Konva.Factory.afterSetFilter
);
/**
* get/set kaleidoscope angle. Use with {@link Konva.Filters.Kaleidoscope} filter.
* @name kaleidoscopeAngle
* @method
* @memberof Konva.Node.prototype
* @param {Integer} degrees
* @returns {Integer}
*/
Konva.Factory.addGetterSetter(
Konva.Node,
'kaleidoscopeAngle',
0,
null,
Konva.Factory.afterSetFilter
);
})();
(function() {
'use strict';
/**
* Container constructor. Containers are used to contain nodes or other containers
* @constructor
* @memberof Konva
* @augments Konva.Node
* @abstract
* @param {Object} config
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* * @param {Object} [config.clip] set clip
* @param {Number} [config.clipX] set clip x
* @param {Number} [config.clipY] set clip y
* @param {Number} [config.clipWidth] set clip width
* @param {Number} [config.clipHeight] set clip height
* @param {Function} [config.clipFunc] set clip func
*/
Konva.Container = function(config) {
this.__init(config);
};
Konva.Util.addMethods(Konva.Container, {
__init: function(config) {
this.children = new Konva.Collection();
Konva.Node.call(this, config);
},
/**
* returns a {@link Konva.Collection} of direct descendant nodes
* @method
* @memberof Konva.Container.prototype
* @param {Function} [filterFunc] filter function
* @returns {Konva.Collection}
* @example
* // get all children
* var children = layer.getChildren();
*
* // get only circles
* var circles = layer.getChildren(function(node){
* return node.getClassName() === 'Circle';
* });
*/
getChildren: function(filterFunc) {
if (!filterFunc) {
return this.children;
}
var results = new Konva.Collection();
this.children.each(function(child) {
if (filterFunc(child)) {
results.push(child);
}
});
return results;
},
/**
* determine if node has children
* @method
* @memberof Konva.Container.prototype
* @returns {Boolean}
*/
hasChildren: function() {
return this.getChildren().length > 0;
},
/**
* remove all children
* @method
* @memberof Konva.Container.prototype
*/
removeChildren: function() {
var children = Konva.Collection.toCollection(this.children);
var child;
for (var i = 0; i < children.length; i++) {
child = children[i];
// reset parent to prevent many _setChildrenIndices calls
delete child.parent;
child.index = 0;
child.remove();
}
children = null;
this.children = new Konva.Collection();
return this;
},
/**
* destroy all children
* @method
* @memberof Konva.Container.prototype
*/
destroyChildren: function() {
var children = Konva.Collection.toCollection(this.children);
var child;
for (var i = 0; i < children.length; i++) {
child = children[i];
// reset parent to prevent many _setChildrenIndices calls
delete child.parent;
child.index = 0;
child.destroy();
}
children = null;
this.children = new Konva.Collection();
return this;
},
/**
* Add node or nodes to container.
* @method
* @memberof Konva.Container.prototype
* @param {...Konva.Node} child
* @returns {Container}
* @example
* layer.add(shape1, shape2, shape3);
*/
add: function(child) {
if (arguments.length > 1) {
for (var i = 0; i < arguments.length; i++) {
this.add(arguments[i]);
}
return this;
}
if (child.getParent()) {
child.moveTo(this);
return this;
}
var children = this.children;
this._validateAdd(child);
child.index = children.length;
child.parent = this;
children.push(child);
this._fire('add', {
child: child
});
// if node under drag we need to update drag animation
if (Konva.DD && child.isDragging()) {
Konva.DD.anim.setLayers(child.getLayer());
}
// chainable
return this;
},
destroy: function() {
// destroy children
if (this.hasChildren()) {
this.destroyChildren();
}
// then destroy self
Konva.Node.prototype.destroy.call(this);
return this;
},
/**
* return a {@link Konva.Collection} of nodes that match the selector. Use '#' for id selections
* and '.' for name selections. You can also select by type or class name. Pass multiple selectors
* separated by a space.
* @method
* @memberof Konva.Container.prototype
* @param {String} selector
* @returns {Collection}
* @example
* // select node with id foo
* var node = stage.find('#foo');
*
* // select nodes with name bar inside layer
* var nodes = layer.find('.bar');
*
* // select all groups inside layer
* var nodes = layer.find('Group');
*
* // select all rectangles inside layer
* var nodes = layer.find('Rect');
*
* // select node with an id of foo or a name of bar inside layer
* var nodes = layer.find('#foo, .bar');
*/
find: function(selector) {
var retArr = [],
selectorArr = selector.replace(/ /g, '').split(','),
len = selectorArr.length,
n,
i,
sel,
arr,
node,
children,
clen;
for (n = 0; n < len; n++) {
sel = selectorArr[n];
if (!Konva.Util.isValidSelector(sel)) {
Konva.Util.warn(
'Selector "' +
sel +
'" is invalid. Allowed selectors examples are "#foo", ".bar" or "Group".'
);
Konva.Util.warn(
'If you have a custom shape with such className, please change it to start with upper letter like "Triangle".'
);
Konva.Util.warn('Konva is awesome, right?');
}
// id selector
if (sel.charAt(0) === '#') {
node = this._getNodeById(sel.slice(1));
if (node) {
retArr.push(node);
}
} else if (sel.charAt(0) === '.') {
// name selector
arr = this._getNodesByName(sel.slice(1));
retArr = retArr.concat(arr);
} else {
// unrecognized selector, pass to children
children = this.getChildren();
clen = children.length;
for (i = 0; i < clen; i++) {
retArr = retArr.concat(children[i]._get(sel));
}
}
}
return Konva.Collection.toCollection(retArr);
},
/**
* return a first node from `find` method
* @method
* @memberof Konva.Container.prototype
* @param {String} selector
* @returns {Konva.Node}
* @example
* // select node with id foo
* var node = stage.findOne('#foo');
*
* // select node with name bar inside layer
* var nodes = layer.findOne('.bar');
*/
findOne: function(selector) {
return this.find(selector)[0];
},
_getNodeById: function(key) {
var node = Konva.ids[key];
if (node !== undefined && this.isAncestorOf(node)) {
return node;
}
return null;
},
_getNodesByName: function(key) {
var arr = Konva.names[key] || [];
return this._getDescendants(arr);
},
_get: function(selector) {
var retArr = Konva.Node.prototype._get.call(this, selector);
var children = this.getChildren();
var len = children.length;
for (var n = 0; n < len; n++) {
retArr = retArr.concat(children[n]._get(selector));
}
return retArr;
},
// extenders
toObject: function() {
var obj = Konva.Node.prototype.toObject.call(this);
obj.children = [];
var children = this.getChildren();
var len = children.length;
for (var n = 0; n < len; n++) {
var child = children[n];
obj.children.push(child.toObject());
}
return obj;
},
_getDescendants: function(arr) {
var retArr = [];
var len = arr.length;
for (var n = 0; n < len; n++) {
var node = arr[n];
if (this.isAncestorOf(node)) {
retArr.push(node);
}
}
return retArr;
},
/**
* determine if node is an ancestor
* of descendant
* @method
* @memberof Konva.Container.prototype
* @param {Konva.Node} node
*/
isAncestorOf: function(node) {
var parent = node.getParent();
while (parent) {
if (parent._id === this._id) {
return true;
}
parent = parent.getParent();
}
return false;
},
clone: function(obj) {
// call super method
var node = Konva.Node.prototype.clone.call(this, obj);
this.getChildren().each(function(no) {
node.add(no.clone());
});
return node;
},
/**
* get all shapes that intersect a point. Note: because this method must clear a temporary
* canvas and redraw every shape inside the container, it should only be used for special sitations
* because it performs very poorly. Please use the {@link Konva.Stage#getIntersection} method if at all possible
* because it performs much better
* @method
* @memberof Konva.Container.prototype
* @param {Object} pos
* @param {Number} pos.x
* @param {Number} pos.y
* @returns {Array} array of shapes
*/
getAllIntersections: function(pos) {
var arr = [];
this.find('Shape').each(function(shape) {
if (shape.isVisible() && shape.intersects(pos)) {
arr.push(shape);
}
});
return arr;
},
_setChildrenIndices: function() {
this.children.each(function(child, n) {
child.index = n;
});
},
drawScene: function(can, top, caching) {
var layer = this.getLayer(),
canvas = can || (layer && layer.getCanvas()),
context = canvas && canvas.getContext(),
cachedCanvas = this._cache.canvas,
cachedSceneCanvas = cachedCanvas && cachedCanvas.scene;
if (this.isVisible()) {
if (!caching && cachedSceneCanvas) {
context.save();
layer._applyTransform(this, context, top);
this._drawCachedSceneCanvas(context);
context.restore();
} else {
this._drawChildren(canvas, 'drawScene', top, false, caching);
}
}
return this;
},
drawHit: function(can, top, caching) {
var layer = this.getLayer(),
canvas = can || (layer && layer.hitCanvas),
context = canvas && canvas.getContext(),
cachedCanvas = this._cache.canvas,
cachedHitCanvas = cachedCanvas && cachedCanvas.hit;
if (this.shouldDrawHit(canvas)) {
if (layer) {
layer.clearHitCache();
}
if (!caching && cachedHitCanvas) {
context.save();
layer._applyTransform(this, context, top);
this._drawCachedHitCanvas(context);
context.restore();
} else {
this._drawChildren(canvas, 'drawHit', top);
}
}
return this;
},
_drawChildren: function(canvas, drawMethod, top, caching, skipBuffer) {
var layer = this.getLayer(),
context = canvas && canvas.getContext(),
clipWidth = this.getClipWidth(),
clipHeight = this.getClipHeight(),
clipFunc = this.getClipFunc(),
hasClip = (clipWidth && clipHeight) || clipFunc,
clipX,
clipY;
if (hasClip && layer) {
context.save();
var transform = this.getAbsoluteTransform(top);
var m = transform.getMatrix();
context.transform(m[0], m[1], m[2], m[3], m[4], m[5]);
context.beginPath();
if (clipFunc) {
clipFunc.call(this, context, this);
} else {
clipX = this.getClipX();
clipY = this.getClipY();
context.rect(clipX, clipY, clipWidth, clipHeight);
}
context.clip();
m = transform.copy().invert().getMatrix();
context.transform(m[0], m[1], m[2], m[3], m[4], m[5]);
}
this.children.each(function(child) {
child[drawMethod](canvas, top, caching, skipBuffer);
});
if (hasClip) {
context.restore();
}
},
shouldDrawHit: function(canvas) {
var layer = this.getLayer();
var dd = Konva.DD;
var layerUnderDrag = dd &&
Konva.isDragging() &&
Konva.DD.anim.getLayers().indexOf(layer) !== -1;
return (canvas && canvas.isCache) ||
(layer &&
layer.hitGraphEnabled() &&
this.isVisible() &&
!layerUnderDrag);
},
getClientRect: function(skipTransform) {
var minX, minY, maxX, maxY;
var selfRect = {
x: 0,
y: 0,
width: 0,
height: 0
};
this.children.each(function(child) {
var rect = child.getClientRect();
// skip invisible children (like empty groups)
// or don't skip... hmmm...
// if (rect.width === 0 && rect.height === 0) {
// return;
// }
if (minX === undefined) {
// initial value for first child
minX = rect.x;
minY = rect.y;
maxX = rect.x + rect.width;
maxY = rect.y + rect.height;
} else {
minX = Math.min(minX, rect.x);
minY = Math.min(minY, rect.y);
maxX = Math.max(maxX, rect.x + rect.width);
maxY = Math.max(maxY, rect.y + rect.height);
}
});
if (this.children.length !== 0) {
selfRect = {
x: minX,
y: minY,
width: maxX - minX,
height: maxY - minY
};
}
if (!skipTransform) {
return this._transformedRect(selfRect);
}
return selfRect;
}
});
Konva.Util.extend(Konva.Container, Konva.Node);
// deprecated methods
Konva.Container.prototype.get = Konva.Container.prototype.find;
// add getters setters
Konva.Factory.addComponentsGetterSetter(Konva.Container, 'clip', [
'x',
'y',
'width',
'height'
]);
/**
* get/set clip
* @method
* @name clip
* @memberof Konva.Container.prototype
* @param {Object} clip
* @param {Number} clip.x
* @param {Number} clip.y
* @param {Number} clip.width
* @param {Number} clip.height
* @returns {Object}
* @example
* // get clip
* var clip = container.clip();
*
* // set clip
* container.setClip({
* x: 20,
* y: 20,
* width: 20,
* height: 20
* });
*/
Konva.Factory.addGetterSetter(Konva.Container, 'clipX');
/**
* get/set clip x
* @name clipX
* @method
* @memberof Konva.Container.prototype
* @param {Number} x
* @returns {Number}
* @example
* // get clip x
* var clipX = container.clipX();
*
* // set clip x
* container.clipX(10);
*/
Konva.Factory.addGetterSetter(Konva.Container, 'clipY');
/**
* get/set clip y
* @name clipY
* @method
* @memberof Konva.Container.prototype
* @param {Number} y
* @returns {Number}
* @example
* // get clip y
* var clipY = container.clipY();
*
* // set clip y
* container.clipY(10);
*/
Konva.Factory.addGetterSetter(Konva.Container, 'clipWidth');
/**
* get/set clip width
* @name clipWidth
* @method
* @memberof Konva.Container.prototype
* @param {Number} width
* @returns {Number}
* @example
* // get clip width
* var clipWidth = container.clipWidth();
*
* // set clip width
* container.clipWidth(100);
*/
Konva.Factory.addGetterSetter(Konva.Container, 'clipHeight');
/**
* get/set clip height
* @name clipHeight
* @method
* @memberof Konva.Container.prototype
* @param {Number} height
* @returns {Number}
* @example
* // get clip height
* var clipHeight = container.clipHeight();
*
* // set clip height
* container.clipHeight(100);
*/
Konva.Factory.addGetterSetter(Konva.Container, 'clipFunc');
/**
* get/set clip function
* @name clipFunc
* @method
* @memberof Konva.Container.prototype
* @param {Function} function
* @returns {Function}
* @example
* // get clip function
* var clipFunction = container.clipFunc();
*
* // set clip height
* container.clipFunc(function(ctx) {
* ctx.rect(0, 0, 100, 100);
* });
*/
Konva.Collection.mapMethods(Konva.Container);
})();
(function(Konva) {
'use strict';
var HAS_SHADOW = 'hasShadow';
var SHADOW_RGBA = 'shadowRGBA';
function _fillFunc(context) {
context.fill();
}
function _strokeFunc(context) {
context.stroke();
}
function _fillFuncHit(context) {
context.fill();
}
function _strokeFuncHit(context) {
context.stroke();
}
function _clearHasShadowCache() {
this._clearCache(HAS_SHADOW);
}
function _clearGetShadowRGBACache() {
this._clearCache(SHADOW_RGBA);
}
/**
* Shape constructor. Shapes are primitive objects such as rectangles,
* circles, text, lines, etc.
* @constructor
* @memberof Konva
* @augments Konva.Node
* @param {Object} config
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var customShape = new Konva.Shape({
* x: 5,
* y: 10,
* fill: 'red',
* // a Konva.Canvas renderer is passed into the drawFunc function
* drawFunc: function(context) {
* context.beginPath();
* context.moveTo(200, 50);
* context.lineTo(420, 80);
* context.quadraticCurveTo(300, 100, 260, 170);
* context.closePath();
* context.fillStrokeShape(this);
* }
*});
*/
Konva.Shape = function(config) {
this.__init(config);
};
Konva.Util.addMethods(Konva.Shape, {
__init: function(config) {
this.nodeType = 'Shape';
this._fillFunc = _fillFunc;
this._strokeFunc = _strokeFunc;
this._fillFuncHit = _fillFuncHit;
this._strokeFuncHit = _strokeFuncHit;
// set colorKey
var shapes = Konva.shapes;
var key;
while (true) {
key = Konva.Util.getRandomColor();
if (key && !(key in shapes)) {
break;
}
}
this.colorKey = key;
shapes[key] = this;
// call super constructor
Konva.Node.call(this, config);
this.on(
'shadowColorChange.konva shadowBlurChange.konva shadowOffsetChange.konva shadowOpacityChange.konva shadowEnabledChange.konva',
_clearHasShadowCache
);
this.on(
'shadowColorChange.konva shadowOpacityChange.konva shadowEnabledChange.konva',
_clearGetShadowRGBACache
);
},
hasChildren: function() {
return false;
},
getChildren: function() {
return [];
},
/**
* get canvas context tied to the layer
* @method
* @memberof Konva.Shape.prototype
* @returns {Konva.Context}
*/
getContext: function() {
return this.getLayer().getContext();
},
/**
* get canvas renderer tied to the layer. Note that this returns a canvas renderer, not a canvas element
* @method
* @memberof Konva.Shape.prototype
* @returns {Konva.Canvas}
*/
getCanvas: function() {
return this.getLayer().getCanvas();
},
/**
* returns whether or not a shadow will be rendered
* @method
* @memberof Konva.Shape.prototype
* @returns {Boolean}
*/
hasShadow: function() {
return this._getCache(HAS_SHADOW, this._hasShadow);
},
_hasShadow: function() {
return this.getShadowEnabled() &&
(this.getShadowOpacity() !== 0 &&
!!(this.getShadowColor() ||
this.getShadowBlur() ||
this.getShadowOffsetX() ||
this.getShadowOffsetY()));
},
getShadowRGBA: function() {
return this._getCache(SHADOW_RGBA, this._getShadowRGBA);
},
_getShadowRGBA: function() {
if (this.hasShadow()) {
var rgba = Konva.Util.colorToRGBA(this.shadowColor());
return 'rgba(' +
rgba.r +
',' +
rgba.g +
',' +
rgba.b +
',' +
rgba.a * (this.getShadowOpacity() || 1) +
')';
}
},
/**
* returns whether or not the shape will be filled
* @method
* @memberof Konva.Shape.prototype
* @returns {Boolean}
*/
hasFill: function() {
return !!(this.getFill() ||
this.getFillPatternImage() ||
this.getFillLinearGradientColorStops() ||
this.getFillRadialGradientColorStops());
},
/**
* returns whether or not the shape will be stroked
* @method
* @memberof Konva.Shape.prototype
* @returns {Boolean}
*/
hasStroke: function() {
return this.strokeEnabled() && !!this.stroke();
},
/**
* determines if point is in the shape, regardless if other shapes are on top of it. Note: because
* this method clears a temporary canvas and then redraws the shape, it performs very poorly if executed many times
* consecutively. Please use the {@link Konva.Stage#getIntersection} method if at all possible
* because it performs much better
* @method
* @memberof Konva.Shape.prototype
* @param {Object} point
* @param {Number} point.x
* @param {Number} point.y
* @returns {Boolean}
*/
intersects: function(point) {
var stage = this.getStage(), bufferHitCanvas = stage.bufferHitCanvas, p;
bufferHitCanvas.getContext().clear();
this.drawHit(bufferHitCanvas);
p = bufferHitCanvas.context.getImageData(
Math.round(point.x),
Math.round(point.y),
1,
1
).data;
return p[3] > 0;
},
// extends Node.prototype.destroy
destroy: function() {
Konva.Node.prototype.destroy.call(this);
delete Konva.shapes[this.colorKey];
return this;
},
_useBufferCanvas: function(caching) {
return (!caching &&
(this.perfectDrawEnabled() &&
this.getAbsoluteOpacity() !== 1 &&
this.hasFill() &&
this.hasStroke() &&
this.getStage())) ||
(this.perfectDrawEnabled() &&
this.hasShadow() &&
this.getAbsoluteOpacity() !== 1 &&
this.hasFill() &&
this.hasStroke() &&
this.getStage());
},
/**
* return self rectangle (x, y, width, height) of shape.
* This method are not taken into account transformation and styles.
* @method
* @memberof Konva.Shape.prototype
* @returns {Object} rect with {x, y, width, height} properties
* @example
*
* rect.getSelfRect(); // return {x:0, y:0, width:rect.width(), height:rect.height()}
* circle.getSelfRect(); // return {x: - circle.width() / 2, y: - circle.height() / 2, width:circle.width(), height:circle.height()}
*
*/
getSelfRect: function() {
var size = this.getSize();
return {
x: this._centroid ? Math.round((-size.width) / 2) : 0,
y: this._centroid ? Math.round((-size.height) / 2) : 0,
width: size.width,
height: size.height
};
},
getClientRect: function(skipTransform) {
var fillRect = this.getSelfRect();
var strokeWidth = (this.hasStroke() && this.strokeWidth()) || 0;
var fillAndStrokeWidth = fillRect.width + strokeWidth;
var fillAndStrokeHeight = fillRect.height + strokeWidth;
var shadowOffsetX = this.hasShadow() ? this.shadowOffsetX() : 0;
var shadowOffsetY = this.hasShadow() ? this.shadowOffsetY() : 0;
var preWidth = fillAndStrokeWidth + Math.abs(shadowOffsetX);
var preHeight = fillAndStrokeHeight + Math.abs(shadowOffsetY);
var blurRadius = (this.hasShadow() && this.shadowBlur()) || 0;
var width = preWidth + blurRadius * 2;
var height = preHeight + blurRadius * 2;
// if stroke, for example = 3
// we need to set x to 1.5, but after Math.round it will be 2
// as we have additional offset we need to increase width and height by 1 pixel
var roundingOffset = 0;
if (Math.round(strokeWidth / 2) !== strokeWidth / 2) {
roundingOffset = 1;
}
var rect = {
width: width + roundingOffset,
height: height + roundingOffset,
x: -Math.round(strokeWidth / 2 + blurRadius) +
Math.min(shadowOffsetX, 0) +
fillRect.x,
y: -Math.round(strokeWidth / 2 + blurRadius) +
Math.min(shadowOffsetY, 0) +
fillRect.y
};
if (!skipTransform) {
return this._transformedRect(rect);
}
return rect;
},
drawScene: function(can, top, caching, skipBuffer) {
var layer = this.getLayer(),
canvas = can || layer.getCanvas(),
context = canvas.getContext(),
cachedCanvas = this._cache.canvas,
drawFunc = this.sceneFunc(),
hasShadow = this.hasShadow(),
hasStroke = this.hasStroke(),
stage,
bufferCanvas,
bufferContext;
if (!this.isVisible()) {
return this;
}
if (cachedCanvas) {
context.save();
layer._applyTransform(this, context, top);
this._drawCachedSceneCanvas(context);
context.restore();
return this;
}
if (!drawFunc) {
return this;
}
context.save();
// if buffer canvas is needed
if (this._useBufferCanvas(caching) && !skipBuffer) {
stage = this.getStage();
bufferCanvas = stage.bufferCanvas;
bufferContext = bufferCanvas.getContext();
bufferContext.clear();
bufferContext.save();
bufferContext._applyLineJoin(this);
// layer might be undefined if we are using cache before adding to layer
if (!caching) {
if (layer) {
layer._applyTransform(this, bufferContext, top);
} else {
var m = this.getAbsoluteTransform(top).getMatrix();
context.transform(m[0], m[1], m[2], m[3], m[4], m[5]);
}
}
drawFunc.call(this, bufferContext);
bufferContext.restore();
var ratio = bufferCanvas.pixelRatio;
if (hasShadow && !canvas.hitCanvas) {
context.save();
context._applyShadow(this);
context._applyOpacity(this);
context._applyGlobalCompositeOperation(this);
context.drawImage(
bufferCanvas._canvas,
0,
0,
bufferCanvas.width / ratio,
bufferCanvas.height / ratio
);
context.restore();
} else {
context._applyOpacity(this);
context._applyGlobalCompositeOperation(this);
context.drawImage(
bufferCanvas._canvas,
0,
0,
bufferCanvas.width / ratio,
bufferCanvas.height / ratio
);
}
} else {
// if buffer canvas is not needed
context._applyLineJoin(this);
// layer might be undefined if we are using cache before adding to layer
if (!caching) {
if (layer) {
layer._applyTransform(this, context, top);
} else {
var o = this.getAbsoluteTransform(top).getMatrix();
context.transform(o[0], o[1], o[2], o[3], o[4], o[5]);
}
}
if (hasShadow && hasStroke && !canvas.hitCanvas) {
context.save();
// apply shadow
if (!caching) {
context._applyOpacity(this);
context._applyGlobalCompositeOperation(this);
}
context._applyShadow(this);
drawFunc.call(this, context);
context.restore();
// if shape has stroke we need to redraw shape
// otherwise we will see a shadow under stroke (and over fill)
// but I think this is unexpected behavior
if (this.hasFill() && this.getShadowForStrokeEnabled()) {
drawFunc.call(this, context);
}
} else if (hasShadow && !canvas.hitCanvas) {
context.save();
if (!caching) {
context._applyOpacity(this);
context._applyGlobalCompositeOperation(this);
}
context._applyShadow(this);
drawFunc.call(this, context);
context.restore();
} else {
if (!caching) {
context._applyOpacity(this);
context._applyGlobalCompositeOperation(this);
}
drawFunc.call(this, context);
}
}
context.restore();
return this;
},
drawHit: function(can, top, caching) {
var layer = this.getLayer(),
canvas = can || layer.hitCanvas,
context = canvas.getContext(),
drawFunc = this.hitFunc() || this.sceneFunc(),
cachedCanvas = this._cache.canvas,
cachedHitCanvas = cachedCanvas && cachedCanvas.hit;
if (!this.shouldDrawHit(canvas)) {
return this;
}
if (layer) {
layer.clearHitCache();
}
if (cachedHitCanvas) {
context.save();
layer._applyTransform(this, context, top);
this._drawCachedHitCanvas(context);
context.restore();
return this;
}
if (!drawFunc) {
return this;
}
context.save();
context._applyLineJoin(this);
if (!caching) {
if (layer) {
layer._applyTransform(this, context, top);
} else {
var o = this.getAbsoluteTransform(top).getMatrix();
context.transform(o[0], o[1], o[2], o[3], o[4], o[5]);
}
}
drawFunc.call(this, context);
context.restore();
return this;
},
/**
* draw hit graph using the cached scene canvas
* @method
* @memberof Konva.Shape.prototype
* @param {Integer} alphaThreshold alpha channel threshold that determines whether or not
* a pixel should be drawn onto the hit graph. Must be a value between 0 and 255.
* The default is 0
* @returns {Konva.Shape}
* @example
* shape.cache();
* shape.drawHitFromCache();
*/
drawHitFromCache: function(alphaThreshold) {
var threshold = alphaThreshold || 0,
cachedCanvas = this._cache.canvas,
sceneCanvas = this._getCachedSceneCanvas(),
hitCanvas = cachedCanvas.hit,
hitContext = hitCanvas.getContext(),
hitWidth = hitCanvas.getWidth(),
hitHeight = hitCanvas.getHeight(),
hitImageData,
hitData,
len,
rgbColorKey,
i,
alpha;
hitContext.clear();
hitContext.drawImage(sceneCanvas._canvas, 0, 0, hitWidth, hitHeight);
try {
hitImageData = hitContext.getImageData(0, 0, hitWidth, hitHeight);
hitData = hitImageData.data;
len = hitData.length;
rgbColorKey = Konva.Util._hexToRgb(this.colorKey);
// replace non transparent pixels with color key
for (i = 0; i < len; i += 4) {
alpha = hitData[i + 3];
if (alpha > threshold) {
hitData[i] = rgbColorKey.r;
hitData[i + 1] = rgbColorKey.g;
hitData[i + 2] = rgbColorKey.b;
hitData[i + 3] = 255;
} else {
hitData[i + 3] = 0;
}
}
hitContext.putImageData(hitImageData, 0, 0);
} catch (e) {
Konva.Util.error(
'Unable to draw hit graph from cached scene canvas. ' + e.message
);
}
return this;
}
});
Konva.Util.extend(Konva.Shape, Konva.Node);
// add getters and setters
Konva.Factory.addGetterSetter(Konva.Shape, 'stroke');
/**
* get/set stroke color
* @name stroke
* @method
* @memberof Konva.Shape.prototype
* @param {String} color
* @returns {String}
* @example
* // get stroke color
* var stroke = shape.stroke();
*
* // set stroke color with color string
* shape.stroke('green');
*
* // set stroke color with hex
* shape.stroke('#00ff00');
*
* // set stroke color with rgb
* shape.stroke('rgb(0,255,0)');
*
* // set stroke color with rgba and make it 50% opaque
* shape.stroke('rgba(0,255,0,0.5');
*/
Konva.Factory.addDeprecatedGetterSetter(
Konva.Shape,
'strokeRed',
0,
Konva.Validators.RGBComponent
);
Konva.Factory.addDeprecatedGetterSetter(
Konva.Shape,
'strokeGreen',
0,
Konva.Validators.RGBComponent
);
Konva.Factory.addDeprecatedGetterSetter(
Konva.Shape,
'strokeBlue',
0,
Konva.Validators.RGBComponent
);
Konva.Factory.addDeprecatedGetterSetter(
Konva.Shape,
'strokeAlpha',
1,
Konva.Validators.alphaComponent
);
Konva.Factory.addGetterSetter(Konva.Shape, 'strokeWidth', 2);
/**
* get/set stroke width
* @name strokeWidth
* @method
* @memberof Konva.Shape.prototype
* @param {Number} strokeWidth
* @returns {Number}
* @example
* // get stroke width
* var strokeWidth = shape.strokeWidth();
*
* // set stroke width
* shape.strokeWidth();
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'strokeHitEnabled', true);
/**
* get/set strokeHitEnabled property. Useful for performance optimization.
* You may set `shape.strokeHitEnabled(false)`. In this case stroke will be no draw on hit canvas, so hit area
* of shape will be decreased (by lineWidth / 2). Remember that non closed line with `strokeHitEnabled = false`
* will be not drawn on hit canvas, that is mean line will no trigger pointer events (like mouseover)
* Default value is true
* @name strokeHitEnabled
* @method
* @memberof Konva.Shape.prototype
* @param {Boolean} strokeHitEnabled
* @returns {Boolean}
* @example
* // get strokeHitEnabled
* var strokeHitEnabled = shape.strokeHitEnabled();
*
* // set strokeHitEnabled
* shape.strokeHitEnabled();
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'perfectDrawEnabled', true);
/**
* get/set perfectDrawEnabled. If a shape has fill, stroke and opacity you may set `perfectDrawEnabled` to false to improve performance.
* See http://konvajs.github.io/docs/performance/Disable_Perfect_Draw.html for more information.
* Default value is true
* @name perfectDrawEnabled
* @method
* @memberof Konva.Shape.prototype
* @param {Boolean} perfectDrawEnabled
* @returns {Boolean}
* @example
* // get perfectDrawEnabled
* var perfectDrawEnabled = shape.perfectDrawEnabled();
*
* // set perfectDrawEnabled
* shape.perfectDrawEnabled();
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'shadowForStrokeEnabled', true);
/**
* get/set shadowForStrokeEnabled. Useful for performance optimization.
* You may set `shape.shadowForStrokeEnabled(false)`. In this case stroke will be no draw shadow for stroke.
* Remember if you set `shadowForStrokeEnabled = false` for non closed line - that line with have no shadow!.
* Default value is true
* @name shadowForStrokeEnabled
* @method
* @memberof Konva.Shape.prototype
* @param {Boolean} shadowForStrokeEnabled
* @returns {Boolean}
* @example
* // get shadowForStrokeEnabled
* var shadowForStrokeEnabled = shape.shadowForStrokeEnabled();
*
* // set shadowForStrokeEnabled
* shape.shadowForStrokeEnabled();
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'lineJoin');
/**
* get/set line join. Can be miter, round, or bevel. The
* default is miter
* @name lineJoin
* @method
* @memberof Konva.Shape.prototype
* @param {String} lineJoin
* @returns {String}
* @example
* // get line join
* var lineJoin = shape.lineJoin();
*
* // set line join
* shape.lineJoin('round');
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'lineCap');
/**
* get/set line cap. Can be butt, round, or square
* @name lineCap
* @method
* @memberof Konva.Shape.prototype
* @param {String} lineCap
* @returns {String}
* @example
* // get line cap
* var lineCap = shape.lineCap();
*
* // set line cap
* shape.lineCap('round');
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'sceneFunc');
/**
* get/set scene draw function
* @name sceneFunc
* @method
* @memberof Konva.Shape.prototype
* @param {Function} drawFunc drawing function
* @returns {Function}
* @example
* // get scene draw function
* var sceneFunc = shape.sceneFunc();
*
* // set scene draw function
* shape.sceneFunc(function(context) {
* context.beginPath();
* context.rect(0, 0, this.width(), this.height());
* context.closePath();
* context.fillStrokeShape(this);
* });
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'hitFunc');
/**
* get/set hit draw function
* @name hitFunc
* @method
* @memberof Konva.Shape.prototype
* @param {Function} drawFunc drawing function
* @returns {Function}
* @example
* // get hit draw function
* var hitFunc = shape.hitFunc();
*
* // set hit draw function
* shape.hitFunc(function(context) {
* context.beginPath();
* context.rect(0, 0, this.width(), this.height());
* context.closePath();
* context.fillStrokeShape(this);
* });
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'dash');
/**
* get/set dash array for stroke.
* @name dash
* @method
* @memberof Konva.Shape.prototype
* @param {Array} dash
* @returns {Array}
* @example
* // apply dashed stroke that is 10px long and 5 pixels apart
* line.dash([10, 5]);
* // apply dashed stroke that is made up of alternating dashed
* // lines that are 10px long and 20px apart, and dots that have
* // a radius of 5px and are 20px apart
* line.dash([10, 20, 0.001, 20]);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'dashOffset', 0);
/**
* get/set dash offset for stroke.
* @name dash
* @method
* @memberof Konva.Shape.prototype
* @param {Number} dash offset
* @returns {Number}
* @example
* // apply dashed stroke that is 10px long and 5 pixels apart with an offset of 5px
* line.dash([10, 5]);
* line.dashOffset(5);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'shadowColor');
/**
* get/set shadow color
* @name shadowColor
* @method
* @memberof Konva.Shape.prototype
* @param {String} color
* @returns {String}
* @example
* // get shadow color
* var shadow = shape.shadowColor();
*
* // set shadow color with color string
* shape.shadowColor('green');
*
* // set shadow color with hex
* shape.shadowColor('#00ff00');
*
* // set shadow color with rgb
* shape.shadowColor('rgb(0,255,0)');
*
* // set shadow color with rgba and make it 50% opaque
* shape.shadowColor('rgba(0,255,0,0.5');
*/
Konva.Factory.addDeprecatedGetterSetter(
Konva.Shape,
'shadowRed',
0,
Konva.Validators.RGBComponent
);
Konva.Factory.addDeprecatedGetterSetter(
Konva.Shape,
'shadowGreen',
0,
Konva.Validators.RGBComponent
);
Konva.Factory.addDeprecatedGetterSetter(
Konva.Shape,
'shadowBlue',
0,
Konva.Validators.RGBComponent
);
Konva.Factory.addDeprecatedGetterSetter(
Konva.Shape,
'shadowAlpha',
1,
Konva.Validators.alphaComponent
);
Konva.Factory.addGetterSetter(Konva.Shape, 'shadowBlur');
/**
* get/set shadow blur
* @name shadowBlur
* @method
* @memberof Konva.Shape.prototype
* @param {Number} blur
* @returns {Number}
* @example
* // get shadow blur
* var shadowBlur = shape.shadowBlur();
*
* // set shadow blur
* shape.shadowBlur(10);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'shadowOpacity');
/**
* get/set shadow opacity. must be a value between 0 and 1
* @name shadowOpacity
* @method
* @memberof Konva.Shape.prototype
* @param {Number} opacity
* @returns {Number}
* @example
* // get shadow opacity
* var shadowOpacity = shape.shadowOpacity();
*
* // set shadow opacity
* shape.shadowOpacity(0.5);
*/
Konva.Factory.addComponentsGetterSetter(Konva.Shape, 'shadowOffset', [
'x',
'y'
]);
/**
* get/set shadow offset
* @name shadowOffset
* @method
* @memberof Konva.Shape.prototype
* @param {Object} offset
* @param {Number} offset.x
* @param {Number} offset.y
* @returns {Object}
* @example
* // get shadow offset
* var shadowOffset = shape.shadowOffset();
*
* // set shadow offset
* shape.shadowOffset({
* x: 20
* y: 10
* });
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'shadowOffsetX', 0);
/**
* get/set shadow offset x
* @name shadowOffsetX
* @method
* @memberof Konva.Shape.prototype
* @param {Number} x
* @returns {Number}
* @example
* // get shadow offset x
* var shadowOffsetX = shape.shadowOffsetX();
*
* // set shadow offset x
* shape.shadowOffsetX(5);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'shadowOffsetY', 0);
/**
* get/set shadow offset y
* @name shadowOffsetY
* @method
* @memberof Konva.Shape.prototype
* @param {Number} y
* @returns {Number}
* @example
* // get shadow offset y
* var shadowOffsetY = shape.shadowOffsetY();
*
* // set shadow offset y
* shape.shadowOffsetY(5);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillPatternImage');
/**
* get/set fill pattern image
* @name fillPatternImage
* @method
* @memberof Konva.Shape.prototype
* @param {Image} image object
* @returns {Image}
* @example
* // get fill pattern image
* var fillPatternImage = shape.fillPatternImage();
*
* // set fill pattern image
* var imageObj = new Image();
* imageObj.onload = function() {
* shape.fillPatternImage(imageObj);
* };
* imageObj.src = 'path/to/image/jpg';
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fill');
/**
* get/set fill color
* @name fill
* @method
* @memberof Konva.Shape.prototype
* @param {String} color
* @returns {String}
* @example
* // get fill color
* var fill = shape.fill();
*
* // set fill color with color string
* shape.fill('green');
*
* // set fill color with hex
* shape.fill('#00ff00');
*
* // set fill color with rgb
* shape.fill('rgb(0,255,0)');
*
* // set fill color with rgba and make it 50% opaque
* shape.fill('rgba(0,255,0,0.5');
*
* // shape without fill
* shape.fill(null);
*/
Konva.Factory.addDeprecatedGetterSetter(
Konva.Shape,
'fillRed',
0,
Konva.Validators.RGBComponent
);
Konva.Factory.addDeprecatedGetterSetter(
Konva.Shape,
'fillGreen',
0,
Konva.Validators.RGBComponent
);
Konva.Factory.addDeprecatedGetterSetter(
Konva.Shape,
'fillBlue',
0,
Konva.Validators.RGBComponent
);
Konva.Factory.addDeprecatedGetterSetter(
Konva.Shape,
'fillAlpha',
1,
Konva.Validators.alphaComponent
);
Konva.Factory.addGetterSetter(Konva.Shape, 'fillPatternX', 0);
/**
* get/set fill pattern x
* @name fillPatternX
* @method
* @memberof Konva.Shape.prototype
* @param {Number} x
* @returns {Number}
* @example
* // get fill pattern x
* var fillPatternX = shape.fillPatternX();
* // set fill pattern x
* shape.fillPatternX(20);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillPatternY', 0);
/**
* get/set fill pattern y
* @name fillPatternY
* @method
* @memberof Konva.Shape.prototype
* @param {Number} y
* @returns {Number}
* @example
* // get fill pattern y
* var fillPatternY = shape.fillPatternY();
* // set fill pattern y
* shape.fillPatternY(20);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillLinearGradientColorStops');
/**
* get/set fill linear gradient color stops
* @name fillLinearGradientColorStops
* @method
* @memberof Konva.Shape.prototype
* @param {Array} colorStops
* @returns {Array} colorStops
* @example
* // get fill linear gradient color stops
* var colorStops = shape.fillLinearGradientColorStops();
*
* // create a linear gradient that starts with red, changes to blue
* // halfway through, and then changes to green
* shape.fillLinearGradientColorStops(0, 'red', 0.5, 'blue', 1, 'green');
*/
Konva.Factory.addGetterSetter(
Konva.Shape,
'fillRadialGradientStartRadius',
0
);
/**
* get/set fill radial gradient start radius
* @name fillRadialGradientStartRadius
* @method
* @memberof Konva.Shape.prototype
* @param {Number} radius
* @returns {Number}
* @example
* // get radial gradient start radius
* var startRadius = shape.fillRadialGradientStartRadius();
*
* // set radial gradient start radius
* shape.fillRadialGradientStartRadius(0);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillRadialGradientEndRadius', 0);
/**
* get/set fill radial gradient end radius
* @name fillRadialGradientEndRadius
* @method
* @memberof Konva.Shape.prototype
* @param {Number} radius
* @returns {Number}
* @example
* // get radial gradient end radius
* var endRadius = shape.fillRadialGradientEndRadius();
*
* // set radial gradient end radius
* shape.fillRadialGradientEndRadius(100);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillRadialGradientColorStops');
/**
* get/set fill radial gradient color stops
* @name fillRadialGradientColorStops
* @method
* @memberof Konva.Shape.prototype
* @param {Number} colorStops
* @returns {Array}
* @example
* // get fill radial gradient color stops
* var colorStops = shape.fillRadialGradientColorStops();
*
* // create a radial gradient that starts with red, changes to blue
* // halfway through, and then changes to green
* shape.fillRadialGradientColorStops(0, 'red', 0.5, 'blue', 1, 'green');
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillPatternRepeat', 'repeat');
/**
* get/set fill pattern repeat. Can be 'repeat', 'repeat-x', 'repeat-y', or 'no-repeat'. The default is 'repeat'
* @name fillPatternRepeat
* @method
* @memberof Konva.Shape.prototype
* @param {String} repeat
* @returns {String}
* @example
* // get fill pattern repeat
* var repeat = shape.fillPatternRepeat();
*
* // repeat pattern in x direction only
* shape.fillPatternRepeat('repeat-x');
*
* // do not repeat the pattern
* shape.fillPatternRepeat('no repeat');
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillEnabled', true);
/**
* get/set fill enabled flag
* @name fillEnabled
* @method
* @memberof Konva.Shape.prototype
* @param {Boolean} enabled
* @returns {Boolean}
* @example
* // get fill enabled flag
* var fillEnabled = shape.fillEnabled();
*
* // disable fill
* shape.fillEnabled(false);
*
* // enable fill
* shape.fillEnabled(true);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'strokeEnabled', true);
/**
* get/set stroke enabled flag
* @name strokeEnabled
* @method
* @memberof Konva.Shape.prototype
* @param {Boolean} enabled
* @returns {Boolean}
* @example
* // get stroke enabled flag
* var strokeEnabled = shape.strokeEnabled();
*
* // disable stroke
* shape.strokeEnabled(false);
*
* // enable stroke
* shape.strokeEnabled(true);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'shadowEnabled', true);
/**
* get/set shadow enabled flag
* @name shadowEnabled
* @method
* @memberof Konva.Shape.prototype
* @param {Boolean} enabled
* @returns {Boolean}
* @example
* // get shadow enabled flag
* var shadowEnabled = shape.shadowEnabled();
*
* // disable shadow
* shape.shadowEnabled(false);
*
* // enable shadow
* shape.shadowEnabled(true);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'dashEnabled', true);
/**
* get/set dash enabled flag
* @name dashEnabled
* @method
* @memberof Konva.Shape.prototype
* @param {Boolean} enabled
* @returns {Boolean}
* @example
* // get dash enabled flag
* var dashEnabled = shape.dashEnabled();
*
* // disable dash
* shape.dashEnabled(false);
*
* // enable dash
* shape.dashEnabled(true);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'strokeScaleEnabled', true);
/**
* get/set strokeScale enabled flag
* @name strokeScaleEnabled
* @method
* @memberof Konva.Shape.prototype
* @param {Boolean} enabled
* @returns {Boolean}
* @example
* // get stroke scale enabled flag
* var strokeScaleEnabled = shape.strokeScaleEnabled();
*
* // disable stroke scale
* shape.strokeScaleEnabled(false);
*
* // enable stroke scale
* shape.strokeScaleEnabled(true);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillPriority', 'color');
/**
* get/set fill priority. can be color, pattern, linear-gradient, or radial-gradient. The default is color.
* This is handy if you want to toggle between different fill types.
* @name fillPriority
* @method
* @memberof Konva.Shape.prototype
* @param {String} priority
* @returns {String}
* @example
* // get fill priority
* var fillPriority = shape.fillPriority();
*
* // set fill priority
* shape.fillPriority('linear-gradient');
*/
Konva.Factory.addComponentsGetterSetter(Konva.Shape, 'fillPatternOffset', [
'x',
'y'
]);
/**
* get/set fill pattern offset
* @name fillPatternOffset
* @method
* @memberof Konva.Shape.prototype
* @param {Object} offset
* @param {Number} offset.x
* @param {Number} offset.y
* @returns {Object}
* @example
* // get fill pattern offset
* var patternOffset = shape.fillPatternOffset();
*
* // set fill pattern offset
* shape.fillPatternOffset({
* x: 20
* y: 10
* });
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillPatternOffsetX', 0);
/**
* get/set fill pattern offset x
* @name fillPatternOffsetX
* @method
* @memberof Konva.Shape.prototype
* @param {Number} x
* @returns {Number}
* @example
* // get fill pattern offset x
* var patternOffsetX = shape.fillPatternOffsetX();
*
* // set fill pattern offset x
* shape.fillPatternOffsetX(20);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillPatternOffsetY', 0);
/**
* get/set fill pattern offset y
* @name fillPatternOffsetY
* @method
* @memberof Konva.Shape.prototype
* @param {Number} y
* @returns {Number}
* @example
* // get fill pattern offset y
* var patternOffsetY = shape.fillPatternOffsetY();
*
* // set fill pattern offset y
* shape.fillPatternOffsetY(10);
*/
Konva.Factory.addComponentsGetterSetter(Konva.Shape, 'fillPatternScale', [
'x',
'y'
]);
/**
* get/set fill pattern scale
* @name fillPatternScale
* @method
* @memberof Konva.Shape.prototype
* @param {Object} scale
* @param {Number} scale.x
* @param {Number} scale.y
* @returns {Object}
* @example
* // get fill pattern scale
* var patternScale = shape.fillPatternScale();
*
* // set fill pattern scale
* shape.fillPatternScale({
* x: 2
* y: 2
* });
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillPatternScaleX', 1);
/**
* get/set fill pattern scale x
* @name fillPatternScaleX
* @method
* @memberof Konva.Shape.prototype
* @param {Number} x
* @returns {Number}
* @example
* // get fill pattern scale x
* var patternScaleX = shape.fillPatternScaleX();
*
* // set fill pattern scale x
* shape.fillPatternScaleX(2);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillPatternScaleY', 1);
/**
* get/set fill pattern scale y
* @name fillPatternScaleY
* @method
* @memberof Konva.Shape.prototype
* @param {Number} y
* @returns {Number}
* @example
* // get fill pattern scale y
* var patternScaleY = shape.fillPatternScaleY();
*
* // set fill pattern scale y
* shape.fillPatternScaleY(2);
*/
Konva.Factory.addComponentsGetterSetter(
Konva.Shape,
'fillLinearGradientStartPoint',
['x', 'y']
);
/**
* get/set fill linear gradient start point
* @name fillLinearGradientStartPoint
* @method
* @memberof Konva.Shape.prototype
* @param {Object} startPoint
* @param {Number} startPoint.x
* @param {Number} startPoint.y
* @returns {Object}
* @example
* // get fill linear gradient start point
* var startPoint = shape.fillLinearGradientStartPoint();
*
* // set fill linear gradient start point
* shape.fillLinearGradientStartPoint({
* x: 20
* y: 10
* });
*/
Konva.Factory.addGetterSetter(
Konva.Shape,
'fillLinearGradientStartPointX',
0
);
/**
* get/set fill linear gradient start point x
* @name fillLinearGradientStartPointX
* @method
* @memberof Konva.Shape.prototype
* @param {Number} x
* @returns {Number}
* @example
* // get fill linear gradient start point x
* var startPointX = shape.fillLinearGradientStartPointX();
*
* // set fill linear gradient start point x
* shape.fillLinearGradientStartPointX(20);
*/
Konva.Factory.addGetterSetter(
Konva.Shape,
'fillLinearGradientStartPointY',
0
);
/**
* get/set fill linear gradient start point y
* @name fillLinearGradientStartPointY
* @method
* @memberof Konva.Shape.prototype
* @param {Number} y
* @returns {Number}
* @example
* // get fill linear gradient start point y
* var startPointY = shape.fillLinearGradientStartPointY();
*
* // set fill linear gradient start point y
* shape.fillLinearGradientStartPointY(20);
*/
Konva.Factory.addComponentsGetterSetter(
Konva.Shape,
'fillLinearGradientEndPoint',
['x', 'y']
);
/**
* get/set fill linear gradient end point
* @name fillLinearGradientEndPoint
* @method
* @memberof Konva.Shape.prototype
* @param {Object} endPoint
* @param {Number} endPoint.x
* @param {Number} endPoint.y
* @returns {Object}
* @example
* // get fill linear gradient end point
* var endPoint = shape.fillLinearGradientEndPoint();
*
* // set fill linear gradient end point
* shape.fillLinearGradientEndPoint({
* x: 20
* y: 10
* });
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillLinearGradientEndPointX', 0);
/**
* get/set fill linear gradient end point x
* @name fillLinearGradientEndPointX
* @method
* @memberof Konva.Shape.prototype
* @param {Number} x
* @returns {Number}
* @example
* // get fill linear gradient end point x
* var endPointX = shape.fillLinearGradientEndPointX();
*
* // set fill linear gradient end point x
* shape.fillLinearGradientEndPointX(20);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillLinearGradientEndPointY', 0);
/**
* get/set fill linear gradient end point y
* @name fillLinearGradientEndPointY
* @method
* @memberof Konva.Shape.prototype
* @param {Number} y
* @returns {Number}
* @example
* // get fill linear gradient end point y
* var endPointY = shape.fillLinearGradientEndPointY();
*
* // set fill linear gradient end point y
* shape.fillLinearGradientEndPointY(20);
*/
Konva.Factory.addComponentsGetterSetter(
Konva.Shape,
'fillRadialGradientStartPoint',
['x', 'y']
);
/**
* get/set fill radial gradient start point
* @name fillRadialGradientStartPoint
* @method
* @memberof Konva.Shape.prototype
* @param {Object} startPoint
* @param {Number} startPoint.x
* @param {Number} startPoint.y
* @returns {Object}
* @example
* // get fill radial gradient start point
* var startPoint = shape.fillRadialGradientStartPoint();
*
* // set fill radial gradient start point
* shape.fillRadialGradientStartPoint({
* x: 20
* y: 10
* });
*/
Konva.Factory.addGetterSetter(
Konva.Shape,
'fillRadialGradientStartPointX',
0
);
/**
* get/set fill radial gradient start point x
* @name fillRadialGradientStartPointX
* @method
* @memberof Konva.Shape.prototype
* @param {Number} x
* @returns {Number}
* @example
* // get fill radial gradient start point x
* var startPointX = shape.fillRadialGradientStartPointX();
*
* // set fill radial gradient start point x
* shape.fillRadialGradientStartPointX(20);
*/
Konva.Factory.addGetterSetter(
Konva.Shape,
'fillRadialGradientStartPointY',
0
);
/**
* get/set fill radial gradient start point y
* @name fillRadialGradientStartPointY
* @method
* @memberof Konva.Shape.prototype
* @param {Number} y
* @returns {Number}
* @example
* // get fill radial gradient start point y
* var startPointY = shape.fillRadialGradientStartPointY();
*
* // set fill radial gradient start point y
* shape.fillRadialGradientStartPointY(20);
*/
Konva.Factory.addComponentsGetterSetter(
Konva.Shape,
'fillRadialGradientEndPoint',
['x', 'y']
);
/**
* get/set fill radial gradient end point
* @name fillRadialGradientEndPoint
* @method
* @memberof Konva.Shape.prototype
* @param {Object} endPoint
* @param {Number} endPoint.x
* @param {Number} endPoint.y
* @returns {Object}
* @example
* // get fill radial gradient end point
* var endPoint = shape.fillRadialGradientEndPoint();
*
* // set fill radial gradient end point
* shape.fillRadialGradientEndPoint({
* x: 20
* y: 10
* });
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillRadialGradientEndPointX', 0);
/**
* get/set fill radial gradient end point x
* @name fillRadialGradientEndPointX
* @method
* @memberof Konva.Shape.prototype
* @param {Number} x
* @returns {Number}
* @example
* // get fill radial gradient end point x
* var endPointX = shape.fillRadialGradientEndPointX();
*
* // set fill radial gradient end point x
* shape.fillRadialGradientEndPointX(20);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillRadialGradientEndPointY', 0);
/**
* get/set fill radial gradient end point y
* @name fillRadialGradientEndPointY
* @method
* @memberof Konva.Shape.prototype
* @param {Number} y
* @returns {Number}
* @example
* // get fill radial gradient end point y
* var endPointY = shape.fillRadialGradientEndPointY();
*
* // set fill radial gradient end point y
* shape.fillRadialGradientEndPointY(20);
*/
Konva.Factory.addGetterSetter(Konva.Shape, 'fillPatternRotation', 0);
/**
* get/set fill pattern rotation in degrees
* @name fillPatternRotation
* @method
* @memberof Konva.Shape.prototype
* @param {Number} rotation
* @returns {Konva.Shape}
* @example
* // get fill pattern rotation
* var patternRotation = shape.fillPatternRotation();
*
* // set fill pattern rotation
* shape.fillPatternRotation(20);
*/
Konva.Factory.backCompat(Konva.Shape, {
dashArray: 'dash',
getDashArray: 'getDash',
setDashArray: 'getDash',
drawFunc: 'sceneFunc',
getDrawFunc: 'getSceneFunc',
setDrawFunc: 'setSceneFunc',
drawHitFunc: 'hitFunc',
getDrawHitFunc: 'getHitFunc',
setDrawHitFunc: 'setHitFunc'
});
Konva.Collection.mapMethods(Konva.Shape);
})(Konva);
(function() {
'use strict';
// CONSTANTS
var STAGE = 'Stage',
STRING = 'string',
PX = 'px',
MOUSEOUT = 'mouseout',
MOUSELEAVE = 'mouseleave',
MOUSEOVER = 'mouseover',
MOUSEENTER = 'mouseenter',
MOUSEMOVE = 'mousemove',
MOUSEDOWN = 'mousedown',
MOUSEUP = 'mouseup',
CONTEXTMENU = 'contextmenu',
CLICK = 'click',
DBL_CLICK = 'dblclick',
TOUCHSTART = 'touchstart',
TOUCHEND = 'touchend',
TAP = 'tap',
DBL_TAP = 'dbltap',
TOUCHMOVE = 'touchmove',
DOMMOUSESCROLL = 'DOMMouseScroll',
MOUSEWHEEL = 'mousewheel',
WHEEL = 'wheel',
CONTENT_MOUSEOUT = 'contentMouseout',
CONTENT_MOUSEOVER = 'contentMouseover',
CONTENT_MOUSEMOVE = 'contentMousemove',
CONTENT_MOUSEDOWN = 'contentMousedown',
CONTENT_MOUSEUP = 'contentMouseup',
CONTENT_CONTEXTMENU = 'contentContextmenu',
CONTENT_CLICK = 'contentClick',
CONTENT_DBL_CLICK = 'contentDblclick',
CONTENT_TOUCHSTART = 'contentTouchstart',
CONTENT_TOUCHEND = 'contentTouchend',
CONTENT_DBL_TAP = 'contentDbltap',
CONTENT_TAP = 'contentTap',
CONTENT_TOUCHMOVE = 'contentTouchmove',
CONTENT_WHEEL = 'contentWheel',
DIV = 'div',
RELATIVE = 'relative',
KONVA_CONTENT = 'konvajs-content',
SPACE = ' ',
UNDERSCORE = '_',
CONTAINER = 'container',
EMPTY_STRING = '',
EVENTS = [
MOUSEDOWN,
MOUSEMOVE,
MOUSEUP,
MOUSEOUT,
TOUCHSTART,
TOUCHMOVE,
TOUCHEND,
MOUSEOVER,
DOMMOUSESCROLL,
MOUSEWHEEL,
WHEEL,
CONTEXTMENU
],
// cached variables
eventsLength = EVENTS.length;
function addEvent(ctx, eventName) {
ctx.content.addEventListener(
eventName,
function(evt) {
ctx[UNDERSCORE + eventName](evt);
},
false
);
}
/**
* Stage constructor. A stage is used to contain multiple layers
* @constructor
* @memberof Konva
* @augments Konva.Container
* @param {Object} config
* @param {String|Element} config.container Container selector or DOM element
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var stage = new Konva.Stage({
* width: 500,
* height: 800,
* container: 'containerId' // or "#containerId" or ".containerClass"
* });
*/
Konva.Stage = function(config) {
this.___init(config);
};
Konva.Util.addMethods(Konva.Stage, {
___init: function(config) {
this.nodeType = STAGE;
// call super constructor
Konva.Container.call(this, config);
this._id = Konva.idCounter++;
this._buildDOM();
this._bindContentEvents();
this._enableNestedTransforms = false;
Konva.stages.push(this);
},
_validateAdd: function(child) {
if (child.getType() !== 'Layer') {
Konva.Util.throw('You may only add layers to the stage.');
}
},
/**
* set container dom element which contains the stage wrapper div element
* @method
* @memberof Konva.Stage.prototype
* @param {DomElement} container can pass in a dom element or id string
*/
setContainer: function(container) {
if (typeof container === STRING) {
if (container.charAt(0) === '.') {
var className = container.slice(1);
container = Konva.document.getElementsByClassName(className)[0];
} else {
var id;
if (container.charAt(0) !== '#') {
id = container;
} else {
id = container.slice(1);
}
container = Konva.document.getElementById(id);
}
if (!container) {
throw 'Can not find container in document with id ' + id;
}
}
this._setAttr(CONTAINER, container);
return this;
},
shouldDrawHit: function() {
return true;
},
draw: function() {
Konva.Node.prototype.draw.call(this);
return this;
},
/**
* draw layer scene graphs
* @name draw
* @method
* @memberof Konva.Stage.prototype
*/
/**
* draw layer hit graphs
* @name drawHit
* @method
* @memberof Konva.Stage.prototype
*/
/**
* set height
* @method
* @memberof Konva.Stage.prototype
* @param {Number} height
*/
setHeight: function(height) {
Konva.Node.prototype.setHeight.call(this, height);
this._resizeDOM();
return this;
},
/**
* set width
* @method
* @memberof Konva.Stage.prototype
* @param {Number} width
*/
setWidth: function(width) {
Konva.Node.prototype.setWidth.call(this, width);
this._resizeDOM();
return this;
},
/**
* clear all layers
* @method
* @memberof Konva.Stage.prototype
*/
clear: function() {
var layers = this.children, len = layers.length, n;
for (n = 0; n < len; n++) {
layers[n].clear();
}
return this;
},
clone: function(obj) {
if (!obj) {
obj = {};
}
obj.container = Konva.document.createElement(DIV);
return Konva.Container.prototype.clone.call(this, obj);
},
/**
* destroy stage
* @method
* @memberof Konva.Stage.prototype
*/
destroy: function() {
var content = this.content;
Konva.Container.prototype.destroy.call(this);
if (content && Konva.Util._isInDocument(content)) {
this.getContainer().removeChild(content);
}
var index = Konva.stages.indexOf(this);
if (index > -1) {
Konva.stages.splice(index, 1);
}
return this;
},
/**
* get pointer position which can be a touch position or mouse position
* @method
* @memberof Konva.Stage.prototype
* @returns {Object}
*/
getPointerPosition: function() {
return this.pointerPos;
},
getStage: function() {
return this;
},
/**
* get stage content div element which has the
* the class name "konvajs-content"
* @method
* @memberof Konva.Stage.prototype
*/
getContent: function() {
return this.content;
},
/**
* Creates a composite data URL
* @method
* @memberof Konva.Stage.prototype
* @param {Object} config
* @param {Function} [config.callback] function executed when the composite has completed. Deprecated as method is sync now.
* @param {String} [config.mimeType] can be "image/png" or "image/jpeg".
* "image/png" is the default
* @param {Number} [config.x] x position of canvas section
* @param {Number} [config.y] y position of canvas section
* @param {Number} [config.width] width of canvas section
* @param {Number} [config.height] height of canvas section
* @param {Number} [config.quality] jpeg quality. If using an "image/jpeg" mimeType,
* you can specify the quality from 0 to 1, where 0 is very poor quality and 1
* is very high quality
*/
toDataURL: function(config) {
config = config || {};
var mimeType = config.mimeType || null,
quality = config.quality || null,
x = config.x || 0,
y = config.y || 0,
canvas = new Konva.SceneCanvas({
width: config.width || this.getWidth(),
height: config.height || this.getHeight(),
pixelRatio: config.pixelRatio
}),
_context = canvas.getContext()._context,
layers = this.children;
if (x || y) {
_context.translate(-1 * x, -1 * y);
}
layers.each(function(layer) {
var width = layer.getCanvas().getWidth();
var height = layer.getCanvas().getHeight();
var ratio = layer.getCanvas().getPixelRatio();
_context.drawImage(
layer.getCanvas()._canvas,
0,
0,
width / ratio,
height / ratio
);
});
var src = canvas.toDataURL(mimeType, quality);
if (config.callback) {
config.callback(src);
}
return src;
},
/**
* converts stage into an image.
* @method
* @memberof Konva.Stage.prototype
* @param {Object} config
* @param {Function} config.callback function executed when the composite has completed
* @param {String} [config.mimeType] can be "image/png" or "image/jpeg".
* "image/png" is the default
* @param {Number} [config.x] x position of canvas section
* @param {Number} [config.y] y position of canvas section
* @param {Number} [config.width] width of canvas section
* @param {Number} [config.height] height of canvas section
* @param {Number} [config.quality] jpeg quality. If using an "image/jpeg" mimeType,
* you can specify the quality from 0 to 1, where 0 is very poor quality and 1
* is very high quality
*/
toImage: function(config) {
var cb = config.callback;
config.callback = function(dataUrl) {
Konva.Util._getImage(dataUrl, function(img) {
cb(img);
});
};
this.toDataURL(config);
},
/**
* get visible intersection shape. This is the preferred
* method for determining if a point intersects a shape or not
* @method
* @memberof Konva.Stage.prototype
* @param {Object} pos
* @param {Number} pos.x
* @param {Number} pos.y
* @param {String} [selector]
* @returns {Konva.Node}
* @example
* var shape = stage.getIntersection({x: 50, y: 50});
* // or if you interested in shape parent:
* var group = stage.getIntersection({x: 50, y: 50}, 'Group');
*/
getIntersection: function(pos, selector) {
var layers = this.getChildren(),
len = layers.length,
end = len - 1,
n,
shape;
for (n = end; n >= 0; n--) {
shape = layers[n].getIntersection(pos, selector);
if (shape) {
return shape;
}
}
return null;
},
_resizeDOM: function() {
if (this.content) {
var width = this.getWidth(),
height = this.getHeight(),
layers = this.getChildren(),
len = layers.length,
n,
layer;
// set content dimensions
this.content.style.width = width + PX;
this.content.style.height = height + PX;
this.bufferCanvas.setSize(width, height);
this.bufferHitCanvas.setSize(width, height);
// set layer dimensions
for (n = 0; n < len; n++) {
layer = layers[n];
layer.setSize(width, height);
layer.batchDraw();
}
}
},
/**
* add layer or layers to stage
* @method
* @memberof Konva.Stage.prototype
* @param {...Konva.Layer} layer
* @example
* stage.add(layer1, layer2, layer3);
*/
add: function(layer) {
if (arguments.length > 1) {
for (var i = 0; i < arguments.length; i++) {
this.add(arguments[i]);
}
return this;
}
Konva.Container.prototype.add.call(this, layer);
layer._setCanvasSize(this.width(), this.height());
// draw layer and append canvas to container
layer.draw();
this.content.appendChild(layer.canvas._canvas);
// chainable
return this;
},
getParent: function() {
return null;
},
getLayer: function() {
return null;
},
/**
* returns a {@link Konva.Collection} of layers
* @method
* @memberof Konva.Stage.prototype
*/
getLayers: function() {
return this.getChildren();
},
_bindContentEvents: function() {
for (var n = 0; n < eventsLength; n++) {
addEvent(this, EVENTS[n]);
}
},
_mouseover: function(evt) {
if (!Konva.UA.mobile) {
this._setPointerPosition(evt);
this._fire(CONTENT_MOUSEOVER, { evt: evt });
}
},
_mouseout: function(evt) {
if (!Konva.UA.mobile) {
this._setPointerPosition(evt);
var targetShape = this.targetShape;
if (targetShape && !Konva.isDragging()) {
targetShape._fireAndBubble(MOUSEOUT, { evt: evt });
targetShape._fireAndBubble(MOUSELEAVE, { evt: evt });
this.targetShape = null;
}
this.pointerPos = undefined;
this._fire(CONTENT_MOUSEOUT, { evt: evt });
}
},
_mousemove: function(evt) {
// workaround for mobile IE to force touch event when unhandled pointer event elevates into a mouse event
if (Konva.UA.ieMobile) {
return this._touchmove(evt);
}
// workaround fake mousemove event in chrome browser https://code.google.com/p/chromium/issues/detail?id=161464
if (
(typeof evt.movementX !== 'undefined' ||
typeof evt.movementY !== 'undefined') &&
evt.movementY === 0 &&
evt.movementX === 0
) {
return null;
}
if (Konva.UA.mobile) {
return null;
}
this._setPointerPosition(evt);
var shape;
if (!Konva.isDragging()) {
shape = this.getIntersection(this.getPointerPosition());
if (shape && shape.isListening()) {
if (
!Konva.isDragging() &&
(!this.targetShape || this.targetShape._id !== shape._id)
) {
if (this.targetShape) {
this.targetShape._fireAndBubble(MOUSEOUT, { evt: evt }, shape);
this.targetShape._fireAndBubble(MOUSELEAVE, { evt: evt }, shape);
}
shape._fireAndBubble(MOUSEOVER, { evt: evt }, this.targetShape);
shape._fireAndBubble(MOUSEENTER, { evt: evt }, this.targetShape);
this.targetShape = shape;
} else {
shape._fireAndBubble(MOUSEMOVE, { evt: evt });
}
} else {
/*
* if no shape was detected, clear target shape and try
* to run mouseout from previous target shape
*/
if (this.targetShape && !Konva.isDragging()) {
this.targetShape._fireAndBubble(MOUSEOUT, { evt: evt });
this.targetShape._fireAndBubble(MOUSELEAVE, { evt: evt });
this.targetShape = null;
}
}
// content event
this._fire(CONTENT_MOUSEMOVE, { evt: evt });
}
// always call preventDefault for desktop events because some browsers
// try to drag and drop the canvas element
if (evt.preventDefault) {
evt.preventDefault();
}
},
_mousedown: function(evt) {
// workaround for mobile IE to force touch event when unhandled pointer event elevates into a mouse event
if (Konva.UA.ieMobile) {
return this._touchstart(evt);
}
if (!Konva.UA.mobile) {
this._setPointerPosition(evt);
var shape = this.getIntersection(this.getPointerPosition());
Konva.listenClickTap = true;
if (shape && shape.isListening()) {
this.clickStartShape = shape;
shape._fireAndBubble(MOUSEDOWN, { evt: evt });
}
// content event
this._fire(CONTENT_MOUSEDOWN, { evt: evt });
}
// always call preventDefault for desktop events because some browsers
// try to drag and drop the canvas element
if (evt.preventDefault) {
evt.preventDefault();
}
},
_mouseup: function(evt) {
// workaround for mobile IE to force touch event when unhandled pointer event elevates into a mouse event
if (Konva.UA.ieMobile) {
return this._touchend(evt);
}
if (!Konva.UA.mobile) {
this._setPointerPosition(evt);
var shape = this.getIntersection(this.getPointerPosition()),
clickStartShape = this.clickStartShape,
fireDblClick = false,
dd = Konva.DD;
if (Konva.inDblClickWindow) {
fireDblClick = true;
Konva.inDblClickWindow = false;
} else if (!dd || !dd.justDragged) {
// don't set inDblClickWindow after dragging
Konva.inDblClickWindow = true;
} else if (dd) {
dd.justDragged = false;
}
setTimeout(function() {
Konva.inDblClickWindow = false;
}, Konva.dblClickWindow);
if (shape && shape.isListening()) {
shape._fireAndBubble(MOUSEUP, { evt: evt });
// detect if click or double click occurred
if (
Konva.listenClickTap &&
clickStartShape &&
clickStartShape._id === shape._id
) {
shape._fireAndBubble(CLICK, { evt: evt });
if (fireDblClick) {
shape._fireAndBubble(DBL_CLICK, { evt: evt });
}
}
}
// content events
this._fire(CONTENT_MOUSEUP, { evt: evt });
if (Konva.listenClickTap) {
this._fire(CONTENT_CLICK, { evt: evt });
if (fireDblClick) {
this._fire(CONTENT_DBL_CLICK, { evt: evt });
}
}
Konva.listenClickTap = false;
}
// always call preventDefault for desktop events because some browsers
// try to drag and drop the canvas element
if (evt.preventDefault) {
evt.preventDefault();
}
},
_contextmenu: function(evt) {
this._fire(CONTENT_CONTEXTMENU, { evt: evt });
},
_touchstart: function(evt) {
this._setPointerPosition(evt);
var shape = this.getIntersection(this.getPointerPosition());
Konva.listenClickTap = true;
if (shape && shape.isListening()) {
this.tapStartShape = shape;
shape._fireAndBubble(TOUCHSTART, { evt: evt });
// only call preventDefault if the shape is listening for events
if (
shape.isListening() &&
shape.preventDefault() &&
evt.preventDefault
) {
evt.preventDefault();
}
}
// content event
this._fire(CONTENT_TOUCHSTART, { evt: evt });
},
_touchend: function(evt) {
this._setPointerPosition(evt);
var shape = this.getIntersection(this.getPointerPosition()),
fireDblClick = false;
if (Konva.inDblClickWindow) {
fireDblClick = true;
Konva.inDblClickWindow = false;
} else {
Konva.inDblClickWindow = true;
}
setTimeout(function() {
Konva.inDblClickWindow = false;
}, Konva.dblClickWindow);
if (shape && shape.isListening()) {
shape._fireAndBubble(TOUCHEND, { evt: evt });
// detect if tap or double tap occurred
if (
Konva.listenClickTap &&
this.tapStartShape &&
shape._id === this.tapStartShape._id
) {
shape._fireAndBubble(TAP, { evt: evt });
if (fireDblClick) {
shape._fireAndBubble(DBL_TAP, { evt: evt });
}
}
// only call preventDefault if the shape is listening for events
if (
shape.isListening() &&
shape.preventDefault() &&
evt.preventDefault
) {
evt.preventDefault();
}
}
// content events
this._fire(CONTENT_TOUCHEND, { evt: evt });
if (Konva.listenClickTap) {
this._fire(CONTENT_TAP, { evt: evt });
if (fireDblClick) {
this._fire(CONTENT_DBL_TAP, { evt: evt });
}
}
Konva.listenClickTap = false;
},
_touchmove: function(evt) {
this._setPointerPosition(evt);
var dd = Konva.DD, shape;
if (!Konva.isDragging()) {
shape = this.getIntersection(this.getPointerPosition());
if (shape && shape.isListening()) {
shape._fireAndBubble(TOUCHMOVE, { evt: evt });
// only call preventDefault if the shape is listening for events
if (
shape.isListening() &&
shape.preventDefault() &&
evt.preventDefault
) {
evt.preventDefault();
}
}
this._fire(CONTENT_TOUCHMOVE, { evt: evt });
}
if (dd) {
if (Konva.isDragging() && Konva.DD.node.preventDefault()) {
evt.preventDefault();
}
}
},
_DOMMouseScroll: function(evt) {
this._mousewheel(evt);
},
_mousewheel: function(evt) {
this._setPointerPosition(evt);
var shape = this.getIntersection(this.getPointerPosition());
if (shape && shape.isListening()) {
shape._fireAndBubble(WHEEL, { evt: evt });
}
this._fire(CONTENT_WHEEL, { evt: evt });
},
_wheel: function(evt) {
this._mousewheel(evt);
},
_setPointerPosition: function(evt) {
var contentPosition = this._getContentPosition(), x = null, y = null;
evt = evt ? evt : window.event;
// touch events
if (evt.touches !== undefined) {
// currently, only handle one finger
if (evt.touches.length > 0) {
var touch = evt.touches[0];
// get the information for finger #1
x = touch.clientX - contentPosition.left;
y = touch.clientY - contentPosition.top;
}
} else {
// mouse events
x = evt.clientX - contentPosition.left;
y = evt.clientY - contentPosition.top;
}
if (x !== null && y !== null) {
this.pointerPos = {
x: x,
y: y
};
}
},
_getContentPosition: function() {
var rect = this.content.getBoundingClientRect
? this.content.getBoundingClientRect()
: { top: 0, left: 0 };
return {
top: rect.top,
left: rect.left
};
},
_buildDOM: function() {
var container = this.getContainer();
if (!container) {
if (Konva.Util.isBrowser()) {
throw 'Stage has no container. A container is required.';
} else {
// automatically create element for jsdom in nodejs env
container = Konva.document.createElement(DIV);
}
}
// clear content inside container
container.innerHTML = EMPTY_STRING;
// content
this.content = Konva.document.createElement(DIV);
this.content.style.position = RELATIVE;
this.content.className = KONVA_CONTENT;
this.content.setAttribute('role', 'presentation');
container.appendChild(this.content);
// the buffer canvas pixel ratio must be 1 because it is used as an
// intermediate canvas before copying the result onto a scene canvas.
// not setting it to 1 will result in an over compensation
this.bufferCanvas = new Konva.SceneCanvas();
this.bufferHitCanvas = new Konva.HitCanvas({ pixelRatio: 1 });
this._resizeDOM();
},
_onContent: function(typesStr, handler) {
var types = typesStr.split(SPACE), len = types.length, n, baseEvent;
for (n = 0; n < len; n++) {
baseEvent = types[n];
this.content.addEventListener(baseEvent, handler, false);
}
},
// currently cache function is now working for stage, because stage has no its own canvas element
// TODO: may be it is better to cache all children layers?
cache: function() {
Konva.Util.warn(
'Cache function is not allowed for stage. You may use cache only for layers, groups and shapes.'
);
},
clearCache: function() {}
});
Konva.Util.extend(Konva.Stage, Konva.Container);
// add getters and setters
Konva.Factory.addGetter(Konva.Stage, 'container');
Konva.Factory.addOverloadedGetterSetter(Konva.Stage, 'container');
/**
* get container DOM element
* @name container
* @method
* @memberof Konva.Stage.prototype
* @returns {DomElement} container
* @example
* // get container
* var container = stage.container();
* // set container
* var container = document.createElement('div');
* body.appendChild(container);
* stage.container(container);
*/
})();
(function() {
'use strict';
/**
* BaseLayer constructor.
* @constructor
* @memberof Konva
* @augments Konva.Container
* @param {Object} config
* @param {Boolean} [config.clearBeforeDraw] set this property to false if you don't want
* to clear the canvas before each layer draw. The default value is true.
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* * @param {Object} [config.clip] set clip
* @param {Number} [config.clipX] set clip x
* @param {Number} [config.clipY] set clip y
* @param {Number} [config.clipWidth] set clip width
* @param {Number} [config.clipHeight] set clip height
* @param {Function} [config.clipFunc] set clip func
* @example
* var layer = new Konva.Layer();
*/
Konva.BaseLayer = function(config) {
this.___init(config);
};
Konva.Util.addMethods(Konva.BaseLayer, {
___init: function(config) {
this.nodeType = 'Layer';
Konva.Container.call(this, config);
},
createPNGStream: function() {
return this.canvas._canvas.createPNGStream();
},
/**
* get layer canvas
* @method
* @memberof Konva.BaseLayer.prototype
*/
getCanvas: function() {
return this.canvas;
},
/**
* get layer hit canvas
* @method
* @memberof Konva.BaseLayer.prototype
*/
getHitCanvas: function() {
return this.hitCanvas;
},
/**
* get layer canvas context
* @method
* @memberof Konva.BaseLayer.prototype
*/
getContext: function() {
return this.getCanvas().getContext();
},
/**
* clear scene and hit canvas contexts tied to the layer
* @method
* @memberof Konva.BaseLayer.prototype
* @param {Object} [bounds]
* @param {Number} [bounds.x]
* @param {Number} [bounds.y]
* @param {Number} [bounds.width]
* @param {Number} [bounds.height]
* @example
* layer.clear();
* layer.clear({
* x : 0,
* y : 0,
* width : 100,
* height : 100
* });
*/
clear: function(bounds) {
this.getContext().clear(bounds);
return this;
},
clearHitCache: function() {
this._hitImageData = undefined;
},
// extend Node.prototype.setZIndex
setZIndex: function(index) {
Konva.Node.prototype.setZIndex.call(this, index);
var stage = this.getStage();
if (stage) {
stage.content.removeChild(this.getCanvas()._canvas);
if (index < stage.getChildren().length - 1) {
stage.content.insertBefore(
this.getCanvas()._canvas,
stage.getChildren()[index + 1].getCanvas()._canvas
);
} else {
stage.content.appendChild(this.getCanvas()._canvas);
}
}
return this;
},
// extend Node.prototype.moveToTop
moveToTop: function() {
Konva.Node.prototype.moveToTop.call(this);
var stage = this.getStage();
if (stage) {
stage.content.removeChild(this.getCanvas()._canvas);
stage.content.appendChild(this.getCanvas()._canvas);
}
return this;
},
// extend Node.prototype.moveUp
moveUp: function() {
var moved = Konva.Node.prototype.moveUp.call(this);
if (!moved) {
return this;
}
var stage = this.getStage();
if (!stage) {
return this;
}
stage.content.removeChild(this.getCanvas()._canvas);
if (this.index < stage.getChildren().length - 1) {
stage.content.insertBefore(
this.getCanvas()._canvas,
stage.getChildren()[this.index + 1].getCanvas()._canvas
);
} else {
stage.content.appendChild(this.getCanvas()._canvas);
}
return this;
},
// extend Node.prototype.moveDown
moveDown: function() {
if (Konva.Node.prototype.moveDown.call(this)) {
var stage = this.getStage();
if (stage) {
var children = stage.getChildren();
stage.content.removeChild(this.getCanvas()._canvas);
stage.content.insertBefore(
this.getCanvas()._canvas,
children[this.index + 1].getCanvas()._canvas
);
}
}
return this;
},
// extend Node.prototype.moveToBottom
moveToBottom: function() {
if (Konva.Node.prototype.moveToBottom.call(this)) {
var stage = this.getStage();
if (stage) {
var children = stage.getChildren();
stage.content.removeChild(this.getCanvas()._canvas);
stage.content.insertBefore(
this.getCanvas()._canvas,
children[1].getCanvas()._canvas
);
}
}
return this;
},
getLayer: function() {
return this;
},
remove: function() {
var _canvas = this.getCanvas()._canvas;
Konva.Node.prototype.remove.call(this);
if (_canvas && _canvas.parentNode && Konva.Util._isInDocument(_canvas)) {
_canvas.parentNode.removeChild(_canvas);
}
return this;
},
getStage: function() {
return this.parent;
},
setSize: function(width, height) {
this.canvas.setSize(width, height);
return this;
},
/**
* get/set width of layer.getter return width of stage. setter doing nothing.
* if you want change width use `stage.width(value);`
* @name width
* @method
* @memberof Konva.BaseLayer.prototype
* @returns {Number}
* @example
* var width = layer.width();
*/
getWidth: function() {
if (this.parent) {
return this.parent.getWidth();
}
},
setWidth: function() {
Konva.Util.warn(
'Can not change width of layer. Use "stage.width(value)" function instead.'
);
},
/**
* get/set height of layer.getter return height of stage. setter doing nothing.
* if you want change height use `stage.height(value);`
* @name height
* @method
* @memberof Konva.BaseLayer.prototype
* @returns {Number}
* @example
* var height = layer.height();
*/
getHeight: function() {
if (this.parent) {
return this.parent.getHeight();
}
},
setHeight: function() {
Konva.Util.warn(
'Can not change height of layer. Use "stage.height(value)" function instead.'
);
},
// the apply transform method is handled by the Layer and FastLayer class
// because it is up to the layer to decide if an absolute or relative transform
// should be used
_applyTransform: function(shape, context, top) {
var m = shape.getAbsoluteTransform(top).getMatrix();
context.transform(m[0], m[1], m[2], m[3], m[4], m[5]);
}
});
Konva.Util.extend(Konva.BaseLayer, Konva.Container);
// add getters and setters
Konva.Factory.addGetterSetter(Konva.BaseLayer, 'clearBeforeDraw', true);
/**
* get/set clearBeforeDraw flag which determines if the layer is cleared or not
* before drawing
* @name clearBeforeDraw
* @method
* @memberof Konva.BaseLayer.prototype
* @param {Boolean} clearBeforeDraw
* @returns {Boolean}
* @example
* // get clearBeforeDraw flag
* var clearBeforeDraw = layer.clearBeforeDraw();
*
* // disable clear before draw
* layer.clearBeforeDraw(false);
*
* // enable clear before draw
* layer.clearBeforeDraw(true);
*/
Konva.Collection.mapMethods(Konva.BaseLayer);
})();
(function() {
'use strict';
// constants
var HASH = '#',
BEFORE_DRAW = 'beforeDraw',
DRAW = 'draw',
/*
* 2 - 3 - 4
* | |
* 1 - 0 5
* |
* 8 - 7 - 6
*/
INTERSECTION_OFFSETS = [
{ x: 0, y: 0 }, // 0
{ x: -1, y: 0 }, // 1
{ x: -1, y: -1 }, // 2
{ x: 0, y: -1 }, // 3
{ x: 1, y: -1 }, // 4
{ x: 1, y: 0 }, // 5
{ x: 1, y: 1 }, // 6
{ x: 0, y: 1 }, // 7
{ x: -1, y: 1 } // 8
],
INTERSECTION_OFFSETS_LEN = INTERSECTION_OFFSETS.length;
/**
* Layer constructor. Layers are tied to their own canvas element and are used
* to contain groups or shapes.
* @constructor
* @memberof Konva
* @augments Konva.BaseLayer
* @param {Object} config
* @param {Boolean} [config.clearBeforeDraw] set this property to false if you don't want
* to clear the canvas before each layer draw. The default value is true.
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* * @param {Object} [config.clip] set clip
* @param {Number} [config.clipX] set clip x
* @param {Number} [config.clipY] set clip y
* @param {Number} [config.clipWidth] set clip width
* @param {Number} [config.clipHeight] set clip height
* @param {Function} [config.clipFunc] set clip func
* @example
* var layer = new Konva.Layer();
*/
Konva.Layer = function(config) {
this.____init(config);
};
Konva.Util.addMethods(Konva.Layer, {
____init: function(config) {
this.nodeType = 'Layer';
this.canvas = new Konva.SceneCanvas();
this.hitCanvas = new Konva.HitCanvas({
pixelRatio: 1
});
// call super constructor
Konva.BaseLayer.call(this, config);
},
_setCanvasSize: function(width, height) {
this.canvas.setSize(width, height);
this.hitCanvas.setSize(width, height);
},
_validateAdd: function(child) {
var type = child.getType();
if (type !== 'Group' && type !== 'Shape') {
Konva.Util.throw('You may only add groups and shapes to a layer.');
}
},
/**
* get visible intersection shape. This is the preferred
* method for determining if a point intersects a shape or not
* also you may pass optional selector parametr to return ancestor of intersected shape
* @method
* @memberof Konva.Layer.prototype
* @param {Object} pos
* @param {Number} pos.x
* @param {Number} pos.y
* @param {String} [selector]
* @returns {Konva.Node}
* @example
* var shape = layer.getIntersection({x: 50, y: 50});
* // or if you interested in shape parent:
* var group = layer.getIntersection({x: 50, y: 50}, 'Group');
*/
getIntersection: function(pos, selector) {
var obj, i, intersectionOffset, shape;
if (!this.hitGraphEnabled() || !this.isVisible()) {
return null;
}
// in some cases antialiased area may be bigger than 1px
// it is possible if we will cache node, then scale it a lot
// TODO: check { 0; 0 } point before loop, and remove it from INTERSECTION_OFFSETS.
var spiralSearchDistance = 1;
var continueSearch = false;
while (true) {
for (i = 0; i < INTERSECTION_OFFSETS_LEN; i++) {
intersectionOffset = INTERSECTION_OFFSETS[i];
obj = this._getIntersection({
x: pos.x + intersectionOffset.x * spiralSearchDistance,
y: pos.y + intersectionOffset.y * spiralSearchDistance
});
shape = obj.shape;
if (shape && selector) {
return shape.findAncestor(selector, true);
} else if (shape) {
return shape;
}
// we should continue search if we found antialiased pixel
// that means our node somewhere very close
continueSearch = !!obj.antialiased;
// stop search if found empty pixel
if (!obj.antialiased) {
break;
}
}
// if no shape, and no antialiased pixel, we should end searching
if (continueSearch) {
spiralSearchDistance += 1;
} else {
return null;
}
}
},
_getImageData: function(x, y) {
var width = this.hitCanvas.width || 1,
height = this.hitCanvas.height || 1,
index = Math.round(y) * width + Math.round(x);
if (!this._hitImageData) {
this._hitImageData = this.hitCanvas.context.getImageData(
0,
0,
width,
height
);
}
return [
this._hitImageData.data[4 * index + 0], // Red
this._hitImageData.data[4 * index + 1], // Green
this._hitImageData.data[4 * index + 2], // Blue
this._hitImageData.data[4 * index + 3] // Alpha
];
},
_getIntersection: function(pos) {
var ratio = this.hitCanvas.pixelRatio;
var p = this.hitCanvas.context.getImageData(
Math.round(pos.x * ratio),
Math.round(pos.y * ratio),
1,
1
).data,
p3 = p[3],
colorKey,
shape;
// fully opaque pixel
if (p3 === 255) {
colorKey = Konva.Util._rgbToHex(p[0], p[1], p[2]);
shape = Konva.shapes[HASH + colorKey];
if (shape) {
return {
shape: shape
};
}
return {
antialiased: true
};
} else if (p3 > 0) {
// antialiased pixel
return {
antialiased: true
};
}
// empty pixel
return {};
},
drawScene: function(can, top) {
var layer = this.getLayer(), canvas = can || (layer && layer.getCanvas());
this._fire(BEFORE_DRAW, {
node: this
});
if (this.getClearBeforeDraw()) {
canvas.getContext().clear();
}
Konva.Container.prototype.drawScene.call(this, canvas, top);
this._fire(DRAW, {
node: this
});
return this;
},
drawHit: function(can, top) {
var layer = this.getLayer(), canvas = can || (layer && layer.hitCanvas);
if (layer && layer.getClearBeforeDraw()) {
layer.getHitCanvas().getContext().clear();
}
Konva.Container.prototype.drawHit.call(this, canvas, top);
this.imageData = null; // Clear imageData cache
return this;
},
clear: function(bounds) {
Konva.BaseLayer.prototype.clear.call(this, bounds);
this.getHitCanvas().getContext().clear(bounds);
this.imageData = null; // Clear getImageData cache
return this;
},
// extend Node.prototype.setVisible
setVisible: function(visible) {
Konva.Node.prototype.setVisible.call(this, visible);
if (visible) {
this.getCanvas()._canvas.style.display = 'block';
this.hitCanvas._canvas.style.display = 'block';
} else {
this.getCanvas()._canvas.style.display = 'none';
this.hitCanvas._canvas.style.display = 'none';
}
return this;
},
/**
* enable hit graph
* @name enableHitGraph
* @method
* @memberof Konva.Layer.prototype
* @returns {Layer}
*/
enableHitGraph: function() {
this.setHitGraphEnabled(true);
return this;
},
/**
* disable hit graph
* @name disableHitGraph
* @method
* @memberof Konva.Layer.prototype
* @returns {Layer}
*/
disableHitGraph: function() {
this.setHitGraphEnabled(false);
return this;
},
setSize: function(width, height) {
Konva.BaseLayer.prototype.setSize.call(this, width, height);
this.hitCanvas.setSize(width, height);
return this;
}
});
Konva.Util.extend(Konva.Layer, Konva.BaseLayer);
Konva.Factory.addGetterSetter(Konva.Layer, 'hitGraphEnabled', true);
/**
* get/set hitGraphEnabled flag. Disabling the hit graph will greatly increase
* draw performance because the hit graph will not be redrawn each time the layer is
* drawn. This, however, also disables mouse/touch event detection
* @name hitGraphEnabled
* @method
* @memberof Konva.Layer.prototype
* @param {Boolean} enabled
* @returns {Boolean}
* @example
* // get hitGraphEnabled flag
* var hitGraphEnabled = layer.hitGraphEnabled();
*
* // disable hit graph
* layer.hitGraphEnabled(false);
*
* // enable hit graph
* layer.hitGraphEnabled(true);
*/
Konva.Collection.mapMethods(Konva.Layer);
})();
(function() {
'use strict';
/**
* FastLayer constructor. Layers are tied to their own canvas element and are used
* to contain shapes only. If you don't need node nesting, mouse and touch interactions,
* or event pub/sub, you should use FastLayer instead of Layer to create your layers.
* It renders about 2x faster than normal layers.
* @constructor
* @memberof Konva
* @augments Konva.BaseLayer
* @param {Object} config
* @param {Boolean} [config.clearBeforeDraw] set this property to false if you don't want
* to clear the canvas before each layer draw. The default value is true.
* @param {Boolean} [config.visible]
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* * @param {Object} [config.clip] set clip
* @param {Number} [config.clipX] set clip x
* @param {Number} [config.clipY] set clip y
* @param {Number} [config.clipWidth] set clip width
* @param {Number} [config.clipHeight] set clip height
* @param {Function} [config.clipFunc] set clip func
* @example
* var layer = new Konva.FastLayer();
*/
Konva.FastLayer = function(config) {
this.____init(config);
};
Konva.Util.addMethods(Konva.FastLayer, {
____init: function(config) {
this.nodeType = 'Layer';
this.canvas = new Konva.SceneCanvas();
// call super constructor
Konva.BaseLayer.call(this, config);
},
_validateAdd: function(child) {
var type = child.getType();
if (type !== 'Shape') {
Konva.Util.throw('You may only add shapes to a fast layer.');
}
},
_setCanvasSize: function(width, height) {
this.canvas.setSize(width, height);
},
hitGraphEnabled: function() {
return false;
},
getIntersection: function() {
return null;
},
drawScene: function(can) {
var layer = this.getLayer(), canvas = can || (layer && layer.getCanvas());
if (this.getClearBeforeDraw()) {
canvas.getContext().clear();
}
Konva.Container.prototype.drawScene.call(this, canvas);
return this;
},
draw: function() {
this.drawScene();
return this;
},
// extend Node.prototype.setVisible
setVisible: function(visible) {
Konva.Node.prototype.setVisible.call(this, visible);
if (visible) {
this.getCanvas()._canvas.style.display = 'block';
} else {
this.getCanvas()._canvas.style.display = 'none';
}
return this;
}
});
Konva.Util.extend(Konva.FastLayer, Konva.BaseLayer);
Konva.Collection.mapMethods(Konva.FastLayer);
})();
(function() {
'use strict';
/**
* Group constructor. Groups are used to contain shapes or other groups.
* @constructor
* @memberof Konva
* @augments Konva.Container
* @param {Object} config
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* * @param {Object} [config.clip] set clip
* @param {Number} [config.clipX] set clip x
* @param {Number} [config.clipY] set clip y
* @param {Number} [config.clipWidth] set clip width
* @param {Number} [config.clipHeight] set clip height
* @param {Function} [config.clipFunc] set clip func
* @example
* var group = new Konva.Group();
*/
Konva.Group = function(config) {
this.___init(config);
};
Konva.Util.addMethods(Konva.Group, {
___init: function(config) {
this.nodeType = 'Group';
// call super constructor
Konva.Container.call(this, config);
},
_validateAdd: function(child) {
var type = child.getType();
if (type !== 'Group' && type !== 'Shape') {
Konva.Util.throw('You may only add groups and shapes to groups.');
}
}
});
Konva.Util.extend(Konva.Group, Konva.Container);
Konva.Collection.mapMethods(Konva.Group);
})();
(function(Konva) {
'use strict';
var now = (function() {
if (Konva.global.performance && Konva.global.performance.now) {
return function() {
return Konva.global.performance.now();
};
}
return function() {
return new Date().getTime();
};
})();
function FRAF(callback) {
setTimeout(callback, 1000 / 60);
}
var RAF = (function() {
return Konva.global.requestAnimationFrame ||
Konva.global.webkitRequestAnimationFrame ||
Konva.global.mozRequestAnimationFrame ||
Konva.global.oRequestAnimationFrame ||
Konva.global.msRequestAnimationFrame ||
FRAF;
})();
function requestAnimFrame() {
return RAF.apply(Konva.global, arguments);
}
/**
* Animation constructor. A stage is used to contain multiple layers and handle
* @constructor
* @memberof Konva
* @param {Function} func function executed on each animation frame. The function is passed a frame object, which contains
* timeDiff, lastTime, time, and frameRate properties. The timeDiff property is the number of milliseconds that have passed
* since the last animation frame. The lastTime property is time in milliseconds that elapsed from the moment the animation started
* to the last animation frame. The time property is the time in milliseconds that ellapsed from the moment the animation started
* to the current animation frame. The frameRate property is the current frame rate in frames / second. Return false from function,
* if you don't need to redraw layer/layers on some frames.
* @param {Konva.Layer|Array} [layers] layer(s) to be redrawn on each animation frame. Can be a layer, an array of layers, or null.
* Not specifying a node will result in no redraw.
* @example
* // move a node to the right at 50 pixels / second
* var velocity = 50;
*
* var anim = new Konva.Animation(function(frame) {
* var dist = velocity * (frame.timeDiff / 1000);
* node.move(dist, 0);
* }, layer);
*
* anim.start();
*/
Konva.Animation = function(func, layers) {
var Anim = Konva.Animation;
this.func = func;
this.setLayers(layers);
this.id = Anim.animIdCounter++;
this.frame = {
time: 0,
timeDiff: 0,
lastTime: now()
};
};
/*
* Animation methods
*/
Konva.Animation.prototype = {
/**
* set layers to be redrawn on each animation frame
* @method
* @memberof Konva.Animation.prototype
* @param {Konva.Layer|Array} [layers] layer(s) to be redrawn. Can be a layer, an array of layers, or null. Not specifying a node will result in no redraw.
* @return {Konva.Animation} this
*/
setLayers: function(layers) {
var lays = [];
// if passing in no layers
if (!layers) {
lays = [];
} else if (layers.length > 0) {
// if passing in an array of Layers
// NOTE: layers could be an array or Konva.Collection. for simplicity, I'm just inspecting
// the length property to check for both cases
lays = layers;
} else {
// if passing in a Layer
lays = [layers];
}
this.layers = lays;
return this;
},
/**
* get layers
* @method
* @memberof Konva.Animation.prototype
* @return {Array} Array of Konva.Layer
*/
getLayers: function() {
return this.layers;
},
/**
* add layer. Returns true if the layer was added, and false if it was not
* @method
* @memberof Konva.Animation.prototype
* @param {Konva.Layer} layer to add
* @return {Bool} true if layer is added to animation, otherwise false
*/
addLayer: function(layer) {
var layers = this.layers, len = layers.length, n;
// don't add the layer if it already exists
for (n = 0; n < len; n++) {
if (layers[n]._id === layer._id) {
return false;
}
}
this.layers.push(layer);
return true;
},
/**
* determine if animation is running or not. returns true or false
* @method
* @memberof Konva.Animation.prototype
* @return {Bool} is animation running?
*/
isRunning: function() {
var a = Konva.Animation,
animations = a.animations,
len = animations.length,
n;
for (n = 0; n < len; n++) {
if (animations[n].id === this.id) {
return true;
}
}
return false;
},
/**
* start animation
* @method
* @memberof Konva.Animation.prototype
* @return {Konva.Animation} this
*/
start: function() {
var Anim = Konva.Animation;
this.stop();
this.frame.timeDiff = 0;
this.frame.lastTime = now();
Anim._addAnimation(this);
return this;
},
/**
* stop animation
* @method
* @memberof Konva.Animation.prototype
* @return {Konva.Animation} this
*/
stop: function() {
Konva.Animation._removeAnimation(this);
return this;
},
_updateFrameObject: function(time) {
this.frame.timeDiff = time - this.frame.lastTime;
this.frame.lastTime = time;
this.frame.time += this.frame.timeDiff;
this.frame.frameRate = 1000 / this.frame.timeDiff;
}
};
Konva.Animation.animations = [];
Konva.Animation.animIdCounter = 0;
Konva.Animation.animRunning = false;
Konva.Animation._addAnimation = function(anim) {
this.animations.push(anim);
this._handleAnimation();
};
Konva.Animation._removeAnimation = function(anim) {
var id = anim.id, animations = this.animations, len = animations.length, n;
for (n = 0; n < len; n++) {
if (animations[n].id === id) {
this.animations.splice(n, 1);
break;
}
}
};
Konva.Animation._runFrames = function() {
var layerHash = {},
animations = this.animations,
anim,
layers,
func,
n,
i,
layersLen,
layer,
key,
needRedraw;
/*
* loop through all animations and execute animation
* function. if the animation object has specified node,
* we can add the node to the nodes hash to eliminate
* drawing the same node multiple times. The node property
* can be the stage itself or a layer
*/
/*
* WARNING: don't cache animations.length because it could change while
* the for loop is running, causing a JS error
*/
for (n = 0; n < animations.length; n++) {
anim = animations[n];
layers = anim.layers;
func = anim.func;
anim._updateFrameObject(now());
layersLen = layers.length;
// if animation object has a function, execute it
if (func) {
// allow anim bypassing drawing
needRedraw = func.call(anim, anim.frame) !== false;
} else {
needRedraw = true;
}
if (!needRedraw) {
continue;
}
for (i = 0; i < layersLen; i++) {
layer = layers[i];
if (layer._id !== undefined) {
layerHash[layer._id] = layer;
}
}
}
for (key in layerHash) {
if (!layerHash.hasOwnProperty(key)) {
continue;
}
layerHash[key].draw();
}
};
Konva.Animation._animationLoop = function() {
var Anim = Konva.Animation;
if (Anim.animations.length) {
Anim._runFrames();
requestAnimFrame(Anim._animationLoop);
} else {
Anim.animRunning = false;
}
};
Konva.Animation._handleAnimation = function() {
if (!this.animRunning) {
this.animRunning = true;
requestAnimFrame(this._animationLoop);
}
};
/**
* batch draw. this function will not do immediate draw
* but it will schedule drawing to next tick (requestAnimFrame)
* @method
* @return {Konva.Layer} this
* @memberof Konva.Base.prototype
*/
Konva.BaseLayer.prototype.batchDraw = function() {
var that = this, Anim = Konva.Animation;
if (!this.batchAnim) {
this.batchAnim = new Anim(
function() {
// stop animation after first tick
that.batchAnim.stop();
},
this
);
}
if (!this.batchAnim.isRunning()) {
this.batchAnim.start();
}
return this;
};
/**
* batch draw
* @method
* @return {Konva.Stage} this
* @memberof Konva.Stage.prototype
*/
Konva.Stage.prototype.batchDraw = function() {
this.getChildren().each(function(layer) {
layer.batchDraw();
});
return this;
};
})(Konva);
(function() {
'use strict';
var blacklist = {
node: 1,
duration: 1,
easing: 1,
onFinish: 1,
yoyo: 1
},
PAUSED = 1,
PLAYING = 2,
REVERSING = 3,
idCounter = 0,
colorAttrs = ['fill', 'stroke', 'shadowColor'];
var Tween = function(prop, propFunc, func, begin, finish, duration, yoyo) {
this.prop = prop;
this.propFunc = propFunc;
this.begin = begin;
this._pos = begin;
this.duration = duration;
this._change = 0;
this.prevPos = 0;
this.yoyo = yoyo;
this._time = 0;
this._position = 0;
this._startTime = 0;
this._finish = 0;
this.func = func;
this._change = finish - this.begin;
this.pause();
};
/*
* Tween methods
*/
Tween.prototype = {
fire: function(str) {
var handler = this[str];
if (handler) {
handler();
}
},
setTime: function(t) {
if (t > this.duration) {
if (this.yoyo) {
this._time = this.duration;
this.reverse();
} else {
this.finish();
}
} else if (t < 0) {
if (this.yoyo) {
this._time = 0;
this.play();
} else {
this.reset();
}
} else {
this._time = t;
this.update();
}
},
getTime: function() {
return this._time;
},
setPosition: function(p) {
this.prevPos = this._pos;
this.propFunc(p);
this._pos = p;
},
getPosition: function(t) {
if (t === undefined) {
t = this._time;
}
return this.func(t, this.begin, this._change, this.duration);
},
play: function() {
this.state = PLAYING;
this._startTime = this.getTimer() - this._time;
this.onEnterFrame();
this.fire('onPlay');
},
reverse: function() {
this.state = REVERSING;
this._time = this.duration - this._time;
this._startTime = this.getTimer() - this._time;
this.onEnterFrame();
this.fire('onReverse');
},
seek: function(t) {
this.pause();
this._time = t;
this.update();
this.fire('onSeek');
},
reset: function() {
this.pause();
this._time = 0;
this.update();
this.fire('onReset');
},
finish: function() {
this.pause();
this._time = this.duration;
this.update();
this.fire('onFinish');
},
update: function() {
this.setPosition(this.getPosition(this._time));
},
onEnterFrame: function() {
var t = this.getTimer() - this._startTime;
if (this.state === PLAYING) {
this.setTime(t);
} else if (this.state === REVERSING) {
this.setTime(this.duration - t);
}
},
pause: function() {
this.state = PAUSED;
this.fire('onPause');
},
getTimer: function() {
return new Date().getTime();
}
};
/**
* Tween constructor. Tweens enable you to animate a node between the current state and a new state.
* You can play, pause, reverse, seek, reset, and finish tweens. By default, tweens are animated using
* a linear easing. For more tweening options, check out {@link Konva.Easings}
* @constructor
* @memberof Konva
* @example
* // instantiate new tween which fully rotates a node in 1 second
* var tween = new Konva.Tween({
* node: node,
* rotationDeg: 360,
* duration: 1,
* easing: Konva.Easings.EaseInOut
* });
*
* // play tween
* tween.play();
*
* // pause tween
* tween.pause();
*/
Konva.Tween = function(config) {
var that = this,
node = config.node,
nodeId = node._id,
duration,
easing = config.easing || Konva.Easings.Linear,
yoyo = !!config.yoyo,
key;
if (typeof config.duration === 'undefined') {
duration = 1;
} else if (config.duration === 0) {
// zero is bad value for duration
duration = 0.001;
} else {
duration = config.duration;
}
this.node = node;
this._id = idCounter++;
var layers = node.getLayer() ||
(node instanceof Konva.Stage ? node.getLayers() : null);
if (!layers) {
Konva.Util.error(
'Tween constructor have `node` that is not in a layer. Please add node into layer first.'
);
}
this.anim = new Konva.Animation(
function() {
that.tween.onEnterFrame();
},
layers
);
this.tween = new Tween(
key,
function(i) {
that._tweenFunc(i);
},
easing,
0,
1,
duration * 1000,
yoyo
);
this._addListeners();
// init attrs map
if (!Konva.Tween.attrs[nodeId]) {
Konva.Tween.attrs[nodeId] = {};
}
if (!Konva.Tween.attrs[nodeId][this._id]) {
Konva.Tween.attrs[nodeId][this._id] = {};
}
// init tweens map
if (!Konva.Tween.tweens[nodeId]) {
Konva.Tween.tweens[nodeId] = {};
}
for (key in config) {
if (blacklist[key] === undefined) {
this._addAttr(key, config[key]);
}
}
this.reset();
// callbacks
this.onFinish = config.onFinish;
this.onReset = config.onReset;
};
// start/diff object = attrs.nodeId.tweenId.attr
Konva.Tween.attrs = {};
// tweenId = tweens.nodeId.attr
Konva.Tween.tweens = {};
Konva.Tween.prototype = {
_addAttr: function(key, end) {
var node = this.node,
nodeId = node._id,
start,
diff,
tweenId,
n,
len,
trueEnd,
trueStart;
// remove conflict from tween map if it exists
tweenId = Konva.Tween.tweens[nodeId][key];
if (tweenId) {
delete Konva.Tween.attrs[nodeId][tweenId][key];
}
// add to tween map
start = node.getAttr(key);
if (Konva.Util._isArray(end)) {
diff = [];
len = Math.max(end.length, start.length);
if (key === 'points' && end.length !== start.length) {
// before tweening points we need to make sure that start.length === end.length
// Konva.Util._prepareArrayForTween thinking that end.length > start.length
if (end.length > start.length) {
// so in this case we will increase number of starting points
trueStart = start;
start = Konva.Util._prepareArrayForTween(start, end, node.closed());
} else {
// in this case we will increase number of eding points
trueEnd = end;
end = Konva.Util._prepareArrayForTween(end, start, node.closed());
}
}
for (n = 0; n < len; n++) {
diff.push(end[n] - start[n]);
}
} else if (colorAttrs.indexOf(key) !== -1) {
start = Konva.Util.colorToRGBA(start);
var endRGBA = Konva.Util.colorToRGBA(end);
diff = {
r: endRGBA.r - start.r,
g: endRGBA.g - start.g,
b: endRGBA.b - start.b,
a: endRGBA.a - start.a
};
} else {
diff = end - start;
}
Konva.Tween.attrs[nodeId][this._id][key] = {
start: start,
diff: diff,
end: end,
trueEnd: trueEnd,
trueStart: trueStart
};
Konva.Tween.tweens[nodeId][key] = this._id;
},
_tweenFunc: function(i) {
var node = this.node,
attrs = Konva.Tween.attrs[node._id][this._id],
key,
attr,
start,
diff,
newVal,
n,
len,
end;
for (key in attrs) {
attr = attrs[key];
start = attr.start;
diff = attr.diff;
end = attr.end;
if (Konva.Util._isArray(start)) {
newVal = [];
len = Math.max(start.length, end.length);
for (n = 0; n < len; n++) {
newVal.push((start[n] || 0) + diff[n] * i);
}
} else if (colorAttrs.indexOf(key) !== -1) {
newVal = 'rgba(' +
Math.round(start.r + diff.r * i) +
',' +
Math.round(start.g + diff.g * i) +
',' +
Math.round(start.b + diff.b * i) +
',' +
(start.a + diff.a * i) +
')';
} else {
newVal = start + diff * i;
}
node.setAttr(key, newVal);
}
},
_addListeners: function() {
var that = this;
// start listeners
this.tween.onPlay = function() {
that.anim.start();
};
this.tween.onReverse = function() {
that.anim.start();
};
// stop listeners
this.tween.onPause = function() {
that.anim.stop();
};
this.tween.onFinish = function() {
var node = that.node;
// after tweening points of line we need to set original end
var attrs = Konva.Tween.attrs[node._id][that._id];
if (attrs.points && attrs.points.trueEnd) {
node.points(attrs.points.trueEnd);
}
if (that.onFinish) {
that.onFinish.call(that);
}
};
this.tween.onReset = function() {
var node = that.node;
// after tweening points of line we need to set original start
var attrs = Konva.Tween.attrs[node._id][that._id];
if (attrs.points && attrs.points.trueStart) {
node.points(attrs.points.trueStart);
}
if (that.onReset) {
that.onReset();
}
};
},
/**
* play
* @method
* @memberof Konva.Tween.prototype
* @returns {Tween}
*/
play: function() {
this.tween.play();
return this;
},
/**
* reverse
* @method
* @memberof Konva.Tween.prototype
* @returns {Tween}
*/
reverse: function() {
this.tween.reverse();
return this;
},
/**
* reset
* @method
* @memberof Konva.Tween.prototype
* @returns {Tween}
*/
reset: function() {
this.tween.reset();
return this;
},
/**
* seek
* @method
* @memberof Konva.Tween.prototype
* @param {Integer} t time in seconds between 0 and the duration
* @returns {Tween}
*/
seek: function(t) {
this.tween.seek(t * 1000);
return this;
},
/**
* pause
* @method
* @memberof Konva.Tween.prototype
* @returns {Tween}
*/
pause: function() {
this.tween.pause();
return this;
},
/**
* finish
* @method
* @memberof Konva.Tween.prototype
* @returns {Tween}
*/
finish: function() {
this.tween.finish();
return this;
},
/**
* destroy
* @method
* @memberof Konva.Tween.prototype
*/
destroy: function() {
var nodeId = this.node._id,
thisId = this._id,
attrs = Konva.Tween.tweens[nodeId],
key;
this.pause();
for (key in attrs) {
delete Konva.Tween.tweens[nodeId][key];
}
delete Konva.Tween.attrs[nodeId][thisId];
}
};
/**
* Tween node properties. Shorter usage of {@link Konva.Tween} object.
*
* @method Konva.Node#to
* @memberof Konva.Node
* @param {Object} [params] tween params
* @example
*
* circle.to({
* x : 50,
* duration : 0.5
* });
*/
Konva.Node.prototype.to = function(params) {
var onFinish = params.onFinish;
params.node = this;
params.onFinish = function() {
this.destroy();
if (onFinish) {
onFinish();
}
};
var tween = new Konva.Tween(params);
tween.play();
};
/*
* These eases were ported from an Adobe Flash tweening library to JavaScript
* by Xaric
*/
/**
* @namespace Easings
* @memberof Konva
*/
Konva.Easings = {
/**
* back ease in
* @function
* @memberof Konva.Easings
*/
BackEaseIn: function(t, b, c, d) {
var s = 1.70158;
return c * (t /= d) * t * ((s + 1) * t - s) + b;
},
/**
* back ease out
* @function
* @memberof Konva.Easings
*/
BackEaseOut: function(t, b, c, d) {
var s = 1.70158;
return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;
},
/**
* back ease in out
* @function
* @memberof Konva.Easings
*/
BackEaseInOut: function(t, b, c, d) {
var s = 1.70158;
if ((t /= d / 2) < 1) {
return c / 2 * (t * t * (((s *= 1.525) + 1) * t - s)) + b;
}
return c / 2 * ((t -= 2) * t * (((s *= 1.525) + 1) * t + s) + 2) + b;
},
/**
* elastic ease in
* @function
* @memberof Konva.Easings
*/
ElasticEaseIn: function(t, b, c, d, a, p) {
// added s = 0
var s = 0;
if (t === 0) {
return b;
}
if ((t /= d) === 1) {
return b + c;
}
if (!p) {
p = d * 0.3;
}
if (!a || a < Math.abs(c)) {
a = c;
s = p / 4;
} else {
s = p / (2 * Math.PI) * Math.asin(c / a);
}
return -(a *
Math.pow(2, 10 * (t -= 1)) *
Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
},
/**
* elastic ease out
* @function
* @memberof Konva.Easings
*/
ElasticEaseOut: function(t, b, c, d, a, p) {
// added s = 0
var s = 0;
if (t === 0) {
return b;
}
if ((t /= d) === 1) {
return b + c;
}
if (!p) {
p = d * 0.3;
}
if (!a || a < Math.abs(c)) {
a = c;
s = p / 4;
} else {
s = p / (2 * Math.PI) * Math.asin(c / a);
}
return a *
Math.pow(2, (-10) * t) *
Math.sin((t * d - s) * (2 * Math.PI) / p) +
c +
b;
},
/**
* elastic ease in out
* @function
* @memberof Konva.Easings
*/
ElasticEaseInOut: function(t, b, c, d, a, p) {
// added s = 0
var s = 0;
if (t === 0) {
return b;
}
if ((t /= d / 2) === 2) {
return b + c;
}
if (!p) {
p = d * (0.3 * 1.5);
}
if (!a || a < Math.abs(c)) {
a = c;
s = p / 4;
} else {
s = p / (2 * Math.PI) * Math.asin(c / a);
}
if (t < 1) {
return (-0.5) *
(a *
Math.pow(2, 10 * (t -= 1)) *
Math.sin((t * d - s) * (2 * Math.PI) / p)) +
b;
}
return a *
Math.pow(2, (-10) * (t -= 1)) *
Math.sin((t * d - s) * (2 * Math.PI) / p) *
0.5 +
c +
b;
},
/**
* bounce ease out
* @function
* @memberof Konva.Easings
*/
BounceEaseOut: function(t, b, c, d) {
if ((t /= d) < 1 / 2.75) {
return c * (7.5625 * t * t) + b;
} else if (t < 2 / 2.75) {
return c * (7.5625 * (t -= 1.5 / 2.75) * t + 0.75) + b;
} else if (t < 2.5 / 2.75) {
return c * (7.5625 * (t -= 2.25 / 2.75) * t + 0.9375) + b;
} else {
return c * (7.5625 * (t -= 2.625 / 2.75) * t + 0.984375) + b;
}
},
/**
* bounce ease in
* @function
* @memberof Konva.Easings
*/
BounceEaseIn: function(t, b, c, d) {
return c - Konva.Easings.BounceEaseOut(d - t, 0, c, d) + b;
},
/**
* bounce ease in out
* @function
* @memberof Konva.Easings
*/
BounceEaseInOut: function(t, b, c, d) {
if (t < d / 2) {
return Konva.Easings.BounceEaseIn(t * 2, 0, c, d) * 0.5 + b;
} else {
return Konva.Easings.BounceEaseOut(t * 2 - d, 0, c, d) * 0.5 +
c * 0.5 +
b;
}
},
/**
* ease in
* @function
* @memberof Konva.Easings
*/
EaseIn: function(t, b, c, d) {
return c * (t /= d) * t + b;
},
/**
* ease out
* @function
* @memberof Konva.Easings
*/
EaseOut: function(t, b, c, d) {
return (-c) * (t /= d) * (t - 2) + b;
},
/**
* ease in out
* @function
* @memberof Konva.Easings
*/
EaseInOut: function(t, b, c, d) {
if ((t /= d / 2) < 1) {
return c / 2 * t * t + b;
}
return (-c) / 2 * (--t * (t - 2) - 1) + b;
},
/**
* strong ease in
* @function
* @memberof Konva.Easings
*/
StrongEaseIn: function(t, b, c, d) {
return c * (t /= d) * t * t * t * t + b;
},
/**
* strong ease out
* @function
* @memberof Konva.Easings
*/
StrongEaseOut: function(t, b, c, d) {
return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
},
/**
* strong ease in out
* @function
* @memberof Konva.Easings
*/
StrongEaseInOut: function(t, b, c, d) {
if ((t /= d / 2) < 1) {
return c / 2 * t * t * t * t * t + b;
}
return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
},
/**
* linear
* @function
* @memberof Konva.Easings
*/
Linear: function(t, b, c, d) {
return c * t / d + b;
}
};
})();
(function() {
'use strict';
Konva.DD = {
// properties
anim: new Konva.Animation(function() {
var b = this.dirty;
this.dirty = false;
return b;
}),
isDragging: false,
justDragged: false,
offset: {
x: 0,
y: 0
},
node: null,
// methods
_drag: function(evt) {
var dd = Konva.DD, node = dd.node;
if (node) {
if (!dd.isDragging) {
var pos = node.getStage().getPointerPosition();
var dragDistance = node.dragDistance();
var distance = Math.max(
Math.abs(pos.x - dd.startPointerPos.x),
Math.abs(pos.y - dd.startPointerPos.y)
);
if (distance < dragDistance) {
return;
}
}
node.getStage()._setPointerPosition(evt);
node._setDragPosition(evt);
if (!dd.isDragging) {
dd.isDragging = true;
node.fire(
'dragstart',
{
type: 'dragstart',
target: node,
evt: evt
},
true
);
}
// execute ondragmove if defined
node.fire(
'dragmove',
{
type: 'dragmove',
target: node,
evt: evt
},
true
);
}
},
_endDragBefore: function(evt) {
var dd = Konva.DD, node = dd.node, layer;
if (node) {
layer = node.getLayer();
dd.anim.stop();
// only fire dragend event if the drag and drop
// operation actually started.
if (dd.isDragging) {
dd.isDragging = false;
dd.justDragged = true;
Konva.listenClickTap = false;
if (evt) {
evt.dragEndNode = node;
}
}
delete dd.node;
if (node.getLayer() || layer || node instanceof Konva.Stage) {
(layer || node).draw();
}
}
},
_endDragAfter: function(evt) {
evt = evt || {};
var dragEndNode = evt.dragEndNode;
if (evt && dragEndNode) {
dragEndNode.fire(
'dragend',
{
type: 'dragend',
target: dragEndNode,
evt: evt
},
true
);
}
}
};
// Node extenders
/**
* initiate drag and drop
* @method
* @memberof Konva.Node.prototype
*/
Konva.Node.prototype.startDrag = function() {
var dd = Konva.DD,
stage = this.getStage(),
layer = this.getLayer(),
pos = stage.getPointerPosition(),
ap = this.getAbsolutePosition();
if (pos) {
if (dd.node) {
dd.node.stopDrag();
}
dd.node = this;
dd.startPointerPos = pos;
dd.offset.x = pos.x - ap.x;
dd.offset.y = pos.y - ap.y;
dd.anim.setLayers(layer || this.getLayers());
dd.anim.start();
this._setDragPosition();
}
};
Konva.Node.prototype._setDragPosition = function(evt) {
var dd = Konva.DD,
pos = this.getStage().getPointerPosition(),
dbf = this.getDragBoundFunc();
if (!pos) {
return;
}
var newNodePos = {
x: pos.x - dd.offset.x,
y: pos.y - dd.offset.y
};
if (dbf !== undefined) {
newNodePos = dbf.call(this, newNodePos, evt);
}
this.setAbsolutePosition(newNodePos);
if (
!this._lastPos ||
this._lastPos.x !== newNodePos.x ||
this._lastPos.y !== newNodePos.y
) {
dd.anim.dirty = true;
}
this._lastPos = newNodePos;
};
/**
* stop drag and drop
* @method
* @memberof Konva.Node.prototype
*/
Konva.Node.prototype.stopDrag = function() {
var dd = Konva.DD, evt = {};
dd._endDragBefore(evt);
dd._endDragAfter(evt);
};
Konva.Node.prototype.setDraggable = function(draggable) {
this._setAttr('draggable', draggable);
this._dragChange();
};
var origRemove = Konva.Node.prototype.remove;
Konva.Node.prototype.__originalRemove = origRemove;
Konva.Node.prototype.remove = function() {
var dd = Konva.DD;
// stop DD
if (dd.node && dd.node._id === this._id) {
this.stopDrag();
}
origRemove.call(this);
};
/**
* determine if node is currently in drag and drop mode
* @method
* @memberof Konva.Node.prototype
*/
Konva.Node.prototype.isDragging = function() {
var dd = Konva.DD;
return !!(dd.node && dd.node._id === this._id && dd.isDragging);
};
Konva.Node.prototype._listenDrag = function() {
var that = this;
this._dragCleanup();
if (this.getClassName() === 'Stage') {
this.on('contentMousedown.konva contentTouchstart.konva', function(evt) {
if (!Konva.DD.node) {
that.startDrag(evt);
}
});
} else {
this.on('mousedown.konva touchstart.konva', function(evt) {
// ignore right and middle buttons
if (evt.evt.button === 1 || evt.evt.button === 2) {
return;
}
if (!Konva.DD.node) {
that.startDrag(evt);
}
});
}
// listening is required for drag and drop
/*
this._listeningEnabled = true;
this._clearSelfAndAncestorCache('listeningEnabled');
*/
};
Konva.Node.prototype._dragChange = function() {
if (this.attrs.draggable) {
this._listenDrag();
} else {
// remove event listeners
this._dragCleanup();
/*
* force drag and drop to end
* if this node is currently in
* drag and drop mode
*/
var stage = this.getStage();
var dd = Konva.DD;
if (stage && dd.node && dd.node._id === this._id) {
dd.node.stopDrag();
}
}
};
Konva.Node.prototype._dragCleanup = function() {
if (this.getClassName() === 'Stage') {
this.off('contentMousedown.konva');
this.off('contentTouchstart.konva');
} else {
this.off('mousedown.konva');
this.off('touchstart.konva');
}
};
Konva.Factory.addGetterSetter(Konva.Node, 'dragBoundFunc');
/**
* get/set drag bound function. This is used to override the default
* drag and drop position
* @name dragBoundFunc
* @method
* @memberof Konva.Node.prototype
* @param {Function} dragBoundFunc
* @returns {Function}
* @example
* // get drag bound function
* var dragBoundFunc = node.dragBoundFunc();
*
* // create vertical drag and drop
* node.dragBoundFunc(function(pos){
* return {
* x: this.getAbsolutePosition().x,
* y: pos.y
* };
* });
*/
Konva.Factory.addGetter(Konva.Node, 'draggable', false);
Konva.Factory.addOverloadedGetterSetter(Konva.Node, 'draggable');
/**
* get/set draggable flag
* @name draggable
* @method
* @memberof Konva.Node.prototype
* @param {Boolean} draggable
* @returns {Boolean}
* @example
* // get draggable flag
* var draggable = node.draggable();
*
* // enable drag and drop
* node.draggable(true);
*
* // disable drag and drop
* node.draggable(false);
*/
var html = Konva.document.documentElement;
html.addEventListener('mouseup', Konva.DD._endDragBefore, true);
html.addEventListener('touchend', Konva.DD._endDragBefore, true);
html.addEventListener('mousemove', Konva.DD._drag);
html.addEventListener('touchmove', Konva.DD._drag);
html.addEventListener('mouseup', Konva.DD._endDragAfter, false);
html.addEventListener('touchend', Konva.DD._endDragAfter, false);
})();
(function() {
'use strict';
/**
* Rect constructor
* @constructor
* @memberof Konva
* @augments Konva.Shape
* @param {Object} config
* @param {Number} [config.cornerRadius]
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var rect = new Konva.Rect({
* width: 100,
* height: 50,
* fill: 'red',
* stroke: 'black',
* strokeWidth: 5
* });
*/
Konva.Rect = function(config) {
this.___init(config);
};
Konva.Rect.prototype = {
___init: function(config) {
Konva.Shape.call(this, config);
this.className = 'Rect';
this.sceneFunc(this._sceneFunc);
},
_sceneFunc: function(context) {
var cornerRadius = this.getCornerRadius(),
width = this.getWidth(),
height = this.getHeight();
context.beginPath();
if (!cornerRadius) {
// simple rect - don't bother doing all that complicated maths stuff.
context.rect(0, 0, width, height);
} else {
// arcTo would be nicer, but browser support is patchy (Opera)
cornerRadius = Math.min(cornerRadius, width / 2, height / 2);
context.moveTo(cornerRadius, 0);
context.lineTo(width - cornerRadius, 0);
context.arc(
width - cornerRadius,
cornerRadius,
cornerRadius,
Math.PI * 3 / 2,
0,
false
);
context.lineTo(width, height - cornerRadius);
context.arc(
width - cornerRadius,
height - cornerRadius,
cornerRadius,
0,
Math.PI / 2,
false
);
context.lineTo(cornerRadius, height);
context.arc(
cornerRadius,
height - cornerRadius,
cornerRadius,
Math.PI / 2,
Math.PI,
false
);
context.lineTo(0, cornerRadius);
context.arc(
cornerRadius,
cornerRadius,
cornerRadius,
Math.PI,
Math.PI * 3 / 2,
false
);
}
context.closePath();
context.fillStrokeShape(this);
}
};
Konva.Util.extend(Konva.Rect, Konva.Shape);
Konva.Factory.addGetterSetter(Konva.Rect, 'cornerRadius', 0);
/**
* get/set corner radius
* @name cornerRadius
* @method
* @memberof Konva.Rect.prototype
* @param {Number} cornerRadius
* @returns {Number}
* @example
* // get corner radius
* var cornerRadius = rect.cornerRadius();
*
* // set corner radius
* rect.cornerRadius(10);
*/
Konva.Collection.mapMethods(Konva.Rect);
})();
(function() {
'use strict';
// the 0.0001 offset fixes a bug in Chrome 27
var PIx2 = Math.PI * 2 - 0.0001, CIRCLE = 'Circle';
/**
* Circle constructor
* @constructor
* @memberof Konva
* @augments Konva.Shape
* @param {Object} config
* @param {Number} config.radius
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* // create circle
* var circle = new Konva.Circle({
* radius: 40,
* fill: 'red',
* stroke: 'black'
* strokeWidth: 5
* });
*/
Konva.Circle = function(config) {
this.___init(config);
};
Konva.Circle.prototype = {
_centroid: true,
___init: function(config) {
// call super constructor
Konva.Shape.call(this, config);
this.className = CIRCLE;
this.sceneFunc(this._sceneFunc);
},
_sceneFunc: function(context) {
context.beginPath();
context.arc(0, 0, this.getRadius(), 0, PIx2, false);
context.closePath();
context.fillStrokeShape(this);
},
// implements Shape.prototype.getWidth()
getWidth: function() {
return this.getRadius() * 2;
},
// implements Shape.prototype.getHeight()
getHeight: function() {
return this.getRadius() * 2;
},
// implements Shape.prototype.setWidth()
setWidth: function(width) {
Konva.Node.prototype.setWidth.call(this, width);
if (this.radius() !== width / 2) {
this.setRadius(width / 2);
}
},
// implements Shape.prototype.setHeight()
setHeight: function(height) {
Konva.Node.prototype.setHeight.call(this, height);
if (this.radius() !== height / 2) {
this.setRadius(height / 2);
}
}
};
Konva.Util.extend(Konva.Circle, Konva.Shape);
// add getters setters
Konva.Factory.addGetterSetter(Konva.Circle, 'radius', 0);
Konva.Factory.addOverloadedGetterSetter(Konva.Circle, 'radius');
/**
* get/set radius
* @name radius
* @method
* @memberof Konva.Circle.prototype
* @param {Number} radius
* @returns {Number}
* @example
* // get radius
* var radius = circle.radius();
*
* // set radius
* circle.radius(10);
*/
Konva.Collection.mapMethods(Konva.Circle);
})();
(function() {
'use strict';
// the 0.0001 offset fixes a bug in Chrome 27
var PIx2 = Math.PI * 2 - 0.0001, ELLIPSE = 'Ellipse';
/**
* Ellipse constructor
* @constructor
* @augments Konva.Shape
* @param {Object} config
* @param {Object} config.radius defines x and y radius
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var ellipse = new Konva.Ellipse({
* radius : {
* x : 50,
* y : 50
* },
* fill: 'red'
* });
*/
Konva.Ellipse = function(config) {
this.___init(config);
};
Konva.Ellipse.prototype = {
_centroid: true,
___init: function(config) {
// call super constructor
Konva.Shape.call(this, config);
this.className = ELLIPSE;
this.sceneFunc(this._sceneFunc);
},
_sceneFunc: function(context) {
var rx = this.getRadiusX(), ry = this.getRadiusY();
context.beginPath();
context.save();
if (rx !== ry) {
context.scale(1, ry / rx);
}
context.arc(0, 0, rx, 0, PIx2, false);
context.restore();
context.closePath();
context.fillStrokeShape(this);
},
// implements Shape.prototype.getWidth()
getWidth: function() {
return this.getRadiusX() * 2;
},
// implements Shape.prototype.getHeight()
getHeight: function() {
return this.getRadiusY() * 2;
},
// implements Shape.prototype.setWidth()
setWidth: function(width) {
Konva.Node.prototype.setWidth.call(this, width);
this.setRadius({
x: width / 2
});
},
// implements Shape.prototype.setHeight()
setHeight: function(height) {
Konva.Node.prototype.setHeight.call(this, height);
this.setRadius({
y: height / 2
});
}
};
Konva.Util.extend(Konva.Ellipse, Konva.Shape);
// add getters setters
Konva.Factory.addComponentsGetterSetter(Konva.Ellipse, 'radius', ['x', 'y']);
/**
* get/set radius
* @name radius
* @method
* @memberof Konva.Ellipse.prototype
* @param {Object} radius
* @param {Number} radius.x
* @param {Number} radius.y
* @returns {Object}
* @example
* // get radius
* var radius = ellipse.radius();
*
* // set radius
* ellipse.radius({
* x: 200,
* y: 100
* });
*/
Konva.Factory.addGetterSetter(Konva.Ellipse, 'radiusX', 0);
/**
* get/set radius x
* @name radiusX
* @method
* @memberof Konva.Ellipse.prototype
* @param {Number} x
* @returns {Number}
* @example
* // get radius x
* var radiusX = ellipse.radiusX();
*
* // set radius x
* ellipse.radiusX(200);
*/
Konva.Factory.addGetterSetter(Konva.Ellipse, 'radiusY', 0);
/**
* get/set radius y
* @name radiusY
* @method
* @memberof Konva.Ellipse.prototype
* @param {Number} y
* @returns {Number}
* @example
* // get radius y
* var radiusY = ellipse.radiusY();
*
* // set radius y
* ellipse.radiusY(200);
*/
Konva.Collection.mapMethods(Konva.Ellipse);
})();
(function() {
'use strict';
// the 0.0001 offset fixes a bug in Chrome 27
var PIx2 = Math.PI * 2 - 0.0001;
/**
* Ring constructor
* @constructor
* @augments Konva.Shape
* @param {Object} config
* @param {Number} config.innerRadius
* @param {Number} config.outerRadius
* @param {Boolean} [config.clockwise]
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var ring = new Konva.Ring({
* innerRadius: 40,
* outerRadius: 80,
* fill: 'red',
* stroke: 'black',
* strokeWidth: 5
* });
*/
Konva.Ring = function(config) {
this.___init(config);
};
Konva.Ring.prototype = {
_centroid: true,
___init: function(config) {
// call super constructor
Konva.Shape.call(this, config);
this.className = 'Ring';
this.sceneFunc(this._sceneFunc);
},
_sceneFunc: function(context) {
context.beginPath();
context.arc(0, 0, this.getInnerRadius(), 0, PIx2, false);
context.moveTo(this.getOuterRadius(), 0);
context.arc(0, 0, this.getOuterRadius(), PIx2, 0, true);
context.closePath();
context.fillStrokeShape(this);
},
// implements Shape.prototype.getWidth()
getWidth: function() {
return this.getOuterRadius() * 2;
},
// implements Shape.prototype.getHeight()
getHeight: function() {
return this.getOuterRadius() * 2;
},
// implements Shape.prototype.setWidth()
setWidth: function(width) {
Konva.Node.prototype.setWidth.call(this, width);
if (this.outerRadius() !== width / 2) {
this.setOuterRadius(width / 2);
}
},
// implements Shape.prototype.setHeight()
setHeight: function(height) {
Konva.Node.prototype.setHeight.call(this, height);
if (this.outerRadius() !== height / 2) {
this.setOuterRadius(height / 2);
}
},
setOuterRadius: function(val) {
this._setAttr('outerRadius', val);
this.setWidth(val * 2);
this.setHeight(val * 2);
}
};
Konva.Util.extend(Konva.Ring, Konva.Shape);
// add getters setters
Konva.Factory.addGetterSetter(Konva.Ring, 'innerRadius', 0);
/**
* get/set innerRadius
* @name innerRadius
* @method
* @memberof Konva.Ring.prototype
* @param {Number} innerRadius
* @returns {Number}
* @example
* // get inner radius
* var innerRadius = ring.innerRadius();
*
* // set inner radius
* ring.innerRadius(20);
*/
Konva.Factory.addGetter(Konva.Ring, 'outerRadius', 0);
Konva.Factory.addOverloadedGetterSetter(Konva.Ring, 'outerRadius');
/**
* get/set outerRadius
* @name outerRadius
* @method
* @memberof Konva.Ring.prototype
* @param {Number} outerRadius
* @returns {Number}
* @example
* // get outer radius
* var outerRadius = ring.outerRadius();
*
* // set outer radius
* ring.outerRadius(20);
*/
Konva.Collection.mapMethods(Konva.Ring);
})();
(function() {
'use strict';
/**
* Wedge constructor
* @constructor
* @augments Konva.Shape
* @param {Object} config
* @param {Number} config.angle in degrees
* @param {Number} config.radius
* @param {Boolean} [config.clockwise]
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* // draw a wedge that's pointing downwards
* var wedge = new Konva.Wedge({
* radius: 40,
* fill: 'red',
* stroke: 'black'
* strokeWidth: 5,
* angleDeg: 60,
* rotationDeg: -120
* });
*/
Konva.Wedge = function(config) {
this.___init(config);
};
Konva.Wedge.prototype = {
_centroid: true,
___init: function(config) {
// call super constructor
Konva.Shape.call(this, config);
this.className = 'Wedge';
this.sceneFunc(this._sceneFunc);
},
_sceneFunc: function(context) {
context.beginPath();
context.arc(
0,
0,
this.getRadius(),
0,
Konva.getAngle(this.getAngle()),
this.getClockwise()
);
context.lineTo(0, 0);
context.closePath();
context.fillStrokeShape(this);
},
// implements Shape.prototype.getWidth()
getWidth: function() {
return this.getRadius() * 2;
},
// implements Shape.prototype.getHeight()
getHeight: function() {
return this.getRadius() * 2;
},
// implements Shape.prototype.setWidth()
setWidth: function(width) {
Konva.Node.prototype.setWidth.call(this, width);
if (this.radius() !== width / 2) {
this.setRadius(width / 2);
}
},
// implements Shape.prototype.setHeight()
setHeight: function(height) {
Konva.Node.prototype.setHeight.call(this, height);
if (this.radius() !== height / 2) {
this.setRadius(height / 2);
}
}
};
Konva.Util.extend(Konva.Wedge, Konva.Shape);
// add getters setters
Konva.Factory.addGetterSetter(Konva.Wedge, 'radius', 0);
/**
* get/set radius
* @name radius
* @method
* @memberof Konva.Wedge.prototype
* @param {Number} radius
* @returns {Number}
* @example
* // get radius
* var radius = wedge.radius();
*
* // set radius
* wedge.radius(10);
*/
Konva.Factory.addGetterSetter(Konva.Wedge, 'angle', 0);
/**
* get/set angle in degrees
* @name angle
* @method
* @memberof Konva.Wedge.prototype
* @param {Number} angle
* @returns {Number}
* @example
* // get angle
* var angle = wedge.angle();
*
* // set angle
* wedge.angle(20);
*/
Konva.Factory.addGetterSetter(Konva.Wedge, 'clockwise', false);
/**
* get/set clockwise flag
* @name clockwise
* @method
* @memberof Konva.Wedge.prototype
* @param {Number} clockwise
* @returns {Number}
* @example
* // get clockwise flag
* var clockwise = wedge.clockwise();
*
* // draw wedge counter-clockwise
* wedge.clockwise(false);
*
* // draw wedge clockwise
* wedge.clockwise(true);
*/
Konva.Factory.backCompat(Konva.Wedge, {
angleDeg: 'angle',
getAngleDeg: 'getAngle',
setAngleDeg: 'setAngle'
});
Konva.Collection.mapMethods(Konva.Wedge);
})();
(function() {
'use strict';
/**
* Arc constructor
* @constructor
* @augments Konva.Shape
* @param {Object} config
* @param {Number} config.angle in degrees
* @param {Number} config.innerRadius
* @param {Number} config.outerRadius
* @param {Boolean} [config.clockwise]
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* // draw a Arc that's pointing downwards
* var arc = new Konva.Arc({
* innerRadius: 40,
* outerRadius: 80,
* fill: 'red',
* stroke: 'black'
* strokeWidth: 5,
* angle: 60,
* rotationDeg: -120
* });
*/
Konva.Arc = function(config) {
this.___init(config);
};
Konva.Arc.prototype = {
_centroid: true,
___init: function(config) {
// call super constructor
Konva.Shape.call(this, config);
this.className = 'Arc';
this.sceneFunc(this._sceneFunc);
},
_sceneFunc: function(context) {
var angle = Konva.getAngle(this.angle()), clockwise = this.clockwise();
context.beginPath();
context.arc(0, 0, this.getOuterRadius(), 0, angle, clockwise);
context.arc(0, 0, this.getInnerRadius(), angle, 0, !clockwise);
context.closePath();
context.fillStrokeShape(this);
},
// implements Shape.prototype.getWidth()
getWidth: function() {
return this.getOuterRadius() * 2;
},
// implements Shape.prototype.getHeight()
getHeight: function() {
return this.getOuterRadius() * 2;
},
// implements Shape.prototype.setWidth()
setWidth: function(width) {
Konva.Node.prototype.setWidth.call(this, width);
if (this.getOuterRadius() !== width / 2) {
this.setOuterRadius(width / 2);
}
},
// implements Shape.prototype.setHeight()
setHeight: function(height) {
Konva.Node.prototype.setHeight.call(this, height);
if (this.getOuterRadius() !== height / 2) {
this.setOuterRadius(height / 2);
}
}
};
Konva.Util.extend(Konva.Arc, Konva.Shape);
// add getters setters
Konva.Factory.addGetterSetter(Konva.Arc, 'innerRadius', 0);
/**
* get/set innerRadius
* @name innerRadius
* @method
* @memberof Konva.Arc.prototype
* @param {Number} innerRadius
* @returns {Number}
* @example
* // get inner radius
* var innerRadius = arc.innerRadius();
*
* // set inner radius
* arc.innerRadius(20);
*/
Konva.Factory.addGetterSetter(Konva.Arc, 'outerRadius', 0);
/**
* get/set outerRadius
* @name outerRadius
* @method
* @memberof Konva.Arc.prototype
* @param {Number} outerRadius
* @returns {Number}
* @example
* // get outer radius
* var outerRadius = arc.outerRadius();
*
* // set outer radius
* arc.outerRadius(20);
*/
Konva.Factory.addGetterSetter(Konva.Arc, 'angle', 0);
/**
* get/set angle in degrees
* @name angle
* @method
* @memberof Konva.Arc.prototype
* @param {Number} angle
* @returns {Number}
* @example
* // get angle
* var angle = arc.angle();
*
* // set angle
* arc.angle(20);
*/
Konva.Factory.addGetterSetter(Konva.Arc, 'clockwise', false);
/**
* get/set clockwise flag
* @name clockwise
* @method
* @memberof Konva.Arc.prototype
* @param {Boolean} clockwise
* @returns {Boolean}
* @example
* // get clockwise flag
* var clockwise = arc.clockwise();
*
* // draw arc counter-clockwise
* arc.clockwise(false);
*
* // draw arc clockwise
* arc.clockwise(true);
*/
Konva.Collection.mapMethods(Konva.Arc);
})();
(function() {
'use strict';
// CONSTANTS
var IMAGE = 'Image';
/**
* Image constructor
* @constructor
* @memberof Konva
* @augments Konva.Shape
* @param {Object} config
* @param {Image} config.image
* @param {Object} [config.crop]
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var imageObj = new Image();
* imageObj.onload = function() {
* var image = new Konva.Image({
* x: 200,
* y: 50,
* image: imageObj,
* width: 100,
* height: 100
* });
* };
* imageObj.src = '/path/to/image.jpg'
*/
Konva.Image = function(config) {
this.___init(config);
};
Konva.Image.prototype = {
___init: function(config) {
// call super constructor
Konva.Shape.call(this, config);
this.className = IMAGE;
this.sceneFunc(this._sceneFunc);
this.hitFunc(this._hitFunc);
},
_useBufferCanvas: function() {
return (this.hasShadow() || this.getAbsoluteOpacity() !== 1) &&
this.hasStroke() &&
this.getStage();
},
_sceneFunc: function(context) {
var width = this.getWidth(),
height = this.getHeight(),
image = this.getImage(),
cropWidth,
cropHeight,
params;
if (image) {
cropWidth = this.getCropWidth();
cropHeight = this.getCropHeight();
if (cropWidth && cropHeight) {
params = [
image,
this.getCropX(),
this.getCropY(),
cropWidth,
cropHeight,
0,
0,
width,
height
];
} else {
params = [image, 0, 0, width, height];
}
}
if (this.hasFill() || this.hasStroke()) {
context.beginPath();
context.rect(0, 0, width, height);
context.closePath();
context.fillStrokeShape(this);
}
if (image) {
context.drawImage.apply(context, params);
}
},
_hitFunc: function(context) {
var width = this.getWidth(), height = this.getHeight();
context.beginPath();
context.rect(0, 0, width, height);
context.closePath();
context.fillStrokeShape(this);
},
getWidth: function() {
var image = this.getImage();
return this.attrs.width || (image ? image.width : 0);
},
getHeight: function() {
var image = this.getImage();
return this.attrs.height || (image ? image.height : 0);
}
};
Konva.Util.extend(Konva.Image, Konva.Shape);
// add getters setters
Konva.Factory.addGetterSetter(Konva.Image, 'image');
/**
* set image
* @name setImage
* @method
* @memberof Konva.Image.prototype
* @param {Image} image
*/
/**
* get image
* @name getImage
* @method
* @memberof Konva.Image.prototype
* @returns {Image}
*/
Konva.Factory.addComponentsGetterSetter(Konva.Image, 'crop', [
'x',
'y',
'width',
'height'
]);
/**
* get/set crop
* @method
* @name crop
* @memberof Konva.Image.prototype
* @param {Object} crop
* @param {Number} crop.x
* @param {Number} crop.y
* @param {Number} crop.width
* @param {Number} crop.height
* @returns {Object}
* @example
* // get crop
* var crop = image.crop();
*
* // set crop
* image.crop({
* x: 20,
* y: 20,
* width: 20,
* height: 20
* });
*/
Konva.Factory.addGetterSetter(Konva.Image, 'cropX', 0);
/**
* get/set crop x
* @method
* @name cropX
* @memberof Konva.Image.prototype
* @param {Number} x
* @returns {Number}
* @example
* // get crop x
* var cropX = image.cropX();
*
* // set crop x
* image.cropX(20);
*/
Konva.Factory.addGetterSetter(Konva.Image, 'cropY', 0);
/**
* get/set crop y
* @name cropY
* @method
* @memberof Konva.Image.prototype
* @param {Number} y
* @returns {Number}
* @example
* // get crop y
* var cropY = image.cropY();
*
* // set crop y
* image.cropY(20);
*/
Konva.Factory.addGetterSetter(Konva.Image, 'cropWidth', 0);
/**
* get/set crop width
* @name cropWidth
* @method
* @memberof Konva.Image.prototype
* @param {Number} width
* @returns {Number}
* @example
* // get crop width
* var cropWidth = image.cropWidth();
*
* // set crop width
* image.cropWidth(20);
*/
Konva.Factory.addGetterSetter(Konva.Image, 'cropHeight', 0);
/**
* get/set crop height
* @name cropHeight
* @method
* @memberof Konva.Image.prototype
* @param {Number} height
* @returns {Number}
* @example
* // get crop height
* var cropHeight = image.cropHeight();
*
* // set crop height
* image.cropHeight(20);
*/
Konva.Collection.mapMethods(Konva.Image);
/**
* load image from given url and create `Konva.Image` instance
* @method
* @memberof Konva.Image
* @param {String} url image source
* @param {Function} callback with Konva.Image instance as first argument
* @example
* Konva.Image.fromURL(imageURL, function(image){
* // image is Konva.Image instance
* layer.add(image);
* layer.draw();
* });
*/
Konva.Image.fromURL = function(url, callback) {
var img = new Image();
img.onload = function() {
var image = new Konva.Image({
image: img
});
callback(image);
};
img.src = url;
};
})();
/*eslint-disable max-depth */
(function() {
'use strict';
// var isFirefox = navigator.userAgent.toLowerCase().indexOf('firefox') > -1;
// constants
var AUTO = 'auto',
//CANVAS = 'canvas',
CENTER = 'center',
JUSTIFY = 'justify',
CHANGE_KONVA = 'Change.konva',
CONTEXT_2D = '2d',
DASH = '-',
EMPTY_STRING = '',
LEFT = 'left',
TEXT = 'text',
TEXT_UPPER = 'Text',
MIDDLE = 'middle',
NORMAL = 'normal',
PX_SPACE = 'px ',
SPACE = ' ',
RIGHT = 'right',
WORD = 'word',
CHAR = 'char',
NONE = 'none',
ATTR_CHANGE_LIST = [
'fontFamily',
'fontSize',
'fontStyle',
'fontVariant',
'padding',
'align',
'lineHeight',
'text',
'width',
'height',
'wrap',
'letterSpacing'
],
// cached variables
attrChangeListLen = ATTR_CHANGE_LIST.length,
dummyContext = Konva.Util.createCanvasElement().getContext(CONTEXT_2D);
/**
* Text constructor
* @constructor
* @memberof Konva
* @augments Konva.Shape
* @param {Object} config
* @param {String} [config.fontFamily] default is Arial
* @param {Number} [config.fontSize] in pixels. Default is 12
* @param {String} [config.fontStyle] can be normal, bold, or italic. Default is normal
* @param {String} [config.fontVariant] can be normal or small-caps. Default is normal
* @param {String} config.text
* @param {String} [config.align] can be left, center, or right
* @param {Number} [config.padding]
* @param {Number} [config.lineHeight] default is 1
* @param {String} [config.wrap] can be word, char, or none. Default is word
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var text = new Konva.Text({
* x: 10,
* y: 15,
* text: 'Simple Text',
* fontSize: 30,
* fontFamily: 'Calibri',
* fill: 'green'
* });
*/
Konva.Text = function(config) {
this.___init(config);
};
function _fillFunc(context) {
context.fillText(this.partialText, 0, 0);
}
function _strokeFunc(context) {
context.strokeText(this.partialText, 0, 0);
}
Konva.Text.prototype = {
___init: function(config) {
config = config || {};
// set default color to black
if (
!config.fillLinearGradientColorStops &&
!config.fillRadialGradientColorStops
) {
config.fill = config.fill || 'black';
}
//
// if (config.width === undefined) {
// config.width = AUTO;
// }
// if (config.height === undefined) {
// config.height = AUTO;
// }
// call super constructor
Konva.Shape.call(this, config);
this._fillFunc = _fillFunc;
this._strokeFunc = _strokeFunc;
this.className = TEXT_UPPER;
// update text data for certain attr changes
for (var n = 0; n < attrChangeListLen; n++) {
this.on(ATTR_CHANGE_LIST[n] + CHANGE_KONVA, this._setTextData);
}
this._setTextData();
this.sceneFunc(this._sceneFunc);
this.hitFunc(this._hitFunc);
},
_sceneFunc: function(context) {
var p = this.getPadding(),
textHeight = this.getTextHeight(),
lineHeightPx = this.getLineHeight() * textHeight,
textArr = this.textArr,
textArrLen = textArr.length,
align = this.getAlign(),
totalWidth = this.getWidth(),
letterSpacing = this.getLetterSpacing(),
textDecoration = this.textDecoration(),
fill = this.fill(),
fontSize = this.fontSize(),
n;
context.setAttr('font', this._getContextFont());
context.setAttr('textBaseline', MIDDLE);
context.setAttr('textAlign', LEFT);
context.save();
if (p) {
context.translate(p, 0);
context.translate(0, p + textHeight / 2);
} else {
context.translate(0, textHeight / 2);
}
// draw text lines
for (n = 0; n < textArrLen; n++) {
var obj = textArr[n], text = obj.text, width = obj.width;
// horizontal alignment
context.save();
if (align === RIGHT) {
context.translate(totalWidth - width - p * 2, 0);
} else if (align === CENTER) {
context.translate((totalWidth - width - p * 2) / 2, 0);
}
if (textDecoration.indexOf('underline') !== -1) {
context.save();
context.beginPath();
context.moveTo(0, Math.round(lineHeightPx / 2));
context.lineTo(Math.round(width), Math.round(lineHeightPx / 2));
// TODO: I have no idea what is real ratio
// just /20 looks good enough
context.lineWidth = fontSize / 15;
context.strokeStyle = fill;
context.stroke();
context.restore();
}
if (textDecoration.indexOf('line-through') !== -1) {
context.save();
context.beginPath();
context.moveTo(0, 0);
context.lineTo(Math.round(width), 0);
context.lineWidth = fontSize / 15;
context.strokeStyle = fill;
context.stroke();
context.restore();
}
if (letterSpacing !== 0 || align === JUSTIFY) {
// var words = text.split(' ');
var spacesNumber = text.split(' ').length - 1;
for (var li = 0; li < text.length; li++) {
var letter = text[li];
// skip justify for the last line
if (letter === ' ' && n !== textArrLen - 1 && align === JUSTIFY) {
context.translate(
Math.floor((totalWidth - width) / spacesNumber),
0
);
}
this.partialText = letter;
context.fillStrokeShape(this);
context.translate(
Math.round(this._getTextSize(letter).width) + letterSpacing,
0
);
}
} else {
this.partialText = text;
context.fillStrokeShape(this);
}
context.restore();
context.translate(0, lineHeightPx);
}
context.restore();
},
_hitFunc: function(context) {
var width = this.getWidth(), height = this.getHeight();
context.beginPath();
context.rect(0, 0, width, height);
context.closePath();
context.fillStrokeShape(this);
},
// _useBufferCanvas: function(caching) {
// var useIt = Konva.Shape.prototype._useBufferCanvas.call(this, caching);
// if (useIt) {
// return true;
// }
// return false;
// // return isFirefox && this.hasFill() && this.hasShadow();
// },
setText: function(text) {
var str = Konva.Util._isString(text) ? text : (text || '').toString();
this._setAttr(TEXT, str);
return this;
},
/**
* get width of text area, which includes padding
* @method
* @memberof Konva.Text.prototype
* @returns {Number}
*/
getWidth: function() {
var isAuto = this.attrs.width === AUTO || this.attrs.width === undefined;
return isAuto
? this.getTextWidth() + this.getPadding() * 2
: this.attrs.width;
},
/**
* get the height of the text area, which takes into account multi-line text, line heights, and padding
* @method
* @memberof Konva.Text.prototype
* @returns {Number}
*/
getHeight: function() {
var isAuto = this.attrs.height === AUTO ||
this.attrs.height === undefined;
return isAuto
? this.getTextHeight() * this.textArr.length * this.getLineHeight() +
this.getPadding() * 2
: this.attrs.height;
},
/**
* get text width
* @method
* @memberof Konva.Text.prototype
* @returns {Number}
*/
getTextWidth: function() {
return this.textWidth;
},
/**
* get text height
* @method
* @memberof Konva.Text.prototype
* @returns {Number}
*/
getTextHeight: function() {
return this.textHeight;
},
_getTextSize: function(text) {
var _context = dummyContext, fontSize = this.getFontSize(), metrics;
_context.save();
_context.font = this._getContextFont();
metrics = _context.measureText(text);
_context.restore();
return {
width: metrics.width,
height: parseInt(fontSize, 10)
};
},
_getContextFont: function() {
// IE don't want to work with usual font style
// bold was not working
// removing font variant will solve
// fix for: https://github.com/konvajs/konva/issues/94
if (Konva.UA.isIE) {
return this.getFontStyle() +
SPACE +
this.getFontSize() +
PX_SPACE +
this.getFontFamily();
}
return this.getFontStyle() +
SPACE +
this.getFontVariant() +
SPACE +
this.getFontSize() +
PX_SPACE +
this.getFontFamily();
},
_addTextLine: function(line) {
if (this.align() === JUSTIFY) {
line = line.trim();
}
var width = this._getTextWidth(line);
return this.textArr.push({ text: line, width: width });
},
_getTextWidth: function(text) {
var latterSpacing = this.getLetterSpacing();
var length = text.length;
return dummyContext.measureText(text).width +
(length ? latterSpacing * (length - 1) : 0);
},
_setTextData: function() {
var lines = this.getText().split('\n'),
fontSize = +this.getFontSize(),
textWidth = 0,
lineHeightPx = this.getLineHeight() * fontSize,
width = this.attrs.width,
height = this.attrs.height,
fixedWidth = width !== AUTO,
fixedHeight = height !== AUTO,
padding = this.getPadding(),
maxWidth = width - padding * 2,
maxHeightPx = height - padding * 2,
currentHeightPx = 0,
wrap = this.getWrap(),
shouldWrap = wrap !== NONE,
wrapAtWord = wrap !== CHAR && shouldWrap;
this.textArr = [];
dummyContext.save();
dummyContext.font = this._getContextFont();
for (var i = 0, max = lines.length; i < max; ++i) {
var line = lines[i];
var lineWidth = this._getTextWidth(line);
if (fixedWidth && lineWidth > maxWidth) {
/*
* if width is fixed and line does not fit entirely
* break the line into multiple fitting lines
*/
while (line.length > 0) {
/*
* use binary search to find the longest substring that
* that would fit in the specified width
*/
var low = 0, high = line.length, match = '', matchWidth = 0;
while (low < high) {
var mid = low + high >>> 1,
substr = line.slice(0, mid + 1),
substrWidth = this._getTextWidth(substr);
if (substrWidth <= maxWidth) {
low = mid + 1;
match = substr;
matchWidth = substrWidth;
} else {
high = mid;
}
}
/*
* 'low' is now the index of the substring end
* 'match' is the substring
* 'matchWidth' is the substring width in px
*/
if (match) {
// a fitting substring was found
if (wrapAtWord) {
// try to find a space or dash where wrapping could be done
var wrapIndex = Math.max(
match.lastIndexOf(SPACE),
match.lastIndexOf(DASH)
) + 1;
if (wrapIndex > 0) {
// re-cut the substring found at the space/dash position
low = wrapIndex;
match = match.slice(0, low);
matchWidth = this._getTextWidth(match);
}
}
this._addTextLine(match);
textWidth = Math.max(textWidth, matchWidth);
currentHeightPx += lineHeightPx;
if (
!shouldWrap ||
(fixedHeight && currentHeightPx + lineHeightPx > maxHeightPx)
) {
/*
* stop wrapping if wrapping is disabled or if adding
* one more line would overflow the fixed height
*/
break;
}
line = line.slice(low);
if (line.length > 0) {
// Check if the remaining text would fit on one line
lineWidth = this._getTextWidth(line);
if (lineWidth <= maxWidth) {
// if it does, add the line and break out of the loop
this._addTextLine(line);
currentHeightPx += lineHeightPx;
textWidth = Math.max(textWidth, lineWidth);
break;
}
}
} else {
// not even one character could fit in the element, abort
break;
}
}
} else {
// element width is automatically adjusted to max line width
this._addTextLine(line);
currentHeightPx += lineHeightPx;
textWidth = Math.max(textWidth, lineWidth);
}
// if element height is fixed, abort if adding one more line would overflow
if (fixedHeight && currentHeightPx + lineHeightPx > maxHeightPx) {
break;
}
}
dummyContext.restore();
this.textHeight = fontSize;
// var maxTextWidth = 0;
// for(var j = 0; j < this.textArr.length; j++) {
// maxTextWidth = Math.max(maxTextWidth, this.textArr[j].width);
// }
this.textWidth = textWidth;
}
};
Konva.Util.extend(Konva.Text, Konva.Shape);
// add getters setters
Konva.Factory.addGetterSetter(Konva.Text, 'fontFamily', 'Arial');
/**
* get/set font family
* @name fontFamily
* @method
* @memberof Konva.Text.prototype
* @param {String} fontFamily
* @returns {String}
* @example
* // get font family
* var fontFamily = text.fontFamily();
*
* // set font family
* text.fontFamily('Arial');
*/
Konva.Factory.addGetterSetter(Konva.Text, 'fontSize', 12);
/**
* get/set font size in pixels
* @name fontSize
* @method
* @memberof Konva.Text.prototype
* @param {Number} fontSize
* @returns {Number}
* @example
* // get font size
* var fontSize = text.fontSize();
*
* // set font size to 22px
* text.fontSize(22);
*/
Konva.Factory.addGetterSetter(Konva.Text, 'fontStyle', NORMAL);
/**
* set font style. Can be 'normal', 'italic', or 'bold'. 'normal' is the default.
* @name fontStyle
* @method
* @memberof Konva.Text.prototype
* @param {String} fontStyle
* @returns {String}
* @example
* // get font style
* var fontStyle = text.fontStyle();
*
* // set font style
* text.fontStyle('bold');
*/
Konva.Factory.addGetterSetter(Konva.Text, 'fontVariant', NORMAL);
/**
* set font variant. Can be 'normal' or 'small-caps'. 'normal' is the default.
* @name fontVariant
* @method
* @memberof Konva.Text.prototype
* @param {String} fontVariant
* @returns {String}
* @example
* // get font variant
* var fontVariant = text.fontVariant();
*
* // set font variant
* text.fontVariant('small-caps');
*/
Konva.Factory.addGetterSetter(Konva.Text, 'padding', 0);
/**
* set padding
* @name padding
* @method
* @memberof Konva.Text.prototype
* @param {Number} padding
* @returns {Number}
* @example
* // get padding
* var padding = text.padding();
*
* // set padding to 10 pixels
* text.padding(10);
*/
Konva.Factory.addGetterSetter(Konva.Text, 'align', LEFT);
/**
* get/set horizontal align of text. Can be 'left', 'center', 'right' or 'justify'
* @name align
* @method
* @memberof Konva.Text.prototype
* @param {String} align
* @returns {String}
* @example
* // get text align
* var align = text.align();
*
* // center text
* text.align('center');
*
* // align text to right
* text.align('right');
*/
Konva.Factory.addGetterSetter(Konva.Text, 'lineHeight', 1);
/**
* get/set line height. The default is 1.
* @name lineHeight
* @method
* @memberof Konva.Text.prototype
* @param {Number} lineHeight
* @returns {Number}
* @example
* // get line height
* var lineHeight = text.lineHeight();
*
* // set the line height
* text.lineHeight(2);
*/
Konva.Factory.addGetterSetter(Konva.Text, 'wrap', WORD);
/**
* get/set wrap. Can be word, char, or none. Default is word.
* @name wrap
* @method
* @memberof Konva.Text.prototype
* @param {String} wrap
* @returns {String}
* @example
* // get wrap
* var wrap = text.wrap();
*
* // set wrap
* text.wrap('word');
*/
Konva.Factory.addGetterSetter(Konva.Text, 'letterSpacing', 0);
/**
* set letter spacing property. Default value is 0.
* @name letterSpacing
* @method
* @memberof Konva.TextPath.prototype
* @param {Number} letterSpacing
*/
Konva.Factory.addGetter(Konva.Text, 'text', EMPTY_STRING);
Konva.Factory.addOverloadedGetterSetter(Konva.Text, 'text');
/**
* get/set text
* @name getText
* @method
* @memberof Konva.Text.prototype
* @param {String} text
* @returns {String}
* @example
* // get text
* var text = text.text();
*
* // set text
* text.text('Hello world!');
*/
Konva.Factory.addGetterSetter(Konva.Text, 'textDecoration', EMPTY_STRING);
/**
* get/set text decoration of a text. Possible values are 'underline', 'line-through' or combination of these values separated by space
* @name textDecoration
* @method
* @memberof Konva.Text.prototype
* @param {String} textDecoration
* @returns {String}
* @example
* // get text decoration
* var textDecoration = text.textDecoration();
*
* // underline text
* text.textDecoration('underline');
*
* // strike text
* text.textDecoration('line-through');
*
* // underline and strike text
* text.textDecoration('underline line-through');
*/
Konva.Collection.mapMethods(Konva.Text);
})();
(function() {
'use strict';
/**
* Line constructor. Lines are defined by an array of points and
* a tension
* @constructor
* @memberof Konva
* @augments Konva.Shape
* @param {Object} config
* @param {Array} config.points
* @param {Number} [config.tension] Higher values will result in a more curvy line. A value of 0 will result in no interpolation.
* The default is 0
* @param {Boolean} [config.closed] defines whether or not the line shape is closed, creating a polygon or blob
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var line = new Konva.Line({
* x: 100,
* y: 50,
* points: [73, 70, 340, 23, 450, 60, 500, 20],
* stroke: 'red',
* tension: 1
* });
*/
Konva.Line = function(config) {
this.___init(config);
};
Konva.Line.prototype = {
___init: function(config) {
// call super constructor
Konva.Shape.call(this, config);
this.className = 'Line';
this.on(
'pointsChange.konva tensionChange.konva closedChange.konva',
function() {
this._clearCache('tensionPoints');
}
);
this.sceneFunc(this._sceneFunc);
},
_sceneFunc: function(context) {
var points = this.getPoints(),
length = points.length,
tension = this.getTension(),
closed = this.getClosed(),
tp,
len,
n;
if (!length) {
return;
}
context.beginPath();
context.moveTo(points[0], points[1]);
// tension
if (tension !== 0 && length > 4) {
tp = this.getTensionPoints();
len = tp.length;
n = closed ? 0 : 4;
if (!closed) {
context.quadraticCurveTo(tp[0], tp[1], tp[2], tp[3]);
}
while (n < len - 2) {
context.bezierCurveTo(
tp[n++],
tp[n++],
tp[n++],
tp[n++],
tp[n++],
tp[n++]
);
}
if (!closed) {
context.quadraticCurveTo(
tp[len - 2],
tp[len - 1],
points[length - 2],
points[length - 1]
);
}
} else {
// no tension
for (n = 2; n < length; n += 2) {
context.lineTo(points[n], points[n + 1]);
}
}
// closed e.g. polygons and blobs
if (closed) {
context.closePath();
context.fillStrokeShape(this);
} else {
// open e.g. lines and splines
context.strokeShape(this);
}
},
getTensionPoints: function() {
return this._getCache('tensionPoints', this._getTensionPoints);
},
_getTensionPoints: function() {
if (this.getClosed()) {
return this._getTensionPointsClosed();
} else {
return Konva.Util._expandPoints(this.getPoints(), this.getTension());
}
},
_getTensionPointsClosed: function() {
var p = this.getPoints(),
len = p.length,
tension = this.getTension(),
util = Konva.Util,
firstControlPoints = util._getControlPoints(
p[len - 2],
p[len - 1],
p[0],
p[1],
p[2],
p[3],
tension
),
lastControlPoints = util._getControlPoints(
p[len - 4],
p[len - 3],
p[len - 2],
p[len - 1],
p[0],
p[1],
tension
),
middle = Konva.Util._expandPoints(p, tension),
tp = [firstControlPoints[2], firstControlPoints[3]]
.concat(middle)
.concat([
lastControlPoints[0],
lastControlPoints[1],
p[len - 2],
p[len - 1],
lastControlPoints[2],
lastControlPoints[3],
firstControlPoints[0],
firstControlPoints[1],
p[0],
p[1]
]);
return tp;
},
getWidth: function() {
return this.getSelfRect().width;
},
getHeight: function() {
return this.getSelfRect().height;
},
// overload size detection
getSelfRect: function() {
var points;
if (this.getTension() !== 0) {
points = this._getTensionPoints();
} else {
points = this.getPoints();
}
var minX = points[0];
var maxX = points[0];
var minY = points[1];
var maxY = points[1];
var x, y;
for (var i = 0; i < points.length / 2; i++) {
x = points[i * 2];
y = points[i * 2 + 1];
minX = Math.min(minX, x);
maxX = Math.max(maxX, x);
minY = Math.min(minY, y);
maxY = Math.max(maxY, y);
}
return {
x: Math.round(minX),
y: Math.round(minY),
width: Math.round(maxX - minX),
height: Math.round(maxY - minY)
};
}
};
Konva.Util.extend(Konva.Line, Konva.Shape);
// add getters setters
Konva.Factory.addGetterSetter(Konva.Line, 'closed', false);
/**
* get/set closed flag. The default is false
* @name closed
* @method
* @memberof Konva.Line.prototype
* @param {Boolean} closed
* @returns {Boolean}
* @example
* // get closed flag
* var closed = line.closed();
*
* // close the shape
* line.closed(true);
*
* // open the shape
* line.closed(false);
*/
Konva.Factory.addGetterSetter(Konva.Line, 'tension', 0);
/**
* get/set tension
* @name tension
* @method
* @memberof Konva.Line.prototype
* @param {Number} Higher values will result in a more curvy line. A value of 0 will result in no interpolation.
* The default is 0
* @returns {Number}
* @example
* // get tension
* var tension = line.tension();
*
* // set tension
* line.tension(3);
*/
Konva.Factory.addGetterSetter(Konva.Line, 'points', []);
/**
* get/set points array
* @name points
* @method
* @memberof Konva.Line.prototype
* @param {Array} points
* @returns {Array}
* @example
* // get points
* var points = line.points();
*
* // set points
* line.points([10, 20, 30, 40, 50, 60]);
*
* // push a new point
* line.points(line.points().concat([70, 80]));
*/
Konva.Collection.mapMethods(Konva.Line);
})();
(function() {
'use strict';
/**
* Sprite constructor
* @constructor
* @memberof Konva
* @augments Konva.Shape
* @param {Object} config
* @param {String} config.animation animation key
* @param {Object} config.animations animation map
* @param {Integer} [config.frameIndex] animation frame index
* @param {Image} config.image image object
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var imageObj = new Image();
* imageObj.onload = function() {
* var sprite = new Konva.Sprite({
* x: 200,
* y: 100,
* image: imageObj,
* animation: 'standing',
* animations: {
* standing: [
* // x, y, width, height (6 frames)
* 0, 0, 49, 109,
* 52, 0, 49, 109,
* 105, 0, 49, 109,
* 158, 0, 49, 109,
* 210, 0, 49, 109,
* 262, 0, 49, 109
* ],
* kicking: [
* // x, y, width, height (6 frames)
* 0, 109, 45, 98,
* 45, 109, 45, 98,
* 95, 109, 63, 98,
* 156, 109, 70, 98,
* 229, 109, 60, 98,
* 287, 109, 41, 98
* ]
* },
* frameRate: 7,
* frameIndex: 0
* });
* };
* imageObj.src = '/path/to/image.jpg'
*/
Konva.Sprite = function(config) {
this.___init(config);
};
Konva.Sprite.prototype = {
___init: function(config) {
// call super constructor
Konva.Shape.call(this, config);
this.className = 'Sprite';
this._updated = true;
var that = this;
this.anim = new Konva.Animation(function() {
// if we don't need to redraw layer we should return false
var updated = that._updated;
that._updated = false;
return updated;
});
this.on('animationChange.konva', function() {
// reset index when animation changes
this.frameIndex(0);
});
this.on('frameIndexChange.konva', function() {
this._updated = true;
});
// smooth change for frameRate
this.on('frameRateChange.konva', function() {
if (!this.anim.isRunning()) {
return;
}
clearInterval(this.interval);
this._setInterval();
});
this.sceneFunc(this._sceneFunc);
this.hitFunc(this._hitFunc);
},
_sceneFunc: function(context) {
var anim = this.getAnimation(),
index = this.frameIndex(),
ix4 = index * 4,
set = this.getAnimations()[anim],
offsets = this.frameOffsets(),
x = set[ix4 + 0],
y = set[ix4 + 1],
width = set[ix4 + 2],
height = set[ix4 + 3],
image = this.getImage();
if (this.hasFill() || this.hasStroke()) {
context.beginPath();
context.rect(0, 0, width, height);
context.closePath();
context.fillStrokeShape(this);
}
if (image) {
if (offsets) {
var offset = offsets[anim], ix2 = index * 2;
context.drawImage(
image,
x,
y,
width,
height,
offset[ix2 + 0],
offset[ix2 + 1],
width,
height
);
} else {
context.drawImage(image, x, y, width, height, 0, 0, width, height);
}
}
},
_hitFunc: function(context) {
var anim = this.getAnimation(),
index = this.frameIndex(),
ix4 = index * 4,
set = this.getAnimations()[anim],
offsets = this.frameOffsets(),
width = set[ix4 + 2],
height = set[ix4 + 3];
context.beginPath();
if (offsets) {
var offset = offsets[anim];
var ix2 = index * 2;
context.rect(offset[ix2 + 0], offset[ix2 + 1], width, height);
} else {
context.rect(0, 0, width, height);
}
context.closePath();
context.fillShape(this);
},
_useBufferCanvas: function() {
return (this.hasShadow() || this.getAbsoluteOpacity() !== 1) &&
this.hasStroke();
},
_setInterval: function() {
var that = this;
this.interval = setInterval(
function() {
that._updateIndex();
},
1000 / this.getFrameRate()
);
},
/**
* start sprite animation
* @method
* @memberof Konva.Sprite.prototype
*/
start: function() {
var layer = this.getLayer();
/*
* animation object has no executable function because
* the updates are done with a fixed FPS with the setInterval
* below. The anim object only needs the layer reference for
* redraw
*/
this.anim.setLayers(layer);
this._setInterval();
this.anim.start();
},
/**
* stop sprite animation
* @method
* @memberof Konva.Sprite.prototype
*/
stop: function() {
this.anim.stop();
clearInterval(this.interval);
},
/**
* determine if animation of sprite is running or not. returns true or false
* @method
* @memberof Konva.Animation.prototype
* @returns {Boolean}
*/
isRunning: function() {
return this.anim.isRunning();
},
_updateIndex: function() {
var index = this.frameIndex(),
animation = this.getAnimation(),
animations = this.getAnimations(),
anim = animations[animation],
len = anim.length / 4;
if (index < len - 1) {
this.frameIndex(index + 1);
} else {
this.frameIndex(0);
}
}
};
Konva.Util.extend(Konva.Sprite, Konva.Shape);
// add getters setters
Konva.Factory.addGetterSetter(Konva.Sprite, 'animation');
/**
* get/set animation key
* @name animation
* @method
* @memberof Konva.Sprite.prototype
* @param {String} anim animation key
* @returns {String}
* @example
* // get animation key
* var animation = sprite.animation();
*
* // set animation key
* sprite.animation('kicking');
*/
Konva.Factory.addGetterSetter(Konva.Sprite, 'animations');
/**
* get/set animations map
* @name animations
* @method
* @memberof Konva.Sprite.prototype
* @param {Object} animations
* @returns {Object}
* @example
* // get animations map
* var animations = sprite.animations();
*
* // set animations map
* sprite.animations({
* standing: [
* // x, y, width, height (6 frames)
* 0, 0, 49, 109,
* 52, 0, 49, 109,
* 105, 0, 49, 109,
* 158, 0, 49, 109,
* 210, 0, 49, 109,
* 262, 0, 49, 109
* ],
* kicking: [
* // x, y, width, height (6 frames)
* 0, 109, 45, 98,
* 45, 109, 45, 98,
* 95, 109, 63, 98,
* 156, 109, 70, 98,
* 229, 109, 60, 98,
* 287, 109, 41, 98
* ]
* });
*/
Konva.Factory.addGetterSetter(Konva.Sprite, 'frameOffsets');
/**
* get/set offsets map
* @name offsets
* @method
* @memberof Konva.Sprite.prototype
* @param {Object} offsets
* @returns {Object}
* @example
* // get offsets map
* var offsets = sprite.offsets();
*
* // set offsets map
* sprite.offsets({
* standing: [
* // x, y (6 frames)
* 0, 0,
* 0, 0,
* 5, 0,
* 0, 0,
* 0, 3,
* 2, 0
* ],
* kicking: [
* // x, y (6 frames)
* 0, 5,
* 5, 0,
* 10, 0,
* 0, 0,
* 2, 1,
* 0, 0
* ]
* });
*/
Konva.Factory.addGetterSetter(Konva.Sprite, 'image');
/**
* get/set image
* @name image
* @method
* @memberof Konva.Sprite.prototype
* @param {Image} image
* @returns {Image}
* @example
* // get image
* var image = sprite.image();
*
* // set image
* sprite.image(imageObj);
*/
Konva.Factory.addGetterSetter(Konva.Sprite, 'frameIndex', 0);
/**
* set/set animation frame index
* @name frameIndex
* @method
* @memberof Konva.Sprite.prototype
* @param {Integer} frameIndex
* @returns {Integer}
* @example
* // get animation frame index
* var frameIndex = sprite.frameIndex();
*
* // set animation frame index
* sprite.frameIndex(3);
*/
Konva.Factory.addGetterSetter(Konva.Sprite, 'frameRate', 17);
/**
* get/set frame rate in frames per second. Increase this number to make the sprite
* animation run faster, and decrease the number to make the sprite animation run slower
* The default is 17 frames per second
* @name frameRate
* @method
* @memberof Konva.Sprite.prototype
* @param {Integer} frameRate
* @returns {Integer}
* @example
* // get frame rate
* var frameRate = sprite.frameRate();
*
* // set frame rate to 2 frames per second
* sprite.frameRate(2);
*/
Konva.Factory.backCompat(Konva.Sprite, {
index: 'frameIndex',
getIndex: 'getFrameIndex',
setIndex: 'setFrameIndex'
});
Konva.Collection.mapMethods(Konva.Sprite);
})();
/*eslint-disable no-shadow, max-len, max-depth */
(function() {
'use strict';
/**
* Path constructor.
* @author Jason Follas
* @constructor
* @memberof Konva
* @augments Konva.Shape
* @param {Object} config
* @param {String} config.data SVG data string
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var path = new Konva.Path({
* x: 240,
* y: 40,
* data: 'M12.582,9.551C3.251,16.237,0.921,29.021,7.08,38.564l-2.36,1.689l4.893,2.262l4.893,2.262l-0.568-5.36l-0.567-5.359l-2.365,1.694c-4.657-7.375-2.83-17.185,4.352-22.33c7.451-5.338,17.817-3.625,23.156,3.824c5.337,7.449,3.625,17.813-3.821,23.152l2.857,3.988c9.617-6.893,11.827-20.277,4.935-29.896C35.591,4.87,22.204,2.658,12.582,9.551z',
* fill: 'green',
* scale: 2
* });
*/
Konva.Path = function(config) {
this.___init(config);
};
Konva.Path.prototype = {
___init: function(config) {
this.dataArray = [];
var that = this;
// call super constructor
Konva.Shape.call(this, config);
this.className = 'Path';
this.dataArray = Konva.Path.parsePathData(this.getData());
this.on('dataChange.konva', function() {
that.dataArray = Konva.Path.parsePathData(this.getData());
});
this.sceneFunc(this._sceneFunc);
},
_sceneFunc: function(context) {
var ca = this.dataArray;
// context position
context.beginPath();
for (var n = 0; n < ca.length; n++) {
var c = ca[n].command;
var p = ca[n].points;
switch (c) {
case 'L':
context.lineTo(p[0], p[1]);
break;
case 'M':
context.moveTo(p[0], p[1]);
break;
case 'C':
context.bezierCurveTo(p[0], p[1], p[2], p[3], p[4], p[5]);
break;
case 'Q':
context.quadraticCurveTo(p[0], p[1], p[2], p[3]);
break;
case 'A':
var cx = p[0],
cy = p[1],
rx = p[2],
ry = p[3],
theta = p[4],
dTheta = p[5],
psi = p[6],
fs = p[7];
var r = rx > ry ? rx : ry;
var scaleX = rx > ry ? 1 : rx / ry;
var scaleY = rx > ry ? ry / rx : 1;
context.translate(cx, cy);
context.rotate(psi);
context.scale(scaleX, scaleY);
context.arc(0, 0, r, theta, theta + dTheta, 1 - fs);
context.scale(1 / scaleX, 1 / scaleY);
context.rotate(-psi);
context.translate(-cx, -cy);
break;
case 'z':
context.closePath();
break;
}
}
context.fillStrokeShape(this);
},
getSelfRect: function() {
var points = [];
this.dataArray.forEach(function(data) {
points = points.concat(data.points);
});
var minX = points[0];
var maxX = points[0];
var minY = points[1];
var maxY = points[1];
var x, y;
for (var i = 0; i < points.length / 2; i++) {
x = points[i * 2];
y = points[i * 2 + 1];
minX = Math.min(minX, x);
maxX = Math.max(maxX, x);
minY = Math.min(minY, y);
maxY = Math.max(maxY, y);
}
return {
x: Math.round(minX),
y: Math.round(minY),
width: Math.round(maxX - minX),
height: Math.round(maxY - minY)
};
}
};
Konva.Util.extend(Konva.Path, Konva.Shape);
Konva.Path.getLineLength = function(x1, y1, x2, y2) {
return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
};
Konva.Path.getPointOnLine = function(dist, P1x, P1y, P2x, P2y, fromX, fromY) {
if (fromX === undefined) {
fromX = P1x;
}
if (fromY === undefined) {
fromY = P1y;
}
var m = (P2y - P1y) / (P2x - P1x + 0.00000001);
var run = Math.sqrt(dist * dist / (1 + m * m));
if (P2x < P1x) {
run *= -1;
}
var rise = m * run;
var pt;
if (P2x === P1x) {
// vertical line
pt = {
x: fromX,
y: fromY + rise
};
} else if ((fromY - P1y) / (fromX - P1x + 0.00000001) === m) {
pt = {
x: fromX + run,
y: fromY + rise
};
} else {
var ix, iy;
var len = this.getLineLength(P1x, P1y, P2x, P2y);
if (len < 0.00000001) {
return undefined;
}
var u = (fromX - P1x) * (P2x - P1x) + (fromY - P1y) * (P2y - P1y);
u = u / (len * len);
ix = P1x + u * (P2x - P1x);
iy = P1y + u * (P2y - P1y);
var pRise = this.getLineLength(fromX, fromY, ix, iy);
var pRun = Math.sqrt(dist * dist - pRise * pRise);
run = Math.sqrt(pRun * pRun / (1 + m * m));
if (P2x < P1x) {
run *= -1;
}
rise = m * run;
pt = {
x: ix + run,
y: iy + rise
};
}
return pt;
};
Konva.Path.getPointOnCubicBezier = function(
pct,
P1x,
P1y,
P2x,
P2y,
P3x,
P3y,
P4x,
P4y
) {
function CB1(t) {
return t * t * t;
}
function CB2(t) {
return 3 * t * t * (1 - t);
}
function CB3(t) {
return 3 * t * (1 - t) * (1 - t);
}
function CB4(t) {
return (1 - t) * (1 - t) * (1 - t);
}
var x = P4x * CB1(pct) + P3x * CB2(pct) + P2x * CB3(pct) + P1x * CB4(pct);
var y = P4y * CB1(pct) + P3y * CB2(pct) + P2y * CB3(pct) + P1y * CB4(pct);
return {
x: x,
y: y
};
};
Konva.Path.getPointOnQuadraticBezier = function(
pct,
P1x,
P1y,
P2x,
P2y,
P3x,
P3y
) {
function QB1(t) {
return t * t;
}
function QB2(t) {
return 2 * t * (1 - t);
}
function QB3(t) {
return (1 - t) * (1 - t);
}
var x = P3x * QB1(pct) + P2x * QB2(pct) + P1x * QB3(pct);
var y = P3y * QB1(pct) + P2y * QB2(pct) + P1y * QB3(pct);
return {
x: x,
y: y
};
};
Konva.Path.getPointOnEllipticalArc = function(cx, cy, rx, ry, theta, psi) {
var cosPsi = Math.cos(psi), sinPsi = Math.sin(psi);
var pt = {
x: rx * Math.cos(theta),
y: ry * Math.sin(theta)
};
return {
x: cx + (pt.x * cosPsi - pt.y * sinPsi),
y: cy + (pt.x * sinPsi + pt.y * cosPsi)
};
};
/*
* get parsed data array from the data
* string. V, v, H, h, and l data are converted to
* L data for the purpose of high performance Path
* rendering
*/
Konva.Path.parsePathData = function(data) {
// Path Data Segment must begin with a moveTo
//m (x y)+ Relative moveTo (subsequent points are treated as lineTo)
//M (x y)+ Absolute moveTo (subsequent points are treated as lineTo)
//l (x y)+ Relative lineTo
//L (x y)+ Absolute LineTo
//h (x)+ Relative horizontal lineTo
//H (x)+ Absolute horizontal lineTo
//v (y)+ Relative vertical lineTo
//V (y)+ Absolute vertical lineTo
//z (closepath)
//Z (closepath)
//c (x1 y1 x2 y2 x y)+ Relative Bezier curve
//C (x1 y1 x2 y2 x y)+ Absolute Bezier curve
//q (x1 y1 x y)+ Relative Quadratic Bezier
//Q (x1 y1 x y)+ Absolute Quadratic Bezier
//t (x y)+ Shorthand/Smooth Relative Quadratic Bezier
//T (x y)+ Shorthand/Smooth Absolute Quadratic Bezier
//s (x2 y2 x y)+ Shorthand/Smooth Relative Bezier curve
//S (x2 y2 x y)+ Shorthand/Smooth Absolute Bezier curve
//a (rx ry x-axis-rotation large-arc-flag sweep-flag x y)+ Relative Elliptical Arc
//A (rx ry x-axis-rotation large-arc-flag sweep-flag x y)+ Absolute Elliptical Arc
// return early if data is not defined
if (!data) {
return [];
}
// command string
var cs = data;
// command chars
var cc = [
'm',
'M',
'l',
'L',
'v',
'V',
'h',
'H',
'z',
'Z',
'c',
'C',
'q',
'Q',
't',
'T',
's',
'S',
'a',
'A'
];
// convert white spaces to commas
cs = cs.replace(new RegExp(' ', 'g'), ',');
// create pipes so that we can split the data
for (var n = 0; n < cc.length; n++) {
cs = cs.replace(new RegExp(cc[n], 'g'), '|' + cc[n]);
}
// create array
var arr = cs.split('|');
var ca = [];
// init context point
var cpx = 0;
var cpy = 0;
for (n = 1; n < arr.length; n++) {
var str = arr[n];
var c = str.charAt(0);
str = str.slice(1);
// remove ,- for consistency
str = str.replace(new RegExp(',-', 'g'), '-');
// add commas so that it's easy to split
str = str.replace(new RegExp('-', 'g'), ',-');
str = str.replace(new RegExp('e,-', 'g'), 'e-');
var p = str.split(',');
if (p.length > 0 && p[0] === '') {
p.shift();
}
// convert strings to floats
for (var i = 0; i < p.length; i++) {
p[i] = parseFloat(p[i]);
}
while (p.length > 0) {
if (isNaN(p[0])) {
// case for a trailing comma before next command
break;
}
var cmd = null;
var points = [];
var startX = cpx, startY = cpy;
// Move var from within the switch to up here (jshint)
var prevCmd, ctlPtx, ctlPty; // Ss, Tt
var rx, ry, psi, fa, fs, x1, y1; // Aa
// convert l, H, h, V, and v to L
switch (c) {
// Note: Keep the lineTo's above the moveTo's in this switch
case 'l':
cpx += p.shift();
cpy += p.shift();
cmd = 'L';
points.push(cpx, cpy);
break;
case 'L':
cpx = p.shift();
cpy = p.shift();
points.push(cpx, cpy);
break;
// Note: lineTo handlers need to be above this point
case 'm':
var dx = p.shift();
var dy = p.shift();
cpx += dx;
cpy += dy;
cmd = 'M';
// After closing the path move the current position
// to the the first point of the path (if any).
if (ca.length > 2 && ca[ca.length - 1].command === 'z') {
for (var idx = ca.length - 2; idx >= 0; idx--) {
if (ca[idx].command === 'M') {
cpx = ca[idx].points[0] + dx;
cpy = ca[idx].points[1] + dy;
break;
}
}
}
points.push(cpx, cpy);
c = 'l';
// subsequent points are treated as relative lineTo
break;
case 'M':
cpx = p.shift();
cpy = p.shift();
cmd = 'M';
points.push(cpx, cpy);
c = 'L';
// subsequent points are treated as absolute lineTo
break;
case 'h':
cpx += p.shift();
cmd = 'L';
points.push(cpx, cpy);
break;
case 'H':
cpx = p.shift();
cmd = 'L';
points.push(cpx, cpy);
break;
case 'v':
cpy += p.shift();
cmd = 'L';
points.push(cpx, cpy);
break;
case 'V':
cpy = p.shift();
cmd = 'L';
points.push(cpx, cpy);
break;
case 'C':
points.push(p.shift(), p.shift(), p.shift(), p.shift());
cpx = p.shift();
cpy = p.shift();
points.push(cpx, cpy);
break;
case 'c':
points.push(
cpx + p.shift(),
cpy + p.shift(),
cpx + p.shift(),
cpy + p.shift()
);
cpx += p.shift();
cpy += p.shift();
cmd = 'C';
points.push(cpx, cpy);
break;
case 'S':
ctlPtx = cpx;
ctlPty = cpy;
prevCmd = ca[ca.length - 1];
if (prevCmd.command === 'C') {
ctlPtx = cpx + (cpx - prevCmd.points[2]);
ctlPty = cpy + (cpy - prevCmd.points[3]);
}
points.push(ctlPtx, ctlPty, p.shift(), p.shift());
cpx = p.shift();
cpy = p.shift();
cmd = 'C';
points.push(cpx, cpy);
break;
case 's':
ctlPtx = cpx;
ctlPty = cpy;
prevCmd = ca[ca.length - 1];
if (prevCmd.command === 'C') {
ctlPtx = cpx + (cpx - prevCmd.points[2]);
ctlPty = cpy + (cpy - prevCmd.points[3]);
}
points.push(ctlPtx, ctlPty, cpx + p.shift(), cpy + p.shift());
cpx += p.shift();
cpy += p.shift();
cmd = 'C';
points.push(cpx, cpy);
break;
case 'Q':
points.push(p.shift(), p.shift());
cpx = p.shift();
cpy = p.shift();
points.push(cpx, cpy);
break;
case 'q':
points.push(cpx + p.shift(), cpy + p.shift());
cpx += p.shift();
cpy += p.shift();
cmd = 'Q';
points.push(cpx, cpy);
break;
case 'T':
ctlPtx = cpx;
ctlPty = cpy;
prevCmd = ca[ca.length - 1];
if (prevCmd.command === 'Q') {
ctlPtx = cpx + (cpx - prevCmd.points[0]);
ctlPty = cpy + (cpy - prevCmd.points[1]);
}
cpx = p.shift();
cpy = p.shift();
cmd = 'Q';
points.push(ctlPtx, ctlPty, cpx, cpy);
break;
case 't':
ctlPtx = cpx;
ctlPty = cpy;
prevCmd = ca[ca.length - 1];
if (prevCmd.command === 'Q') {
ctlPtx = cpx + (cpx - prevCmd.points[0]);
ctlPty = cpy + (cpy - prevCmd.points[1]);
}
cpx += p.shift();
cpy += p.shift();
cmd = 'Q';
points.push(ctlPtx, ctlPty, cpx, cpy);
break;
case 'A':
rx = p.shift();
ry = p.shift();
psi = p.shift();
fa = p.shift();
fs = p.shift();
x1 = cpx;
y1 = cpy;
cpx = p.shift();
cpy = p.shift();
cmd = 'A';
points = this.convertEndpointToCenterParameterization(
x1,
y1,
cpx,
cpy,
fa,
fs,
rx,
ry,
psi
);
break;
case 'a':
rx = p.shift();
ry = p.shift();
psi = p.shift();
fa = p.shift();
fs = p.shift();
x1 = cpx;
y1 = cpy;
cpx += p.shift();
cpy += p.shift();
cmd = 'A';
points = this.convertEndpointToCenterParameterization(
x1,
y1,
cpx,
cpy,
fa,
fs,
rx,
ry,
psi
);
break;
}
ca.push({
command: cmd || c,
points: points,
start: {
x: startX,
y: startY
},
pathLength: this.calcLength(startX, startY, cmd || c, points)
});
}
if (c === 'z' || c === 'Z') {
ca.push({
command: 'z',
points: [],
start: undefined,
pathLength: 0
});
}
}
return ca;
};
Konva.Path.calcLength = function(x, y, cmd, points) {
var len, p1, p2, t;
var path = Konva.Path;
switch (cmd) {
case 'L':
return path.getLineLength(x, y, points[0], points[1]);
case 'C':
// Approximates by breaking curve into 100 line segments
len = 0.0;
p1 = path.getPointOnCubicBezier(
0,
x,
y,
points[0],
points[1],
points[2],
points[3],
points[4],
points[5]
);
for (t = 0.01; t <= 1; t += 0.01) {
p2 = path.getPointOnCubicBezier(
t,
x,
y,
points[0],
points[1],
points[2],
points[3],
points[4],
points[5]
);
len += path.getLineLength(p1.x, p1.y, p2.x, p2.y);
p1 = p2;
}
return len;
case 'Q':
// Approximates by breaking curve into 100 line segments
len = 0.0;
p1 = path.getPointOnQuadraticBezier(
0,
x,
y,
points[0],
points[1],
points[2],
points[3]
);
for (t = 0.01; t <= 1; t += 0.01) {
p2 = path.getPointOnQuadraticBezier(
t,
x,
y,
points[0],
points[1],
points[2],
points[3]
);
len += path.getLineLength(p1.x, p1.y, p2.x, p2.y);
p1 = p2;
}
return len;
case 'A':
// Approximates by breaking curve into line segments
len = 0.0;
var start = points[4];
// 4 = theta
var dTheta = points[5];
// 5 = dTheta
var end = points[4] + dTheta;
var inc = Math.PI / 180.0;
// 1 degree resolution
if (Math.abs(start - end) < inc) {
inc = Math.abs(start - end);
}
// Note: for purpose of calculating arc length, not going to worry about rotating X-axis by angle psi
p1 = path.getPointOnEllipticalArc(
points[0],
points[1],
points[2],
points[3],
start,
0
);
if (dTheta < 0) {
// clockwise
for (t = start - inc; t > end; t -= inc) {
p2 = path.getPointOnEllipticalArc(
points[0],
points[1],
points[2],
points[3],
t,
0
);
len += path.getLineLength(p1.x, p1.y, p2.x, p2.y);
p1 = p2;
}
} else {
// counter-clockwise
for (t = start + inc; t < end; t += inc) {
p2 = path.getPointOnEllipticalArc(
points[0],
points[1],
points[2],
points[3],
t,
0
);
len += path.getLineLength(p1.x, p1.y, p2.x, p2.y);
p1 = p2;
}
}
p2 = path.getPointOnEllipticalArc(
points[0],
points[1],
points[2],
points[3],
end,
0
);
len += path.getLineLength(p1.x, p1.y, p2.x, p2.y);
return len;
}
return 0;
};
Konva.Path.convertEndpointToCenterParameterization = function(
x1,
y1,
x2,
y2,
fa,
fs,
rx,
ry,
psiDeg
) {
// Derived from: http://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
var psi = psiDeg * (Math.PI / 180.0);
var xp = Math.cos(psi) * (x1 - x2) / 2.0 + Math.sin(psi) * (y1 - y2) / 2.0;
var yp = (-1) * Math.sin(psi) * (x1 - x2) / 2.0 +
Math.cos(psi) * (y1 - y2) / 2.0;
var lambda = xp * xp / (rx * rx) + yp * yp / (ry * ry);
if (lambda > 1) {
rx *= Math.sqrt(lambda);
ry *= Math.sqrt(lambda);
}
var f = Math.sqrt(
(rx * rx * (ry * ry) - rx * rx * (yp * yp) - ry * ry * (xp * xp)) /
(rx * rx * (yp * yp) + ry * ry * (xp * xp))
);
if (fa === fs) {
f *= -1;
}
if (isNaN(f)) {
f = 0;
}
var cxp = f * rx * yp / ry;
var cyp = f * (-ry) * xp / rx;
var cx = (x1 + x2) / 2.0 + Math.cos(psi) * cxp - Math.sin(psi) * cyp;
var cy = (y1 + y2) / 2.0 + Math.sin(psi) * cxp + Math.cos(psi) * cyp;
var vMag = function(v) {
return Math.sqrt(v[0] * v[0] + v[1] * v[1]);
};
var vRatio = function(u, v) {
return (u[0] * v[0] + u[1] * v[1]) / (vMag(u) * vMag(v));
};
var vAngle = function(u, v) {
return (u[0] * v[1] < u[1] * v[0] ? -1 : 1) * Math.acos(vRatio(u, v));
};
var theta = vAngle([1, 0], [(xp - cxp) / rx, (yp - cyp) / ry]);
var u = [(xp - cxp) / rx, (yp - cyp) / ry];
var v = [((-1) * xp - cxp) / rx, ((-1) * yp - cyp) / ry];
var dTheta = vAngle(u, v);
if (vRatio(u, v) <= -1) {
dTheta = Math.PI;
}
if (vRatio(u, v) >= 1) {
dTheta = 0;
}
if (fs === 0 && dTheta > 0) {
dTheta = dTheta - 2 * Math.PI;
}
if (fs === 1 && dTheta < 0) {
dTheta = dTheta + 2 * Math.PI;
}
return [cx, cy, rx, ry, theta, dTheta, psi, fs];
};
// add getters setters
Konva.Factory.addGetterSetter(Konva.Path, 'data');
/**
* set SVG path data string. This method
* also automatically parses the data string
* into a data array. Currently supported SVG data:
* M, m, L, l, H, h, V, v, Q, q, T, t, C, c, S, s, A, a, Z, z
* @name setData
* @method
* @memberof Konva.Path.prototype
* @param {String} SVG path command string
*/
/**
* get SVG path data string
* @name getData
* @method
* @memberof Konva.Path.prototype
*/
Konva.Collection.mapMethods(Konva.Path);
})();
(function() {
'use strict';
var EMPTY_STRING = '',
//CALIBRI = 'Calibri',
NORMAL = 'normal';
/**
* Path constructor.
* @author Jason Follas
* @constructor
* @memberof Konva
* @augments Konva.Shape
* @param {Object} config
* @param {String} [config.fontFamily] default is Calibri
* @param {Number} [config.fontSize] default is 12
* @param {String} [config.fontStyle] can be normal, bold, or italic. Default is normal
* @param {String} [config.fontVariant] can be normal or small-caps. Default is normal
* @param {String} config.text
* @param {String} config.data SVG data string
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var textpath = new Konva.TextPath({
* x: 100,
* y: 50,
* fill: '#333',
* fontSize: '24',
* fontFamily: 'Arial',
* text: 'All the world\'s a stage, and all the men and women merely players.',
* data: 'M10,10 C0,0 10,150 100,100 S300,150 400,50'
* });
*/
Konva.TextPath = function(config) {
this.___init(config);
};
function _fillFunc(context) {
context.fillText(this.partialText, 0, 0);
}
function _strokeFunc(context) {
context.strokeText(this.partialText, 0, 0);
}
Konva.TextPath.prototype = {
___init: function(config) {
var that = this;
this.dummyCanvas = Konva.Util.createCanvasElement();
this.dataArray = [];
// call super constructor
Konva.Shape.call(this, config);
// overrides
// TODO: shouldn't this be on the prototype?
this._fillFunc = _fillFunc;
this._strokeFunc = _strokeFunc;
this._fillFuncHit = _fillFunc;
this._strokeFuncHit = _strokeFunc;
this.className = 'TextPath';
this.dataArray = Konva.Path.parsePathData(this.attrs.data);
this.on('dataChange.konva', function() {
that.dataArray = Konva.Path.parsePathData(this.attrs.data);
that._setTextData();
});
// update text data for certain attr changes
this.on(
'textChange.konva alignChange.konva letterSpacingChange.konva',
that._setTextData
);
that._setTextData();
this.sceneFunc(this._sceneFunc);
this.hitFunc(this._hitFunc);
},
_sceneFunc: function(context) {
context.setAttr('font', this._getContextFont());
context.setAttr('textBaseline', this.getTextBaseline());
context.setAttr('textAlign', 'left');
context.save();
var textDecoration = this.textDecoration();
var fill = this.fill();
var fontSize = this.fontSize();
var glyphInfo = this.glyphInfo;
if (textDecoration === 'underline') {
context.beginPath();
}
for (var i = 0; i < glyphInfo.length; i++) {
context.save();
var p0 = glyphInfo[i].p0;
context.translate(p0.x, p0.y);
context.rotate(glyphInfo[i].rotation);
this.partialText = glyphInfo[i].text;
context.fillStrokeShape(this);
if (textDecoration === 'underline') {
if (i === 0) {
context.moveTo(0, fontSize / 2 + 1);
}
context.lineTo(fontSize, fontSize / 2 + 1);
}
context.restore();
//// To assist with debugging visually, uncomment following
//
// if (i % 2)
// context.strokeStyle = 'cyan';
// else
// context.strokeStyle = 'green';
// var p1 = glyphInfo[i].p1;
// context.moveTo(p0.x, p0.y);
// context.lineTo(p1.x, p1.y);
// context.stroke();
}
if (textDecoration === 'underline') {
context.strokeStyle = fill;
context.lineWidth = fontSize / 20;
context.stroke();
}
context.restore();
},
_hitFunc: function(context) {
context.beginPath();
var glyphInfo = this.glyphInfo;
if (glyphInfo.length >= 1) {
var p0 = glyphInfo[0].p0;
context.moveTo(p0.x, p0.y);
}
for (var i = 0; i < glyphInfo.length; i++) {
var p1 = glyphInfo[i].p1;
context.lineTo(p1.x, p1.y);
}
context.setAttr('lineWidth', this.getFontSize());
context.setAttr('strokeStyle', this.colorKey);
context.stroke();
},
/**
* get text width in pixels
* @method
* @memberof Konva.TextPath.prototype
*/
getTextWidth: function() {
return this.textWidth;
},
/**
* get text height in pixels
* @method
* @memberof Konva.TextPath.prototype
*/
getTextHeight: function() {
return this.textHeight;
},
/**
* set text
* @method
* @memberof Konva.TextPath.prototype
* @param {String} text
*/
setText: function(text) {
Konva.Text.prototype.setText.call(this, text);
},
_getTextSize: function(text) {
var dummyCanvas = this.dummyCanvas;
var _context = dummyCanvas.getContext('2d');
_context.save();
_context.font = this._getContextFont();
var metrics = _context.measureText(text);
_context.restore();
return {
width: metrics.width,
height: parseInt(this.attrs.fontSize, 10)
};
},
_setTextData: function() {
var that = this;
var size = this._getTextSize(this.attrs.text);
var letterSpacing = this.getLetterSpacing();
var align = this.align();
this.textWidth = size.width;
this.textHeight = size.height;
var textFullWidth = Math.max(
this.textWidth + ((this.attrs.text || '').length - 1) * letterSpacing,
0
);
this.glyphInfo = [];
var fullPathWidth = 0;
for (var l = 0; l < that.dataArray.length; l++) {
if (that.dataArray[l].pathLength > 0) {
fullPathWidth += that.dataArray[l].pathLength;
}
}
var offset = 0;
if (align === 'center') {
offset = Math.max(0, fullPathWidth / 2 - textFullWidth / 2);
}
if (align === 'right') {
offset = Math.max(0, fullPathWidth - textFullWidth);
}
var charArr = this.getText().split('');
var spacesNumber = this.getText().split(' ').length - 1;
var p0, p1, pathCmd;
var pIndex = -1;
var currentT = 0;
// var sumLength = 0;
// for(var j = 0; j < that.dataArray.length; j++) {
// if(that.dataArray[j].pathLength > 0) {
//
// if (sumLength + that.dataArray[j].pathLength > offset) {}
// fullPathWidth += that.dataArray[j].pathLength;
// }
// }
var getNextPathSegment = function() {
currentT = 0;
var pathData = that.dataArray;
for (var j = pIndex + 1; j < pathData.length; j++) {
if (pathData[j].pathLength > 0) {
pIndex = j;
return pathData[j];
} else if (pathData[j].command === 'M') {
p0 = {
x: pathData[j].points[0],
y: pathData[j].points[1]
};
}
}
return {};
};
var findSegmentToFitCharacter = function(c) {
var glyphWidth = that._getTextSize(c).width + letterSpacing;
if (c === ' ' && align === 'justify') {
glyphWidth += (fullPathWidth - textFullWidth) / spacesNumber;
}
var currLen = 0;
var attempts = 0;
p1 = undefined;
while (
Math.abs(glyphWidth - currLen) / glyphWidth > 0.01 && attempts < 25
) {
attempts++;
var cumulativePathLength = currLen;
while (pathCmd === undefined) {
pathCmd = getNextPathSegment();
if (
pathCmd && cumulativePathLength + pathCmd.pathLength < glyphWidth
) {
cumulativePathLength += pathCmd.pathLength;
pathCmd = undefined;
}
}
if (pathCmd === {} || p0 === undefined) {
return undefined;
}
var needNewSegment = false;
switch (pathCmd.command) {
case 'L':
if (
Konva.Path.getLineLength(
p0.x,
p0.y,
pathCmd.points[0],
pathCmd.points[1]
) > glyphWidth
) {
p1 = Konva.Path.getPointOnLine(
glyphWidth,
p0.x,
p0.y,
pathCmd.points[0],
pathCmd.points[1],
p0.x,
p0.y
);
} else {
pathCmd = undefined;
}
break;
case 'A':
var start = pathCmd.points[4];
// 4 = theta
var dTheta = pathCmd.points[5];
// 5 = dTheta
var end = pathCmd.points[4] + dTheta;
if (currentT === 0) {
currentT = start + 0.00000001;
} else if (glyphWidth > currLen) {
// Just in case start is 0
currentT += Math.PI / 180.0 * dTheta / Math.abs(dTheta);
} else {
currentT -= Math.PI / 360.0 * dTheta / Math.abs(dTheta);
}
// Credit for bug fix: @therth https://github.com/ericdrowell/KonvaJS/issues/249
// Old code failed to render text along arc of this path: "M 50 50 a 150 50 0 0 1 250 50 l 50 0"
if (
(dTheta < 0 && currentT < end) ||
(dTheta >= 0 && currentT > end)
) {
currentT = end;
needNewSegment = true;
}
p1 = Konva.Path.getPointOnEllipticalArc(
pathCmd.points[0],
pathCmd.points[1],
pathCmd.points[2],
pathCmd.points[3],
currentT,
pathCmd.points[6]
);
break;
case 'C':
if (currentT === 0) {
if (glyphWidth > pathCmd.pathLength) {
currentT = 0.00000001;
} else {
currentT = glyphWidth / pathCmd.pathLength;
}
} else if (glyphWidth > currLen) {
currentT += (glyphWidth - currLen) / pathCmd.pathLength;
} else {
currentT -= (currLen - glyphWidth) / pathCmd.pathLength;
}
if (currentT > 1.0) {
currentT = 1.0;
needNewSegment = true;
}
p1 = Konva.Path.getPointOnCubicBezier(
currentT,
pathCmd.start.x,
pathCmd.start.y,
pathCmd.points[0],
pathCmd.points[1],
pathCmd.points[2],
pathCmd.points[3],
pathCmd.points[4],
pathCmd.points[5]
);
break;
case 'Q':
if (currentT === 0) {
currentT = glyphWidth / pathCmd.pathLength;
} else if (glyphWidth > currLen) {
currentT += (glyphWidth - currLen) / pathCmd.pathLength;
} else {
currentT -= (currLen - glyphWidth) / pathCmd.pathLength;
}
if (currentT > 1.0) {
currentT = 1.0;
needNewSegment = true;
}
p1 = Konva.Path.getPointOnQuadraticBezier(
currentT,
pathCmd.start.x,
pathCmd.start.y,
pathCmd.points[0],
pathCmd.points[1],
pathCmd.points[2],
pathCmd.points[3]
);
break;
}
if (p1 !== undefined) {
currLen = Konva.Path.getLineLength(p0.x, p0.y, p1.x, p1.y);
}
if (needNewSegment) {
needNewSegment = false;
pathCmd = undefined;
}
}
};
// fake search for offset, this is very bad approach
// TODO: find other way to add offset from start (for align)
var testChar = 'C';
var glyphWidth = that._getTextSize(testChar).width + letterSpacing;
for (var k = 0; k < offset / glyphWidth; k++) {
findSegmentToFitCharacter(testChar);
if (p0 === undefined || p1 === undefined) {
break;
}
p0 = p1;
}
for (var i = 0; i < charArr.length; i++) {
// Find p1 such that line segment between p0 and p1 is approx. width of glyph
findSegmentToFitCharacter(charArr[i]);
if (p0 === undefined || p1 === undefined) {
break;
}
var width = Konva.Path.getLineLength(p0.x, p0.y, p1.x, p1.y);
// Note: Since glyphs are rendered one at a time, any kerning pair data built into the font will not be used.
// Can foresee having a rough pair table built in that the developer can override as needed.
var kern = 0;
// placeholder for future implementation
var midpoint = Konva.Path.getPointOnLine(
kern + width / 2.0,
p0.x,
p0.y,
p1.x,
p1.y
);
var rotation = Math.atan2(p1.y - p0.y, p1.x - p0.x);
this.glyphInfo.push({
transposeX: midpoint.x,
transposeY: midpoint.y,
text: charArr[i],
rotation: rotation,
p0: p0,
p1: p1
});
p0 = p1;
}
},
getSelfRect: function() {
var points = [];
this.glyphInfo.forEach(function(info) {
points.push(info.p0.x);
points.push(info.p0.y);
points.push(info.p1.x);
points.push(info.p1.y);
});
var minX = points[0];
var maxX = points[0];
var minY = points[0];
var maxY = points[0];
var x, y;
for (var i = 0; i < points.length / 2; i++) {
x = points[i * 2];
y = points[i * 2 + 1];
minX = Math.min(minX, x);
maxX = Math.max(maxX, x);
minY = Math.min(minY, y);
maxY = Math.max(maxY, y);
}
var fontSize = this.fontSize();
return {
x: Math.round(minX) - fontSize / 2,
y: Math.round(minY) - fontSize / 2,
width: Math.round(maxX - minX) + fontSize,
height: Math.round(maxY - minY) + fontSize
};
}
};
// map TextPath methods to Text
Konva.TextPath.prototype._getContextFont = Konva.Text.prototype._getContextFont;
Konva.Util.extend(Konva.TextPath, Konva.Shape);
// add setters and getters
Konva.Factory.addGetterSetter(Konva.TextPath, 'fontFamily', 'Arial');
/**
* set font family
* @name setFontFamily
* @method
* @memberof Konva.TextPath.prototype
* @param {String} fontFamily
*/
/**
* get font family
* @name getFontFamily
* @method
* @memberof Konva.TextPath.prototype
*/
Konva.Factory.addGetterSetter(Konva.TextPath, 'fontSize', 12);
/**
* set font size
* @name setFontSize
* @method
* @memberof Konva.TextPath.prototype
* @param {int} fontSize
*/
/**
* get font size
* @name getFontSize
* @method
* @memberof Konva.TextPath.prototype
*/
Konva.Factory.addGetterSetter(Konva.TextPath, 'fontStyle', NORMAL);
/**
* set font style. Can be 'normal', 'italic', or 'bold'. 'normal' is the default.
* @name setFontStyle
* @method
* @memberof Konva.TextPath.prototype
* @param {String} fontStyle
*/
Konva.Factory.addGetterSetter(Konva.TextPath, 'align', 'left');
/**
* get/set horizontal align of text. Can be 'left', 'center', 'right' or 'justify'
* @name align
* @method
* @memberof Konva.Text.prototype
* @param {String} align
* @returns {String}
* @example
* // get text align
* var align = text.align();
*
* // center text
* text.align('center');
*
* // align text to right
* text.align('right');
*/
Konva.Factory.addGetterSetter(Konva.TextPath, 'letterSpacing', 0);
/**
* set letter spacing property. Default value is 0.
* @name letterSpacing
* @method
* @memberof Konva.TextPath.prototype
* @param {Number} letterSpacing
*/
Konva.Factory.addGetterSetter(Konva.TextPath, 'textBaseline', 'middle');
/**
* set textBaseline property. Default value is 'middle'.
* Can be 'top', 'bottom', 'middle', 'alphabetic', 'hanging'
* @name textBaseline
* @method
* @memberof Konva.TextPath.prototype
* @param {Number} textBaseline
*/
/**
* get font style
* @name getFontStyle
* @method
* @memberof Konva.TextPath.prototype
*/
Konva.Factory.addGetterSetter(Konva.TextPath, 'fontVariant', NORMAL);
/**
* set font variant. Can be 'normal' or 'small-caps'. 'normal' is the default.
* @name setFontVariant
* @method
* @memberof Konva.TextPath.prototype
* @param {String} fontVariant
*/
/**
* @get font variant
* @name getFontVariant
* @method
* @memberof Konva.TextPath.prototype
*/
Konva.Factory.addGetter(Konva.TextPath, 'text', EMPTY_STRING);
/**
* get text
* @name getText
* @method
* @memberof Konva.TextPath.prototype
*/
Konva.Factory.addGetterSetter(Konva.TextPath, 'textDecoration', null);
/**
* get/set text decoration of a text. Can be '' or 'underline'
* @name textDecoration
* @method
* @memberof Konva.Text.prototype
* @param {String} textDecoration
* @returns {String}
* @example
* // get text decoration
* var textDecoration = text.textDecoration();
*
* // center text
* text.textDecoration('underline');
*/
Konva.Collection.mapMethods(Konva.TextPath);
})();
(function() {
'use strict';
/**
* RegularPolygon constructor. Examples include triangles, squares, pentagons, hexagons, etc.
* @constructor
* @memberof Konva
* @augments Konva.Shape
* @param {Object} config
* @param {Number} config.sides
* @param {Number} config.radius
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var hexagon = new Konva.RegularPolygon({
* x: 100,
* y: 200,
* sides: 6,
* radius: 70,
* fill: 'red',
* stroke: 'black',
* strokeWidth: 4
* });
*/
Konva.RegularPolygon = function(config) {
this.___init(config);
};
Konva.RegularPolygon.prototype = {
_centroid: true,
___init: function(config) {
// call super constructor
Konva.Shape.call(this, config);
this.className = 'RegularPolygon';
this.sceneFunc(this._sceneFunc);
},
_sceneFunc: function(context) {
var sides = this.attrs.sides, radius = this.attrs.radius, n, x, y;
context.beginPath();
context.moveTo(0, 0 - radius);
for (n = 1; n < sides; n++) {
x = radius * Math.sin(n * 2 * Math.PI / sides);
y = (-1) * radius * Math.cos(n * 2 * Math.PI / sides);
context.lineTo(x, y);
}
context.closePath();
context.fillStrokeShape(this);
},
getWidth: function() {
return this.getRadius() * 2;
},
// implements Shape.prototype.getHeight()
getHeight: function() {
return this.getRadius() * 2;
},
// implements Shape.prototype.setWidth()
setWidth: function(width) {
Konva.Node.prototype.setWidth.call(this, width);
if (this.radius() !== width / 2) {
this.setRadius(width / 2);
}
},
// implements Shape.prototype.setHeight()
setHeight: function(height) {
Konva.Node.prototype.setHeight.call(this, height);
if (this.radius() !== height / 2) {
this.setRadius(height / 2);
}
}
};
Konva.Util.extend(Konva.RegularPolygon, Konva.Shape);
// add getters setters
Konva.Factory.addGetterSetter(Konva.RegularPolygon, 'radius', 0);
/**
* set radius
* @name setRadius
* @method
* @memberof Konva.RegularPolygon.prototype
* @param {Number} radius
*/
/**
* get radius
* @name getRadius
* @method
* @memberof Konva.RegularPolygon.prototype
*/
Konva.Factory.addGetterSetter(Konva.RegularPolygon, 'sides', 0);
/**
* set number of sides
* @name setSides
* @method
* @memberof Konva.RegularPolygon.prototype
* @param {int} sides
*/
/**
* get number of sides
* @name getSides
* @method
* @memberof Konva.RegularPolygon.prototype
*/
Konva.Collection.mapMethods(Konva.RegularPolygon);
})();
(function() {
'use strict';
/**
* Star constructor
* @constructor
* @memberof Konva
* @augments Konva.Shape
* @param {Object} config
* @param {Integer} config.numPoints
* @param {Number} config.innerRadius
* @param {Number} config.outerRadius
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var star = new Konva.Star({
* x: 100,
* y: 200,
* numPoints: 5,
* innerRadius: 70,
* outerRadius: 70,
* fill: 'red',
* stroke: 'black',
* strokeWidth: 4
* });
*/
Konva.Star = function(config) {
this.___init(config);
};
Konva.Star.prototype = {
_centroid: true,
___init: function(config) {
// call super constructor
Konva.Shape.call(this, config);
this.className = 'Star';
this.sceneFunc(this._sceneFunc);
},
_sceneFunc: function(context) {
var innerRadius = this.innerRadius(),
outerRadius = this.outerRadius(),
numPoints = this.numPoints();
context.beginPath();
context.moveTo(0, 0 - outerRadius);
for (var n = 1; n < numPoints * 2; n++) {
var radius = n % 2 === 0 ? outerRadius : innerRadius;
var x = radius * Math.sin(n * Math.PI / numPoints);
var y = (-1) * radius * Math.cos(n * Math.PI / numPoints);
context.lineTo(x, y);
}
context.closePath();
context.fillStrokeShape(this);
},
// implements Shape.prototype.getWidth()
getWidth: function() {
return this.getOuterRadius() * 2;
},
// implements Shape.prototype.getHeight()
getHeight: function() {
return this.getOuterRadius() * 2;
},
// implements Shape.prototype.setWidth()
setWidth: function(width) {
Konva.Node.prototype.setWidth.call(this, width);
if (this.outerRadius() !== width / 2) {
this.setOuterRadius(width / 2);
}
},
// implements Shape.prototype.setHeight()
setHeight: function(height) {
Konva.Node.prototype.setHeight.call(this, height);
if (this.outerRadius() !== height / 2) {
this.setOuterRadius(height / 2);
}
}
};
Konva.Util.extend(Konva.Star, Konva.Shape);
// add getters setters
Konva.Factory.addGetterSetter(Konva.Star, 'numPoints', 5);
/**
* set number of points
* @name setNumPoints
* @method
* @memberof Konva.Star.prototype
* @param {Integer} points
*/
/**
* get number of points
* @name getNumPoints
* @method
* @memberof Konva.Star.prototype
*/
Konva.Factory.addGetterSetter(Konva.Star, 'innerRadius', 0);
/**
* set inner radius
* @name setInnerRadius
* @method
* @memberof Konva.Star.prototype
* @param {Number} radius
*/
/**
* get inner radius
* @name getInnerRadius
* @method
* @memberof Konva.Star.prototype
*/
Konva.Factory.addGetterSetter(Konva.Star, 'outerRadius', 0);
/**
* set outer radius
* @name setOuterRadius
* @method
* @memberof Konva.Star.prototype
* @param {Number} radius
*/
/**
* get outer radius
* @name getOuterRadius
* @method
* @memberof Konva.Star.prototype
*/
Konva.Collection.mapMethods(Konva.Star);
})();
(function() {
'use strict';
// constants
var ATTR_CHANGE_LIST = [
'fontFamily',
'fontSize',
'fontStyle',
'padding',
'lineHeight',
'text',
'width'
],
CHANGE_KONVA = 'Change.konva',
NONE = 'none',
UP = 'up',
RIGHT = 'right',
DOWN = 'down',
LEFT = 'left',
LABEL = 'Label',
// cached variables
attrChangeListLen = ATTR_CHANGE_LIST.length;
/**
* Label constructor. Labels are groups that contain a Text and Tag shape
* @constructor
* @memberof Konva
* @param {Object} config
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* // create label
* var label = new Konva.Label({
* x: 100,
* y: 100,
* draggable: true
* });
*
* // add a tag to the label
* label.add(new Konva.Tag({
* fill: '#bbb',
* stroke: '#333',
* shadowColor: 'black',
* shadowBlur: 10,
* shadowOffset: [10, 10],
* shadowOpacity: 0.2,
* lineJoin: 'round',
* pointerDirection: 'up',
* pointerWidth: 20,
* pointerHeight: 20,
* cornerRadius: 5
* }));
*
* // add text to the label
* label.add(new Konva.Text({
* text: 'Hello World!',
* fontSize: 50,
* lineHeight: 1.2,
* padding: 10,
* fill: 'green'
* }));
*/
Konva.Label = function(config) {
this.____init(config);
};
Konva.Label.prototype = {
____init: function(config) {
var that = this;
Konva.Group.call(this, config);
this.className = LABEL;
this.on('add.konva', function(evt) {
that._addListeners(evt.child);
that._sync();
});
},
/**
* get Text shape for the label. You need to access the Text shape in order to update
* the text properties
* @name getText
* @method
* @memberof Konva.Label.prototype
*/
getText: function() {
return this.find('Text')[0];
},
/**
* get Tag shape for the label. You need to access the Tag shape in order to update
* the pointer properties and the corner radius
* @name getTag
* @method
* @memberof Konva.Label.prototype
*/
getTag: function() {
return this.find('Tag')[0];
},
_addListeners: function(text) {
var that = this, n;
var func = function() {
that._sync();
};
// update text data for certain attr changes
for (n = 0; n < attrChangeListLen; n++) {
text.on(ATTR_CHANGE_LIST[n] + CHANGE_KONVA, func);
}
},
getWidth: function() {
return this.getText().getWidth();
},
getHeight: function() {
return this.getText().getHeight();
},
_sync: function() {
var text = this.getText(),
tag = this.getTag(),
width,
height,
pointerDirection,
pointerWidth,
x,
y,
pointerHeight;
if (text && tag) {
width = text.getWidth();
height = text.getHeight();
pointerDirection = tag.getPointerDirection();
pointerWidth = tag.getPointerWidth();
pointerHeight = tag.getPointerHeight();
x = 0;
y = 0;
switch (pointerDirection) {
case UP:
x = width / 2;
y = (-1) * pointerHeight;
break;
case RIGHT:
x = width + pointerWidth;
y = height / 2;
break;
case DOWN:
x = width / 2;
y = height + pointerHeight;
break;
case LEFT:
x = (-1) * pointerWidth;
y = height / 2;
break;
}
tag.setAttrs({
x: (-1) * x,
y: (-1) * y,
width: width,
height: height
});
text.setAttrs({
x: (-1) * x,
y: (-1) * y
});
}
}
};
Konva.Util.extend(Konva.Label, Konva.Group);
Konva.Collection.mapMethods(Konva.Label);
/**
* Tag constructor. A Tag can be configured
* to have a pointer element that points up, right, down, or left
* @constructor
* @memberof Konva
* @param {Object} config
* @param {String} [config.pointerDirection] can be up, right, down, left, or none; the default
* is none. When a pointer is present, the positioning of the label is relative to the tip of the pointer.
* @param {Number} [config.pointerWidth]
* @param {Number} [config.pointerHeight]
* @param {Number} [config.cornerRadius]
*/
Konva.Tag = function(config) {
this.___init(config);
};
Konva.Tag.prototype = {
___init: function(config) {
Konva.Shape.call(this, config);
this.className = 'Tag';
this.sceneFunc(this._sceneFunc);
},
_sceneFunc: function(context) {
var width = this.getWidth(),
height = this.getHeight(),
pointerDirection = this.getPointerDirection(),
pointerWidth = this.getPointerWidth(),
pointerHeight = this.getPointerHeight(),
cornerRadius = Math.min(this.getCornerRadius(), width / 2, height / 2);
context.beginPath();
if (!cornerRadius) {
context.moveTo(0, 0);
} else {
context.moveTo(cornerRadius, 0);
}
if (pointerDirection === UP) {
context.lineTo((width - pointerWidth) / 2, 0);
context.lineTo(width / 2, (-1) * pointerHeight);
context.lineTo((width + pointerWidth) / 2, 0);
}
if (!cornerRadius) {
context.lineTo(width, 0);
} else {
context.lineTo(width - cornerRadius, 0);
context.arc(
width - cornerRadius,
cornerRadius,
cornerRadius,
Math.PI * 3 / 2,
0,
false
);
}
if (pointerDirection === RIGHT) {
context.lineTo(width, (height - pointerHeight) / 2);
context.lineTo(width + pointerWidth, height / 2);
context.lineTo(width, (height + pointerHeight) / 2);
}
if (!cornerRadius) {
context.lineTo(width, height);
} else {
context.lineTo(width, height - cornerRadius);
context.arc(
width - cornerRadius,
height - cornerRadius,
cornerRadius,
0,
Math.PI / 2,
false
);
}
if (pointerDirection === DOWN) {
context.lineTo((width + pointerWidth) / 2, height);
context.lineTo(width / 2, height + pointerHeight);
context.lineTo((width - pointerWidth) / 2, height);
}
if (!cornerRadius) {
context.lineTo(0, height);
} else {
context.lineTo(cornerRadius, height);
context.arc(
cornerRadius,
height - cornerRadius,
cornerRadius,
Math.PI / 2,
Math.PI,
false
);
}
if (pointerDirection === LEFT) {
context.lineTo(0, (height + pointerHeight) / 2);
context.lineTo((-1) * pointerWidth, height / 2);
context.lineTo(0, (height - pointerHeight) / 2);
}
if (cornerRadius) {
context.lineTo(0, cornerRadius);
context.arc(
cornerRadius,
cornerRadius,
cornerRadius,
Math.PI,
Math.PI * 3 / 2,
false
);
}
context.closePath();
context.fillStrokeShape(this);
},
getSelfRect: function() {
var x = 0,
y = 0,
pointerWidth = this.getPointerWidth(),
pointerHeight = this.getPointerHeight(),
direction = this.pointerDirection(),
width = this.getWidth(),
height = this.getHeight();
if (direction === UP) {
y -= pointerHeight;
height += pointerHeight;
} else if (direction === DOWN) {
height += pointerHeight;
} else if (direction === LEFT) {
// ARGH!!! I have no idea why should I used magic 1.5!!!!!!!!!
x -= pointerWidth * 1.5;
width += pointerWidth;
} else if (direction === RIGHT) {
width += pointerWidth * 1.5;
}
return {
x: x,
y: y,
width: width,
height: height
};
}
};
Konva.Util.extend(Konva.Tag, Konva.Shape);
Konva.Factory.addGetterSetter(Konva.Tag, 'pointerDirection', NONE);
/**
* set pointer Direction
* @name setPointerDirection
* @method
* @memberof Konva.Tag.prototype
* @param {String} pointerDirection can be up, right, down, left, or none. The
* default is none
*/
/**
* get pointer Direction
* @name getPointerDirection
* @method
* @memberof Konva.Tag.prototype
*/
Konva.Factory.addGetterSetter(Konva.Tag, 'pointerWidth', 0);
/**
* set pointer width
* @name setPointerWidth
* @method
* @memberof Konva.Tag.prototype
* @param {Number} pointerWidth
*/
/**
* get pointer width
* @name getPointerWidth
* @method
* @memberof Konva.Tag.prototype
*/
Konva.Factory.addGetterSetter(Konva.Tag, 'pointerHeight', 0);
/**
* set pointer height
* @name setPointerHeight
* @method
* @memberof Konva.Tag.prototype
* @param {Number} pointerHeight
*/
/**
* get pointer height
* @name getPointerHeight
* @method
* @memberof Konva.Tag.prototype
*/
Konva.Factory.addGetterSetter(Konva.Tag, 'cornerRadius', 0);
/**
* set corner radius
* @name setCornerRadius
* @method
* @memberof Konva.Tag.prototype
* @param {Number} corner radius
*/
/**
* get corner radius
* @name getCornerRadius
* @method
* @memberof Konva.Tag.prototype
*/
Konva.Collection.mapMethods(Konva.Tag);
})();
(function() {
'use strict';
/**
* Arrow constructor
* @constructor
* @memberof Konva
* @augments Konva.Shape
* @param {Object} config
* @param {Array} config.points
* @param {Number} [config.tension] Higher values will result in a more curvy line. A value of 0 will result in no interpolation.
* The default is 0
* @param {Number} config.pointerLength
* @param {Number} config.pointerWidth
* @param {String} [config.fill] fill color
* @param {Image} [config.fillPatternImage] fill pattern image
* @param {Number} [config.fillPatternX]
* @param {Number} [config.fillPatternY]
* @param {Object} [config.fillPatternOffset] object with x and y component
* @param {Number} [config.fillPatternOffsetX]
* @param {Number} [config.fillPatternOffsetY]
* @param {Object} [config.fillPatternScale] object with x and y component
* @param {Number} [config.fillPatternScaleX]
* @param {Number} [config.fillPatternScaleY]
* @param {Number} [config.fillPatternRotation]
* @param {String} [config.fillPatternRepeat] can be "repeat", "repeat-x", "repeat-y", or "no-repeat". The default is "no-repeat"
* @param {Object} [config.fillLinearGradientStartPoint] object with x and y component
* @param {Number} [config.fillLinearGradientStartPointX]
* @param {Number} [config.fillLinearGradientStartPointY]
* @param {Object} [config.fillLinearGradientEndPoint] object with x and y component
* @param {Number} [config.fillLinearGradientEndPointX]
* @param {Number} [config.fillLinearGradientEndPointY]
* @param {Array} [config.fillLinearGradientColorStops] array of color stops
* @param {Object} [config.fillRadialGradientStartPoint] object with x and y component
* @param {Number} [config.fillRadialGradientStartPointX]
* @param {Number} [config.fillRadialGradientStartPointY]
* @param {Object} [config.fillRadialGradientEndPoint] object with x and y component
* @param {Number} [config.fillRadialGradientEndPointX]
* @param {Number} [config.fillRadialGradientEndPointY]
* @param {Number} [config.fillRadialGradientStartRadius]
* @param {Number} [config.fillRadialGradientEndRadius]
* @param {Array} [config.fillRadialGradientColorStops] array of color stops
* @param {Boolean} [config.fillEnabled] flag which enables or disables the fill. The default value is true
* @param {String} [config.fillPriority] can be color, linear-gradient, radial-graident, or pattern. The default value is color. The fillPriority property makes it really easy to toggle between different fill types. For example, if you want to toggle between a fill color style and a fill pattern style, simply set the fill property and the fillPattern properties, and then use setFillPriority('color') to render the shape with a color fill, or use setFillPriority('pattern') to render the shape with the pattern fill configuration
* @param {String} [config.stroke] stroke color
* @param {Number} [config.strokeWidth] stroke width
* @param {Boolean} [config.strokeHitEnabled] flag which enables or disables stroke hit region. The default is true
* @param {Boolean} [config.perfectDrawEnabled] flag which enables or disables using buffer canvas. The default is true
* @param {Boolean} [config.shadowForStrokeEnabled] flag which enables or disables shasow for stroke. The default is true
* @param {Boolean} [config.strokeScaleEnabled] flag which enables or disables stroke scale. The default is true
* @param {Boolean} [config.strokeEnabled] flag which enables or disables the stroke. The default value is true
* @param {String} [config.lineJoin] can be miter, round, or bevel. The default
* is miter
* @param {String} [config.lineCap] can be butt, round, or sqare. The default
* is butt
* @param {String} [config.shadowColor]
* @param {Number} [config.shadowBlur]
* @param {Object} [config.shadowOffset] object with x and y component
* @param {Number} [config.shadowOffsetX]
* @param {Number} [config.shadowOffsetY]
* @param {Number} [config.shadowOpacity] shadow opacity. Can be any real number
* between 0 and 1
* @param {Boolean} [config.shadowEnabled] flag which enables or disables the shadow. The default value is true
* @param {Array} [config.dash]
* @param {Boolean} [config.dashEnabled] flag which enables or disables the dashArray. The default value is true
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Boolean} [config.visible]
* @param {Boolean} [config.listening] whether or not the node is listening for events
* @param {String} [config.id] unique id
* @param {String} [config.name] non-unique name
* @param {Number} [config.opacity] determines node opacity. Can be any number between 0 and 1
* @param {Object} [config.scale] set scale
* @param {Number} [config.scaleX] set scale x
* @param {Number} [config.scaleY] set scale y
* @param {Number} [config.rotation] rotation in degrees
* @param {Object} [config.offset] offset from center point and rotation point
* @param {Number} [config.offsetX] set offset x
* @param {Number} [config.offsetY] set offset y
* @param {Boolean} [config.draggable] makes the node draggable. When stages are draggable, you can drag and drop
* the entire stage by dragging any portion of the stage
* @param {Number} [config.dragDistance]
* @param {Function} [config.dragBoundFunc]
* @example
* var line = new Konva.Line({
* points: [73, 70, 340, 23, 450, 60, 500, 20],
* stroke: 'red',
* tension: 1,
* pointerLength : 10,
* pointerWidth : 12
* });
*/
Konva.Arrow = function(config) {
this.____init(config);
};
Konva.Arrow.prototype = {
____init: function(config) {
// call super constructor
Konva.Line.call(this, config);
this.className = 'Arrow';
},
_sceneFunc: function(ctx) {
Konva.Line.prototype._sceneFunc.apply(this, arguments);
var PI2 = Math.PI * 2;
var points = this.points();
var n = points.length;
var dx = points[n - 2] - points[n - 4];
var dy = points[n - 1] - points[n - 3];
var radians = (Math.atan2(dy, dx) + PI2) % PI2;
var length = this.pointerLength();
var width = this.pointerWidth();
ctx.save();
ctx.beginPath();
ctx.translate(points[n - 2], points[n - 1]);
ctx.rotate(radians);
ctx.moveTo(0, 0);
ctx.lineTo(-length, width / 2);
ctx.lineTo(-length, (-width) / 2);
ctx.closePath();
ctx.restore();
if (this.pointerAtBeginning()) {
ctx.save();
ctx.translate(points[0], points[1]);
dx = points[2] - points[0];
dy = points[3] - points[1];
ctx.rotate((Math.atan2(-dy, -dx) + PI2) % PI2);
ctx.moveTo(0, 0);
ctx.lineTo(-length, width / 2);
ctx.lineTo(-length, (-width) / 2);
ctx.closePath();
ctx.restore();
}
ctx.fillStrokeShape(this);
}
};
Konva.Util.extend(Konva.Arrow, Konva.Line);
/**
* get/set pointerLength
* @name pointerLength
* @method
* @memberof Konva.Arrow.prototype
* @param {Number} Length of pointer of arrow.
* The default is 10.
* @returns {Number}
* @example
* // get tension
* var pointerLength = line.pointerLength();
*
* // set tension
* line.pointerLength(15);
*/
Konva.Factory.addGetterSetter(Konva.Arrow, 'pointerLength', 10);
/**
* get/set pointerWidth
* @name pointerWidth
* @method
* @memberof Konva.Arrow.prototype
* @param {Number} Width of pointer of arrow.
* The default is 10.
* @returns {Number}
* @example
* // get tension
* var pointerWidth = line.pointerWidth();
*
* // set tension
* line.pointerWidth(15);
*/
Konva.Factory.addGetterSetter(Konva.Arrow, 'pointerWidth', 10);
/**
* get/set pointerAtBeginning
* @name pointerAtBeginning
* @method
* @memberof Konva.Arrow.prototype
* @param {Number} Should pointer displayed at beginning of arrow.
* The default is false.
* @returns {Boolean}
* @example
* // get tension
* var pointerAtBeginning = line.pointerAtBeginning();
*
* // set tension
* line.pointerAtBeginning(true);
*/
Konva.Factory.addGetterSetter(Konva.Arrow, 'pointerAtBeginning', false);
Konva.Collection.mapMethods(Konva.Arrow);
})();