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// Copyright 2006 Google Inc.
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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// http://www.apache.org/licenses/LICENSE-2.0
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// * Patterns are not implemented.
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// * Radial gradient are not implemented. The VML version of these look very
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// different from the canvas one.
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// * Clipping paths are not implemented.
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// * Coordsize. The width and height attribute have higher priority than the
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// width and height style values which isn't correct.
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// * Painting mode isn't implemented.
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// * Canvas width/height should is using content-box by default. IE in
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// Quirks mode will draw the canvas using border-box. Either change your
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// (http://www.whatwg.org/specs/web-apps/current-work/#the-doctype)
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// or use Box Sizing Behavior from WebFX
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// (http://webfx.eae.net/dhtml/boxsizing/boxsizing.html)
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// * Non uniform scaling does not correctly scale strokes.
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// * Optimize. There is always room for speed improvements.
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// Only add this code if we do not already have a canvas implementation
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if (!document.createElement('canvas').getContext) {
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// alias some functions to make (compiled) code shorter
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// this is used for sub pixel precision
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* This funtion is assigned to the <canvas> elements as element.getContext().
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* @return {CanvasRenderingContext2D_}
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function getContext() {
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return this.context_ ||
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(this.context_ = new CanvasRenderingContext2D_(this));
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var slice = Array.prototype.slice;
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* Binds a function to an object. The returned function will always use the
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* passed in {@code obj} as {@code this}.
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* g = bind(f, obj, a, b)
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* g(c, d) // will do f.call(obj, a, b, c, d)
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* @param {Function} f The function to bind the object to
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* @param {Object} obj The object that should act as this when the function
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* @param {*} var_args Rest arguments that will be used as the initial
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* arguments when the function is called
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* @return {Function} A new function that has bound this
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function bind(f, obj, var_args) {
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var a = slice.call(arguments, 2);
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return f.apply(obj, a.concat(slice.call(arguments)));
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var G_vmlCanvasManager_ = {
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init: function(opt_doc) {
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if (/MSIE/.test(navigator.userAgent) && !window.opera) {
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var doc = opt_doc || document;
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// Create a dummy element so that IE will allow canvas elements to be
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doc.createElement('canvas');
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doc.attachEvent('onreadystatechange', bind(this.init_, this, doc));
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init_: function(doc) {
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if (!doc.namespaces['g_vml_']) {
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doc.namespaces.add('g_vml_', 'urn:schemas-microsoft-com:vml',
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if (!doc.namespaces['g_o_']) {
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doc.namespaces.add('g_o_', 'urn:schemas-microsoft-com:office:office',
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// Setup default CSS. Only add one style sheet per document
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if (!doc.styleSheets['ex_canvas_']) {
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var ss = doc.createStyleSheet();
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ss.owningElement.id = 'ex_canvas_';
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ss.cssText = 'canvas{display:inline-block;overflow:hidden;' +
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// default size is 300x150 in Gecko and Opera
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'text-align:left;width:300px;height:150px}' +
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'g_vml_\\:*{behavior:url(#default#VML)}' +
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'g_o_\\:*{behavior:url(#default#VML)}';
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// find all canvas elements
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var els = doc.getElementsByTagName('canvas');
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for (var i = 0; i < els.length; i++) {
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this.initElement(els[i]);
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* Public initializes a canvas element so that it can be used as canvas
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* element from now on. This is called automatically before the page is
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* loaded but if you are creating elements using createElement you need to
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* make sure this is called on the element.
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* @param {HTMLElement} el The canvas element to initialize.
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* @return {HTMLElement} the element that was created.
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initElement: function(el) {
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if (!el.getContext) {
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el.getContext = getContext;
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// Remove fallback content. There is no way to hide text nodes so we
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// just remove all childNodes. We could hide all elements and remove
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// text nodes but who really cares about the fallback content.
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// do not use inline function because that will leak memory
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el.attachEvent('onpropertychange', onPropertyChange);
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el.attachEvent('onresize', onResize);
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var attrs = el.attributes;
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if (attrs.width && attrs.width.specified) {
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// TODO: use runtimeStyle and coordsize
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// el.getContext().setWidth_(attrs.width.nodeValue);
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el.style.width = attrs.width.nodeValue + 'px';
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el.width = el.clientWidth;
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if (attrs.height && attrs.height.specified) {
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// TODO: use runtimeStyle and coordsize
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// el.getContext().setHeight_(attrs.height.nodeValue);
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el.style.height = attrs.height.nodeValue + 'px';
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el.height = el.clientHeight;
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//el.getContext().setCoordsize_()
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function onPropertyChange(e) {
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var el = e.srcElement;
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switch (e.propertyName) {
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el.style.width = el.attributes.width.nodeValue + 'px';
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el.getContext().clearRect();
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el.style.height = el.attributes.height.nodeValue + 'px';
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el.getContext().clearRect();
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function onResize(e) {
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var el = e.srcElement;
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el.firstChild.style.width = el.clientWidth + 'px';
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el.firstChild.style.height = el.clientHeight + 'px';
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G_vmlCanvasManager_.init();
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// precompute "00" to "FF"
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for (var i = 0; i < 16; i++) {
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for (var j = 0; j < 16; j++) {
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dec2hex[i * 16 + j] = i.toString(16) + j.toString(16);
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function createMatrixIdentity() {
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function matrixMultiply(m1, m2) {
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var result = createMatrixIdentity();
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for (var x = 0; x < 3; x++) {
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for (var y = 0; y < 3; y++) {
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for (var z = 0; z < 3; z++) {
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sum += m1[x][z] * m2[z][y];
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function copyState(o1, o2) {
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o2.fillStyle = o1.fillStyle;
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o2.lineCap = o1.lineCap;
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o2.lineJoin = o1.lineJoin;
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o2.lineWidth = o1.lineWidth;
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o2.miterLimit = o1.miterLimit;
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o2.shadowBlur = o1.shadowBlur;
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o2.shadowColor = o1.shadowColor;
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o2.shadowOffsetX = o1.shadowOffsetX;
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o2.shadowOffsetY = o1.shadowOffsetY;
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o2.strokeStyle = o1.strokeStyle;
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o2.globalAlpha = o1.globalAlpha;
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o2.arcScaleX_ = o1.arcScaleX_;
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o2.arcScaleY_ = o1.arcScaleY_;
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o2.lineScale_ = o1.lineScale_;
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function processStyle(styleString) {
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styleString = String(styleString);
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if (styleString.substring(0, 3) == 'rgb') {
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var start = styleString.indexOf('(', 3);
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var end = styleString.indexOf(')', start + 1);
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var guts = styleString.substring(start + 1, end).split(',');
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for (var i = 0; i < 3; i++) {
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str += dec2hex[Number(guts[i])];
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if (guts.length == 4 && styleString.substr(3, 1) == 'a') {
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return {color: str, alpha: alpha};
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function processLineCap(lineCap) {
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* This class implements CanvasRenderingContext2D interface as described by
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* @param {HTMLElement} surfaceElement The element that the 2D context should
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function CanvasRenderingContext2D_(surfaceElement) {
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this.m_ = createMatrixIdentity();
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this.currentPath_ = [];
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// Canvas context properties
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this.strokeStyle = '#000';
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this.fillStyle = '#000';
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this.lineJoin = 'miter';
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this.lineCap = 'butt';
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this.miterLimit = Z * 1;
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this.globalAlpha = 1;
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this.canvas = surfaceElement;
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var el = surfaceElement.ownerDocument.createElement('div');
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el.style.width = surfaceElement.clientWidth + 'px';
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el.style.height = surfaceElement.clientHeight + 'px';
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el.style.overflow = 'hidden';
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el.style.position = 'absolute';
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surfaceElement.appendChild(el);
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var contextPrototype = CanvasRenderingContext2D_.prototype;
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contextPrototype.clearRect = function() {
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this.element_.innerHTML = '';
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contextPrototype.beginPath = function() {
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// TODO: Branch current matrix so that save/restore has no effect
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// as per safari docs.
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this.currentPath_ = [];
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contextPrototype.moveTo = function(aX, aY) {
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var p = this.getCoords_(aX, aY);
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this.currentPath_.push({type: 'moveTo', x: p.x, y: p.y});
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this.currentX_ = p.x;
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this.currentY_ = p.y;
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contextPrototype.lineTo = function(aX, aY) {
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var p = this.getCoords_(aX, aY);
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this.currentPath_.push({type: 'lineTo', x: p.x, y: p.y});
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this.currentX_ = p.x;
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this.currentY_ = p.y;
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contextPrototype.bezierCurveTo = function(aCP1x, aCP1y,
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var p = this.getCoords_(aX, aY);
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var cp1 = this.getCoords_(aCP1x, aCP1y);
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var cp2 = this.getCoords_(aCP2x, aCP2y);
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bezierCurveTo(this, cp1, cp2, p);
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// Helper function that takes the already fixed cordinates.
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function bezierCurveTo(self, cp1, cp2, p) {
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self.currentPath_.push({
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type: 'bezierCurveTo',
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self.currentX_ = p.x;
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self.currentY_ = p.y;
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contextPrototype.quadraticCurveTo = function(aCPx, aCPy, aX, aY) {
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// the following is lifted almost directly from
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// http://developer.mozilla.org/en/docs/Canvas_tutorial:Drawing_shapes
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var cp = this.getCoords_(aCPx, aCPy);
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var p = this.getCoords_(aX, aY);
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x: this.currentX_ + 2.0 / 3.0 * (cp.x - this.currentX_),
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y: this.currentY_ + 2.0 / 3.0 * (cp.y - this.currentY_)
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x: cp1.x + (p.x - this.currentX_) / 3.0,
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y: cp1.y + (p.y - this.currentY_) / 3.0
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bezierCurveTo(this, cp1, cp2, p);
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contextPrototype.arc = function(aX, aY, aRadius,
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aStartAngle, aEndAngle, aClockwise) {
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var arcType = aClockwise ? 'at' : 'wa';
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var xStart = aX + mc(aStartAngle) * aRadius - Z2;
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var yStart = aY + ms(aStartAngle) * aRadius - Z2;
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var xEnd = aX + mc(aEndAngle) * aRadius - Z2;
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var yEnd = aY + ms(aEndAngle) * aRadius - Z2;
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// IE won't render arches drawn counter clockwise if xStart == xEnd.
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if (xStart == xEnd && !aClockwise) {
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xStart += 0.125; // Offset xStart by 1/80 of a pixel. Use something
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// that can be represented in binary
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var p = this.getCoords_(aX, aY);
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var pStart = this.getCoords_(xStart, yStart);
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var pEnd = this.getCoords_(xEnd, yEnd);
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this.currentPath_.push({type: arcType,
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contextPrototype.rect = function(aX, aY, aWidth, aHeight) {
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this.lineTo(aX + aWidth, aY);
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this.lineTo(aX + aWidth, aY + aHeight);
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this.lineTo(aX, aY + aHeight);
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contextPrototype.strokeRect = function(aX, aY, aWidth, aHeight) {
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var oldPath = this.currentPath_;
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this.lineTo(aX + aWidth, aY);
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this.lineTo(aX + aWidth, aY + aHeight);
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this.lineTo(aX, aY + aHeight);
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this.currentPath_ = oldPath;
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contextPrototype.fillRect = function(aX, aY, aWidth, aHeight) {
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var oldPath = this.currentPath_;
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this.lineTo(aX + aWidth, aY);
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this.lineTo(aX + aWidth, aY + aHeight);
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this.lineTo(aX, aY + aHeight);
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this.currentPath_ = oldPath;
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contextPrototype.createLinearGradient = function(aX0, aY0, aX1, aY1) {
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var gradient = new CanvasGradient_('gradient');
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contextPrototype.createRadialGradient = function(aX0, aY0, aR0,
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var gradient = new CanvasGradient_('gradientradial');
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contextPrototype.drawImage = function(image, var_args) {
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var dx, dy, dw, dh, sx, sy, sw, sh;
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// to find the original width we overide the width and height
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var oldRuntimeWidth = image.runtimeStyle.width;
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var oldRuntimeHeight = image.runtimeStyle.height;
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image.runtimeStyle.width = 'auto';
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image.runtimeStyle.height = 'auto';
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// get the original size
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var h = image.height;
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// and remove overides
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image.runtimeStyle.width = oldRuntimeWidth;
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image.runtimeStyle.height = oldRuntimeHeight;
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if (arguments.length == 3) {
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} else if (arguments.length == 5) {
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} else if (arguments.length == 9) {
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throw Error('Invalid number of arguments');
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var d = this.getCoords_(dx, dy);
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// For some reason that I've now forgotten, using divs didn't work
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vmlStr.push(' <g_vml_:group',
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' coordsize="', Z * W, ',', Z * H, '"',
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' coordorigin="0,0"' ,
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' style="width:', W, 'px;height:', H, 'px;position:absolute;');
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// If filters are necessary (rotation exists), create them
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// filters are bog-slow, so only create them if abbsolutely necessary
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// The following check doesn't account for skews (which don't exist
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// in the canvas spec (yet) anyway.
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if (this.m_[0][0] != 1 || this.m_[0][1]) {
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// Note the 12/21 reversal
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filter.push('M11=', this.m_[0][0], ',',
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'M12=', this.m_[1][0], ',',
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'M21=', this.m_[0][1], ',',
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'M22=', this.m_[1][1], ',',
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'Dx=', mr(d.x / Z), ',',
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'Dy=', mr(d.y / Z), '');
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// Bounding box calculation (need to minimize displayed area so that
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// filters don't waste time on unused pixels.
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var c2 = this.getCoords_(dx + dw, dy);
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var c3 = this.getCoords_(dx, dy + dh);
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var c4 = this.getCoords_(dx + dw, dy + dh);
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max.x = m.max(max.x, c2.x, c3.x, c4.x);
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max.y = m.max(max.y, c2.y, c3.y, c4.y);
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vmlStr.push('padding:0 ', mr(max.x / Z), 'px ', mr(max.y / Z),
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'px 0;filter:progid:DXImageTransform.Microsoft.Matrix(',
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filter.join(''), ", sizingmethod='clip');")
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vmlStr.push('top:', mr(d.y / Z), 'px;left:', mr(d.x / Z), 'px;');
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'<g_vml_:image src="', image.src, '"',
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' style="width:', Z * dw, 'px;',
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' height:', Z * dh, 'px;"',
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' cropleft="', sx / w, '"',
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' croptop="', sy / h, '"',
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' cropright="', (w - sx - sw) / w, '"',
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' cropbottom="', (h - sy - sh) / h, '"',
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this.element_.insertAdjacentHTML('BeforeEnd',
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contextPrototype.stroke = function(aFill) {
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var lineOpen = false;
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var a = processStyle(aFill ? this.fillStyle : this.strokeStyle);
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var opacity = a.alpha * this.globalAlpha;
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lineStr.push('<g_vml_:shape',
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' filled="', !!aFill, '"',
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' style="position:absolute;width:', W, 'px;height:', H, 'px;"',
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' coordorigin="0 0" coordsize="', Z * W, ' ', Z * H, '"',
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' stroked="', !aFill, '"',
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var min = {x: null, y: null};
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var max = {x: null, y: null};
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for (var i = 0; i < this.currentPath_.length; i++) {
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var p = this.currentPath_[i];
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lineStr.push(' m ', mr(p.x), ',', mr(p.y));
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lineStr.push(' l ', mr(p.x), ',', mr(p.y));
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case 'bezierCurveTo':
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mr(p.cp1x), ',', mr(p.cp1y), ',',
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mr(p.cp2x), ',', mr(p.cp2y), ',',
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mr(p.x), ',', mr(p.y));
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lineStr.push(' ', p.type, ' ',
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mr(p.x - this.arcScaleX_ * p.radius), ',',
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mr(p.y - this.arcScaleY_ * p.radius), ' ',
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mr(p.x + this.arcScaleX_ * p.radius), ',',
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mr(p.y + this.arcScaleY_ * p.radius), ' ',
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mr(p.xStart), ',', mr(p.yStart), ' ',
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mr(p.xEnd), ',', mr(p.yEnd));
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// TODO: Following is broken for curves due to
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// move to proper paths.
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// Figure out dimensions so we can do gradient fills
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if (min.x == null || p.x < min.x) {
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if (max.x == null || p.x > max.x) {
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if (min.y == null || p.y < min.y) {
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if (max.y == null || p.y > max.y) {
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var lineWidth = this.lineScale_ * this.lineWidth;
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// VML cannot correctly render a line if the width is less than 1px.
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// In that case, we dilute the color to make the line look thinner.
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opacity *= lineWidth;
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' opacity="', opacity, '"',
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' joinstyle="', this.lineJoin, '"',
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' miterlimit="', this.miterLimit, '"',
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' endcap="', processLineCap(this.lineCap), '"',
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' weight="', lineWidth, 'px"',
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' color="', color, '" />'
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} else if (typeof this.fillStyle == 'object') {
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var fillStyle = this.fillStyle;
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var focus = {x: 0, y: 0};
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// scale factor for offset
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if (fillStyle.type_ == 'gradient') {
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var x0 = fillStyle.x0_ / this.arcScaleX_;
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var y0 = fillStyle.y0_ / this.arcScaleY_;
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var x1 = fillStyle.x1_ / this.arcScaleX_;
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var y1 = fillStyle.y1_ / this.arcScaleY_;
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var p0 = this.getCoords_(x0, y0);
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var p1 = this.getCoords_(x1, y1);
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var dx = p1.x - p0.x;
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var dy = p1.y - p0.y;
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angle = Math.atan2(dx, dy) * 180 / Math.PI;
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// The angle should be a non-negative number.
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// Very small angles produce an unexpected result because they are
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// converted to a scientific notation string.
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var p0 = this.getCoords_(fillStyle.x0_, fillStyle.y0_);
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var width = max.x - min.x;
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var height = max.y - min.y;
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x: (p0.x - min.x) / width,
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y: (p0.y - min.y) / height
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width /= this.arcScaleX_ * Z;
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height /= this.arcScaleY_ * Z;
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var dimension = m.max(width, height);
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shift = 2 * fillStyle.r0_ / dimension;
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expansion = 2 * fillStyle.r1_ / dimension - shift;
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// We need to sort the color stops in ascending order by offset,
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// otherwise IE won't interpret it correctly.
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var stops = fillStyle.colors_;
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stops.sort(function(cs1, cs2) {
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return cs1.offset - cs2.offset;
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var length = stops.length;
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var color1 = stops[0].color;
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var color2 = stops[length - 1].color;
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var opacity1 = stops[0].alpha * this.globalAlpha;
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var opacity2 = stops[length - 1].alpha * this.globalAlpha;
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for (var i = 0; i < length; i++) {
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colors.push(stop.offset * expansion + shift + ' ' + stop.color);
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// When colors attribute is used, the meanings of opacity and o:opacity2
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lineStr.push('<g_vml_:fill type="', fillStyle.type_, '"',
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' method="none" focus="100%"',
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' color="', color1, '"',
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' color2="', color2, '"',
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' colors="', colors.join(','), '"',
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' opacity="', opacity2, '"',
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' g_o_:opacity2="', opacity1, '"',
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' angle="', angle, '"',
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' focusposition="', focus.x, ',', focus.y, '" />');
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lineStr.push('<g_vml_:fill color="', color, '" opacity="', opacity,
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lineStr.push('</g_vml_:shape>');
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this.element_.insertAdjacentHTML('beforeEnd', lineStr.join(''));
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contextPrototype.fill = function() {
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contextPrototype.closePath = function() {
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this.currentPath_.push({type: 'close'});
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contextPrototype.getCoords_ = function(aX, aY) {
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x: Z * (aX * m[0][0] + aY * m[1][0] + m[2][0]) - Z2,
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y: Z * (aX * m[0][1] + aY * m[1][1] + m[2][1]) - Z2
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contextPrototype.save = function() {
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this.aStack_.push(o);
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this.mStack_.push(this.m_);
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this.m_ = matrixMultiply(createMatrixIdentity(), this.m_);
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contextPrototype.restore = function() {
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copyState(this.aStack_.pop(), this);
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this.m_ = this.mStack_.pop();
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function matrixIsFinite(m) {
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for (var j = 0; j < 3; j++) {
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for (var k = 0; k < 2; k++) {
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if (!isFinite(m[j][k]) || isNaN(m[j][k])) {
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function setM(ctx, m, updateLineScale) {
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if (!matrixIsFinite(m)) {
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if (updateLineScale) {
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// Get the line scale.
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// Determinant of this.m_ means how much the area is enlarged by the
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// transformation. So its square root can be used as a scale factor
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var det = m[0][0] * m[1][1] - m[0][1] * m[1][0];
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ctx.lineScale_ = sqrt(abs(det));
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contextPrototype.translate = function(aX, aY) {
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setM(this, matrixMultiply(m1, this.m_), false);
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contextPrototype.rotate = function(aRot) {
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setM(this, matrixMultiply(m1, this.m_), false);
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contextPrototype.scale = function(aX, aY) {
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this.arcScaleX_ *= aX;
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this.arcScaleY_ *= aY;
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setM(this, matrixMultiply(m1, this.m_), true);
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contextPrototype.transform = function(m11, m12, m21, m22, dx, dy) {
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setM(this, matrixMultiply(m1, this.m_), true);
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contextPrototype.setTransform = function(m11, m12, m21, m22, dx, dy) {
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/******** STUBS ********/
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contextPrototype.clip = function() {
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contextPrototype.arcTo = function() {
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contextPrototype.createPattern = function() {
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return new CanvasPattern_;
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// Gradient / Pattern Stubs
896
function CanvasGradient_(aType) {
907
CanvasGradient_.prototype.addColorStop = function(aOffset, aColor) {
908
aColor = processStyle(aColor);
909
this.colors_.push({offset: aOffset,
911
alpha: aColor.alpha});
914
function CanvasPattern_() {}
917
G_vmlCanvasManager = G_vmlCanvasManager_;
918
CanvasRenderingContext2D = CanvasRenderingContext2D_;
919
CanvasGradient = CanvasGradient_;
920
CanvasPattern = CanvasPattern_;
926
if (dhtmlx && dhtmlx._modules)
927
dhtmlx._modules["thirdparty/excanvas/excanvas.js"] = true;
b'\\ No newline at end of file'