/* * KineticJS JavaScript Framework v4.5.4 * http://www.kineticjs.com/ * Copyright 2013, Eric Rowell * Licensed under the MIT or GPL Version 2 licenses. * Date: 2013-06-09 * * Copyright (C) 2011 - 2013 by Eric Rowell * * 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. */ /** * @namespace Kinetic */ var Kinetic = {}; (function() { Kinetic.version = '4.5.4'; /** * @namespace Filters * @memberof Kinetic */ Kinetic.Filters = {}; /** * 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 Kinetic * @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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] */ Kinetic.Node = function(config) { this._nodeInit(config); }; /** * Shape constructor. Shapes are primitive objects such as rectangles, * circles, text, lines, etc. * @constructor * @memberof Kinetic * @augments Kinetic.Node * @param {Object} config * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * var customShape = new Kinetic.Shape({<br> * x: 5,<br> * y: 10,<br> * fill: 'red',<br> * // a Kinetic.Canvas renderer is passed into the drawFunc function<br> * drawFunc: function(canvas) {<br> * var context = canvas.getContext();<br> * context.beginPath();<br> * context.moveTo(200, 50);<br> * context.lineTo(420, 80);<br> * context.quadraticCurveTo(300, 100, 260, 170);<br> * context.closePath();<br> * canvas.fillStroke(this);<br> * }<br> *}); */ Kinetic.Shape = function(config) { this._initShape(config); }; /** * Container constructor. Containers are used to contain nodes or other containers * @constructor * @memberof Kinetic * @augments Kinetic.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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @param {Function} [config.clipFunc] clipping function */ Kinetic.Container = function(config) { this._containerInit(config); }; /** * Stage constructor. A stage is used to contain multiple layers * @constructor * @memberof Kinetic * @augments Kinetic.Container * @param {Object} config * @param {String|DomElement} config.container Container id 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @param {Function} [config.clipFunc] clipping function * @example * var stage = new Kinetic.Stage({<br> * width: 500,<br> * height: 800,<br> * container: 'containerId'<br> * }); */ Kinetic.Stage = function(config) { this._initStage(config); }; /** * Layer constructor. Layers are tied to their own canvas element and are used * to contain groups or shapes * @constructor * @memberof Kinetic * @augments Kinetic.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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @param {Function} [config.clipFunc] clipping function * @example * var layer = new Kinetic.Layer(); */ Kinetic.Layer = function(config) { this._initLayer(config); }; /** * Group constructor. Groups are used to contain shapes or other groups. * @constructor * @memberof Kinetic * @augments Kinetic.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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @param {Function} [config.clipFunc] clipping function * @example * var group = new Kinetic.Group(); */ Kinetic.Group = function(config) { this._initGroup(config); }; /** * @namespace Global * @memberof Kinetic */ Kinetic.Global = { stages: [], idCounter: 0, ids: {}, names: {}, //shapes hash. rgb keys and shape values shapes: {}, /** * returns whether or not drag and drop is currently active * @method * @memberof Kinetic.Global */ isDragging: function() { var dd = Kinetic.DD; // if DD is not included with the build, then // drag and drop is not even possible if (!dd) { return false; } // if DD is included with the build else { return dd.isDragging; } }, /** * returns whether or not a drag and drop operation is ready, but may * not necessarily have started * @method * @memberof Kinetic.Global */ isDragReady: function() { var dd = Kinetic.DD; // if DD is not included with the build, then // drag and drop is not even possible if (!dd) { return false; } // if DD is included with the build else { return !!dd.node; } }, _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 !== undefined) { if(this.names[name] === undefined) { this.names[name] = []; } this.names[name].push(node); } }, _removeName: function(name, _id) { if(name !== undefined) { var nodes = this.names[name]; if(nodes !== undefined) { 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]; } } } } }; })(); // Uses Node, AMD or browser globals to create a module. // If you want something that will work in other stricter CommonJS environments, // or if you need to create a circular dependency, see commonJsStrict.js // Defines a module "returnExports" that depends another module called "b". // Note that the name of the module is implied by the file name. It is best // if the file name and the exported global have matching names. // If the 'b' module also uses this type of boilerplate, then // in the browser, it will create a global .b that is used below. // If you do not want to support the browser global path, then you // can remove the `root` use and the passing `this` as the first arg to // the top function. // if the module has no dependencies, the above pattern can be simplified to ( function(root, factory) { if( typeof exports === 'object') { // Node. Does not work with strict CommonJS, but // only CommonJS-like enviroments that support module.exports, // like Node. module.exports = factory(); } else if( typeof define === 'function' && define.amd) { // AMD. Register as an anonymous module. define(factory); } else { // Browser globals (root is window) root.returnExports = factory(); } }(this, function() { // Just return a value to define the module export. // This example returns an object, but the module // can return a function as the exported value. return Kinetic; })); ;(function() { /** * Collection constructor. Collection extends * Array. This class is used in conjunction with {@link Kinetic.Container#get} * @constructor * @memberof Kinetic */ Kinetic.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; }; Kinetic.Collection.prototype = []; /** * iterate through node array and run a function for each node. * The node and index is passed into the function * @method * @memberof Kinetic.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) {<br> * shape.setX(10);<br> * }); */ Kinetic.Collection.prototype.each = function(func) { for(var n = 0; n < this.length; n++) { func(this[n], n); } }; /** * convert collection into an array * @method * @memberof Kinetic.Collection.prototype */ Kinetic.Collection.prototype.toArray = function() { var arr = []; for(var n = 0; n < this.length; n++) { arr.push(this[n]); } return arr; }; Kinetic.Collection.mapMethods = function(arr) { var leng = arr.length, n; for(n = 0; n < leng; n++) { // induce scope (function(i) { var method = arr[i]; Kinetic.Collection.prototype[method] = function() { var len = this.length, i; args = [].slice.call(arguments); for(i = 0; i < len; i++) { this[i][method].apply(this[i], args); } }; })(n); } }; })(); (function() { /* * 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 * @memberof Kinetic */ Kinetic.Transform = function() { this.m = [1, 0, 0, 1, 0, 0]; }; Kinetic.Transform.prototype = { /** * Apply translation * @method * @memberof Kinetic.Transform.prototype * @param {Number} x * @param {Number} y */ 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; }, /** * Apply scale * @method * @memberof Kinetic.Transform.prototype * @param {Number} sx * @param {Number} sy */ scale: function(sx, sy) { this.m[0] *= sx; this.m[1] *= sx; this.m[2] *= sy; this.m[3] *= sy; }, /** * Apply rotation * @method * @memberof Kinetic.Transform.prototype * @param {Number} rad Angle in radians */ 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; }, /** * Returns the translation * @method * @memberof Kinetic.Transform.prototype * @returns {Object} 2D point(x, y) */ getTranslation: function() { return { x: this.m[4], y: this.m[5] }; }, /** * Apply skew * @method * @memberof Kinetic.Transform.prototype * @param {Number} sx * @param {Number} sy */ 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; }, /** * Transform multiplication * @method * @memberof Kinetic.Transform.prototype * @param {Kinetic.Transform} matrix */ 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; }, /** * Invert the matrix * @method * @memberof Kinetic.Transform.prototype */ 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 matrix * @method * @memberof Kinetic.Transform.prototype */ getMatrix: function() { return this.m; } }; })(); (function() { // CONSTANTS var CANVAS = 'canvas', 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', KINETIC_WARNING = 'Kinetic warning: ', RGB_PAREN = 'rgb(', COLORS = { aqua: [0,255,255], lime: [0,255,0], silver: [192,192,192], black: [0,0,0], maroon: [128,0,0], teal: [0,128,128], blue: [0,0,255], navy: [0,0,128], white: [255,255,255], fuchsia: [255,0,255], olive:[128,128,0], yellow: [255,255,0], orange: [255,165,0], gray: [128,128,128], purple: [128,0,128], green: [0,128,0], red: [255,0,0], pink: [255,192,203], cyan: [0,255,255], transparent: [255,255,255,0] }, RGB_REGEX = /rgb\((\d{1,3}),(\d{1,3}),(\d{1,3})\)/; /** * @namespace Util * @memberof Kinetic */ Kinetic.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; }, /* * other utils */ _hasMethods: function(obj) { var names = [], key; for(key in obj) { if(this._isFunction(obj[key])) { names.push(key); } } return names.length > 0; }, _isInDocument: function(el) { while(el = el.parentNode) { if(el == document) { return true; } } return false; }, /* * The argument can be: * - an integer (will be applied to both x and y) * - an array of one integer (will be applied to both x and y) * - an array of two integers (contains x and y) * - an array of four integers (contains x, y, width, and height) * - an object with x and y properties * - an array of one element which is an array of integers * - an array of one element of an object */ _getXY: function(arg) { if(this._isNumber(arg)) { return { x: arg, y: arg }; } else if(this._isArray(arg)) { // if arg is an array of one element if(arg.length === 1) { var val = arg[0]; // if arg is an array of one element which is a number if(this._isNumber(val)) { return { x: val, y: val }; } // if arg is an array of one element which is an array else if(this._isArray(val)) { return { x: val[0], y: val[1] }; } // if arg is an array of one element which is an object else if(this._isObject(val)) { return val; } } // if arg is an array of two or more elements else if(arg.length >= 2) { return { x: arg[0], y: arg[1] }; } } // if arg is an object return the object else if(this._isObject(arg)) { return arg; } // default return null; }, /* * The argument can be: * - an integer (will be applied to both width and height) * - an array of one integer (will be applied to both width and height) * - an array of two integers (contains width and height) * - an array of four integers (contains x, y, width, and height) * - an object with width and height properties * - an array of one element which is an array of integers * - an array of one element of an object */ _getSize: function(arg) { if(this._isNumber(arg)) { return { width: arg, height: arg }; } else if(this._isArray(arg)) { // if arg is an array of one element if(arg.length === 1) { var val = arg[0]; // if arg is an array of one element which is a number if(this._isNumber(val)) { return { width: val, height: val }; } // if arg is an array of one element which is an array else if(this._isArray(val)) { /* * if arg is an array of one element which is an * array of four elements */ if(val.length >= 4) { return { width: val[2], height: val[3] }; } /* * if arg is an array of one element which is an * array of two elements */ else if(val.length >= 2) { return { width: val[0], height: val[1] }; } } // if arg is an array of one element which is an object else if(this._isObject(val)) { return val; } } // if arg is an array of four elements else if(arg.length >= 4) { return { width: arg[2], height: arg[3] }; } // if arg is an array of two elements else if(arg.length >= 2) { return { width: arg[0], height: arg[1] }; } } // if arg is an object return the object else if(this._isObject(arg)) { return arg; } // default return null; }, /* * arg will be an array of numbers or * an array of point arrays or * an array of point objects */ _getPoints: function(arg) { var arr = [], n, len; if(arg === undefined) { return []; } len = arg.length; // an array of arrays if(this._isArray(arg[0])) { /* * convert array of arrays into an array * of objects containing x, y */ for(n = 0; n < len; n++) { arr.push({ x: arg[n][0], y: arg[n][1] }); } return arr; } // an array of objects if(this._isObject(arg[0])) { return arg; } // an array of integers else { /* * convert array of numbers into an array * of objects containing x, y */ for(n = 0; n < len; n += 2) { arr.push({ x: arg[n], y: arg[n + 1] }); } return arr; } }, /* * arg can be an image object or image data */ _getImage: function(arg, callback) { var imageObj, canvas, context, dataUrl; // if arg is null or undefined if(!arg) { callback(null); } // if arg is already an image object else if(this._isElement(arg)) { callback(arg); } // if arg is a string, then it's a data url else if(this._isString(arg)) { imageObj = new Image(); imageObj.onload = function() { callback(imageObj); }; imageObj.src = arg; } //if arg is an object that contains the data property, it's an image object else if(arg.data) { canvas = document.createElement(CANVAS); canvas.width = arg.width; canvas.height = arg.height; context = canvas.getContext(CONTEXT_2D); context.putImageData(arg, 0, 0); dataUrl = canvas.toDataURL(); imageObj = new Image(); imageObj.onload = function() { callback(imageObj); }; imageObj.src = dataUrl; } else { callback(null); } }, _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 Kinetic.Util.prototype */ getRandomColor: function() { var randColor = (Math.random() * 0xFFFFFF << 0).toString(16); while (randColor.length < 6) { randColor = ZERO + randColor; } return HASH + randColor; }, /** * get RGB components of a color * @method * @memberof Kinetic.Util.prototype * @param {String} color * @example * // each of the following examples return {r:0, g:0, b:255}<br> * var rgb = Kinetic.Util.getRGB('blue');<br> * var rgb = Kinetic.Util.getRGB('#0000ff');<br> * var rgb = Kinetic.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] }; } // hex else if (color[0] === HASH) { return this._hexToRgb(color.substring(1)); } // rgb string else if (color.substr(0, 4) === RGB_PAREN) { rgb = RGB_REGEX.exec(color.replace(/ /g,'')); return { r: parseInt(rgb[1], 10), g: parseInt(rgb[2], 10), b: parseInt(rgb[3], 10) }; } // default else { return { r: 0, g: 0, b: 0 }; } }, // 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; }, // deep clone _clone: function(obj) { var retObj = {}; for(var key in obj) { if(this._isObject(obj[key])) { retObj[key] = this._clone(obj[key]); } else { retObj[key] = obj[key]; } } return retObj; }, _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); }, warn: function(str) { /* * IE9 on Windows7 64bit will throw a JS error * if we don't use window.console in the conditional */ if(window.console && console.warn) { console.warn(KINETIC_WARNING + str); } }, extend: function(c1, c2) { for(var key in c2.prototype) { if(!( key in c1.prototype)) { c1.prototype[key] = c2.prototype[key]; } } }, /** * adds methods to a constructor prototype * @method * @memberof Kinetic.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(p0, p1, p2, t) { var x0 = p0.x; var y0 = p0.y; var x1 = p1.x; var y1 = p1.y; var x2 = p2.x; var y2 = p2.y; var d01 = Math.sqrt(Math.pow(x1 - x0, 2) + Math.pow(y1 - y0, 2)); var d12 = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)); var fa = t * d01 / (d01 + d12); var fb = t * d12 / (d01 + d12); var p1x = x1 - fa * (x2 - x0); var p1y = y1 - fa * (y2 - y0); var p2x = x1 + fb * (x2 - x0); var p2y = y1 + fb * (y2 - y0); return [{ x: p1x, y: p1y }, { x: p2x, y: p2y }]; }, _expandPoints: function(points, tension) { var length = points.length, allPoints = [], n, cp; for(n = 1; n < length - 1; n++) { cp = Kinetic.Util._getControlPoints(points[n - 1], points[n], points[n + 1], tension); allPoints.push(cp[0]); allPoints.push(points[n]); allPoints.push(cp[1]); } return allPoints; } }; })(); ;(function() { // calculate pixel ratio var canvas = document.createElement('canvas'), context = canvas.getContext('2d'), devicePixelRatio = window.devicePixelRatio || 1, backingStoreRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio || context.msBackingStorePixelRatio || context.oBackingStorePixelRatio || context.backingStorePixelRatio || 1, _pixelRatio = devicePixelRatio / backingStoreRatio; /** * Canvas Renderer constructor * @constructor * @abstract * @memberof Kinetic * @param {Number} width * @param {Number} height */ Kinetic.Canvas = function(config) { this.init(config); }; Kinetic.Canvas.prototype = { init: function(config) { config = config || {}; var width = config.width || 0, height = config.height || 0, pixelRatio = config.pixelRatio || _pixelRatio, contextType = config.contextType || '2d'; this.pixelRatio = pixelRatio; this.element = document.createElement('canvas'); this.element.style.padding = 0; this.element.style.margin = 0; this.element.style.border = 0; this.element.style.background = 'transparent'; this.context = this.element.getContext(contextType); this.setSize(width, height); }, /** * get canvas element * @method * @memberof Kinetic.Canvas.prototype */ getElement: function() { return this.element; }, /** * get canvas context * @method * @memberof Kinetic.Canvas.prototype */ getContext: function() { return this.context; }, /** * set width * @method * @memberof Kinetic.Canvas.prototype * @param {Number} width */ setWidth: function(width) { // take into account pixel ratio this.width = this.element.width = width * this.pixelRatio; this.element.style.width = width + 'px'; }, /** * set height * @method * @memberof Kinetic.Canvas.prototype * @param {Number} height */ setHeight: function(height) { // take into account pixel ratio this.height = this.element.height = height * this.pixelRatio; this.element.style.height = height + 'px'; }, /** * get width * @method * @memberof Kinetic.Canvas.prototype */ getWidth: function() { return this.width; }, /** * get height * @method * @memberof Kinetic.Canvas.prototype */ getHeight: function() { return this.height; }, /** * set size * @method * @memberof Kinetic.Canvas.prototype * @param {Number} width * @param {Number} height */ setSize: function(width, height) { this.setWidth(width); this.setHeight(height); }, /** * clear canvas * @method * @memberof Kinetic.Canvas.prototype */ clear: function() { var context = this.getContext(); var el = this.getElement(); context.clearRect(0, 0, this.getWidth(), this.getHeight()); }, /** * to data url * @method * @memberof Kinetic.Canvas.prototype * @param {String} mimeType * @param {Number} quality between 0 and 1 for jpg mime types */ 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.element.toDataURL(mimeType, quality); } catch(e) { try { return this.element.toDataURL(); } catch(err) { Kinetic.Util.warn('Unable to get data URL. ' + err.message); return ''; } } }, /** * fill shape * @method * @memberof Kinetic.Canvas.prototype * @param {Kinetic.Shape} shape */ fill: function(shape) { if(shape.getFillEnabled()) { this._fill(shape); } }, /** * stroke shape * @method * @memberof Kinetic.Canvas.prototype * @param {Kinetic.Shape} shape */ stroke: function(shape) { if(shape.getStrokeEnabled()) { this._stroke(shape); } }, /** * fill, stroke, and apply shadows * will only be applied to either the fill or stroke. Fill * is given priority over stroke. * @method * @memberof Kinetic.Canvas.prototype * @param {Kinetic.Shape} shape */ fillStroke: function(shape) { var fillEnabled = shape.getFillEnabled(); if(fillEnabled) { this._fill(shape); } if(shape.getStrokeEnabled()) { this._stroke(shape, shape.hasShadow() && shape.hasFill() && fillEnabled); } }, /** * apply shadow * @method * @memberof Kinetic.Canvas.prototype * @param {Kinetic.Shape} shape * @param {Function} drawFunc */ applyShadow: function(shape, drawFunc) { var context = this.context; context.save(); this._applyShadow(shape); drawFunc(); context.restore(); drawFunc(); }, _applyLineCap: function(shape) { var lineCap = shape.getLineCap(); if(lineCap) { this.context.lineCap = lineCap; } }, _applyOpacity: function(shape) { var absOpacity = shape.getAbsoluteOpacity(); if(absOpacity !== 1) { this.context.globalAlpha = absOpacity; } }, _applyLineJoin: function(shape) { var lineJoin = shape.getLineJoin(); if(lineJoin) { this.context.lineJoin = lineJoin; } }, _applyAncestorTransforms: function(node) { var context = this.context, t, m; node._eachAncestorReverse(function(no) { t = no.getTransform(true); m = t.getMatrix(); context.transform(m[0], m[1], m[2], m[3], m[4], m[5]); }, true); }, _clip: function(container) { var context = this.getContext(); context.save(); this._applyAncestorTransforms(container); context.beginPath(); container.getClipFunc()(this); context.clip(); context.setTransform(1, 0, 0, 1, 0, 0); } }; Kinetic.SceneCanvas = function(config) { Kinetic.Canvas.call(this, config); }; Kinetic.SceneCanvas.prototype = { setWidth: function(width) { var pixelRatio = this.pixelRatio; Kinetic.Canvas.prototype.setWidth.call(this, width); this.context.scale(pixelRatio, pixelRatio); }, setHeight: function(height) { var pixelRatio = this.pixelRatio; Kinetic.Canvas.prototype.setHeight.call(this, height); this.context.scale(pixelRatio, pixelRatio); }, _fillColor: function(shape) { var context = this.context, fill = shape.getFill(); context.fillStyle = fill; shape._fillFunc(context); }, _fillPattern: function(shape) { var context = this.context, fillPatternImage = shape.getFillPatternImage(), fillPatternX = shape.getFillPatternX(), fillPatternY = shape.getFillPatternY(), fillPatternScale = shape.getFillPatternScale(), fillPatternRotation = shape.getFillPatternRotation(), fillPatternOffset = shape.getFillPatternOffset(), fillPatternRepeat = shape.getFillPatternRepeat(); if(fillPatternX || fillPatternY) { context.translate(fillPatternX || 0, fillPatternY || 0); } if(fillPatternRotation) { context.rotate(fillPatternRotation); } if(fillPatternScale) { context.scale(fillPatternScale.x, fillPatternScale.y); } if(fillPatternOffset) { context.translate(-1 * fillPatternOffset.x, -1 * fillPatternOffset.y); } context.fillStyle = context.createPattern(fillPatternImage, fillPatternRepeat || 'repeat'); context.fill(); }, _fillLinearGradient: function(shape) { var context = this.context, start = shape.getFillLinearGradientStartPoint(), end = shape.getFillLinearGradientEndPoint(), colorStops = shape.getFillLinearGradientColorStops(), grd = context.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]); } context.fillStyle = grd; context.fill(); } }, _fillRadialGradient: function(shape) { var context = this.context, start = shape.getFillRadialGradientStartPoint(), end = shape.getFillRadialGradientEndPoint(), startRadius = shape.getFillRadialGradientStartRadius(), endRadius = shape.getFillRadialGradientEndRadius(), colorStops = shape.getFillRadialGradientColorStops(), grd = context.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]); } context.fillStyle = grd; context.fill(); }, _fill: function(shape, skipShadow) { var context = this.context, hasColor = shape.getFill(), hasPattern = shape.getFillPatternImage(), hasLinearGradient = shape.getFillLinearGradientColorStops(), hasRadialGradient = shape.getFillRadialGradientColorStops(), fillPriority = shape.getFillPriority(); context.save(); if(!skipShadow && shape.hasShadow()) { this._applyShadow(shape); } // 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); } // now just try and fill with whatever is available else if(hasColor) { this._fillColor(shape); } else if(hasPattern) { this._fillPattern(shape); } else if(hasLinearGradient) { this._fillLinearGradient(shape); } else if(hasRadialGradient) { this._fillRadialGradient(shape); } context.restore(); if(!skipShadow && shape.hasShadow()) { this._fill(shape, true); } }, _stroke: function(shape, skipShadow) { var context = this.context, stroke = shape.getStroke(), strokeWidth = shape.getStrokeWidth(), dashArray = shape.getDashArray(); if(stroke || strokeWidth) { context.save(); if (!shape.getStrokeScaleEnabled()) { context.setTransform(1, 0, 0, 1, 0, 0); } this._applyLineCap(shape); if(dashArray && shape.getDashArrayEnabled()) { if(context.setLineDash) { context.setLineDash(dashArray); } else if('mozDash' in context) { context.mozDash = dashArray; } else if('webkitLineDash' in context) { context.webkitLineDash = dashArray; } } if(!skipShadow && shape.hasShadow()) { this._applyShadow(shape); } context.lineWidth = strokeWidth || 2; context.strokeStyle = stroke || 'black'; shape._strokeFunc(context); context.restore(); if(!skipShadow && shape.hasShadow()) { this._stroke(shape, true); } } }, _applyShadow: function(shape) { var context = this.context; if(shape.hasShadow() && shape.getShadowEnabled()) { var aa = shape.getAbsoluteOpacity(); // defaults var color = shape.getShadowColor() || 'black'; var blur = shape.getShadowBlur() || 5; var offset = shape.getShadowOffset() || { x: 0, y: 0 }; if(shape.getShadowOpacity()) { context.globalAlpha = shape.getShadowOpacity() * aa; } context.shadowColor = color; context.shadowBlur = blur; context.shadowOffsetX = offset.x; context.shadowOffsetY = offset.y; } } }; Kinetic.Util.extend(Kinetic.SceneCanvas, Kinetic.Canvas); Kinetic.HitCanvas = function(config) { Kinetic.Canvas.call(this, config); }; Kinetic.HitCanvas.prototype = { _fill: function(shape) { var context = this.context; context.save(); context.fillStyle = shape.colorKey; shape._fillFuncHit(context); context.restore(); }, _stroke: function(shape) { var context = this.context, stroke = shape.getStroke(), strokeWidth = shape.getStrokeWidth(); if(stroke || strokeWidth) { this._applyLineCap(shape); context.save(); context.lineWidth = strokeWidth || 2; context.strokeStyle = shape.colorKey; shape._strokeFuncHit(context); context.restore(); } } }; Kinetic.Util.extend(Kinetic.HitCanvas, Kinetic.Canvas); })(); ;(function() { // CONSTANTS var SPACE = ' ', EMPTY_STRING = '', DOT = '.', GET = 'get', SET = 'set', SHAPE = 'Shape', STAGE = 'Stage', X = 'x', Y = 'y', UPPER_X = 'X', UPPER_Y = 'Y', KINETIC = 'kinetic', BEFORE = 'before', CHANGE = 'Change', ID = 'id', NAME = 'name', MOUSEENTER = 'mouseenter', MOUSELEAVE = 'mouseleave', DEG = 'Deg', ON = 'on', OFF = 'off', BEFORE_DRAW = 'beforeDraw', DRAW = 'draw', BLACK = 'black', RGB = 'RGB', R = 'r', G = 'g', B = 'b', UPPER_R = 'R', UPPER_G = 'G', UPPER_B = 'B', HASH = '#', CHILDREN = 'children'; Kinetic.Util.addMethods(Kinetic.Node, { _nodeInit: function(config) { this._id = Kinetic.Global.idCounter++; this.eventListeners = {}; this.setAttrs(config); }, /** * bind events to the node. KineticJS supports mouseover, mousemove, * mouseout, mouseenter, mouseleave, mousedown, mouseup, click, dblclick, touchstart, touchmove, * touchend, tap, dbltap, dragstart, dragmove, and dragend events. 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 Kinetic.Node.prototype * @param {String} typesStr e.g. 'click', 'mousedown touchstart', 'mousedown.foo touchstart.foo' * @param {Function} handler The handler function is passed an event object * @example * // add click listener<br> * node.on('click', function() {<br> * console.log('you clicked me!');<br> * });<br><br> * * // get the target node<br> * node.on('click', function(evt) {<br> * console.log(evt.targetNode);<br> * });<br><br> * * // stop event propagation<br> * node.on('click', function(evt) {<br> * evt.cancelBubble = true;<br> * });<br><br> * * // bind multiple listeners<br> * node.on('click touchstart', function() {<br> * console.log('you clicked/touched me!');<br> * });<br><br> * * // namespace listener<br> * node.on('click.foo', function() {<br> * console.log('you clicked/touched me!');<br> * }); */ on: function(typesStr, handler) { var types = typesStr.split(SPACE), len = types.length, n, type, 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++) { type = types[n]; event = type; parts = event.split(DOT); baseEvent = parts[0]; name = parts.length > 1 ? parts[1] : EMPTY_STRING; 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 Kinetic.Node.prototype * @param {String} typesStr e.g. 'click', 'mousedown touchstart', '.foobar' * @example * // remove listener<br> * node.off('click');<br><br> * * // remove multiple listeners<br> * node.off('click touchstart');<br><br> * * // remove listener by name<br> * node.off('click.foo'); */ off: function(typesStr) { var types = typesStr.split(SPACE), len = types.length, n, type, t, event, parts, baseEvent; for(n = 0; n < len; n++) { type = types[n]; event = type; parts = event.split(DOT); baseEvent = parts[0]; if(parts.length > 1) { if(baseEvent) { if(this.eventListeners[baseEvent]) { this._off(baseEvent, parts[1]); } } else { for(t in this.eventListeners) { this._off(t, parts[1]); } } } else { delete this.eventListeners[baseEvent]; } } return this; }, /** * remove self from parent, but don't destroy * @method * @memberof Kinetic.Node.prototype * @example * node.remove(); */ remove: function() { var parent = this.getParent(); if(parent && parent.children) { parent.children.splice(this.index, 1); parent._setChildrenIndices(); delete this.parent; } return this; }, /** * remove and destroy self * @method * @memberof Kinetic.Node.prototype * @example * node.destroy(); */ destroy: function() { var go = Kinetic.Global; // remove from ids and names hashes go._removeId(this.getId()); go._removeName(this.getName(), this._id); this.remove(); }, /** * get attr * @method * @memberof Kinetic.Node.prototype * @param {String} attr * @example * var x = node.getAttr('x'); */ getAttr: function(attr) { var method = GET + Kinetic.Util._capitalize(attr); if(Kinetic.Util._isFunction(this[method])) { return this[method](); } // otherwise get directly else { return this.attrs[attr]; } }, /** * set attr * @method * @memberof Kinetic.Node.prototype * @param {String} attr * #param {*} val * @example * node.setAttr('x', 5); */ setAttr: function() { var args = Array.prototype.slice.call(arguments), attr = args[0], method = SET + Kinetic.Util._capitalize(attr), func = this[method]; args.shift(); if(Kinetic.Util._isFunction(func)) { func.apply(this, args); } // otherwise set directly else { this.attrs[attr] = args[0]; } return this; }, /** * get attrs object literal * @method * @memberof Kinetic.Node.prototype */ getAttrs: function() { return this.attrs || {}; }, createAttrs: function() { if(this.attrs === undefined) { this.attrs = {}; } return this; }, /** * set multiple attrs at once using an object literal * @method * @memberof Kinetic.Node.prototype * @param {Object} config object containing key value pairs * @example * node.setAttrs({<br> * x: 5,<br> * fill: 'red'<br> * });<br> */ setAttrs: function(config) { var key, method; if(config) { for(key in config) { if (key === CHILDREN) { } else { method = SET + Kinetic.Util._capitalize(key); // use setter if available if(Kinetic.Util._isFunction(this[method])) { this[method](config[key]); } // otherwise set directly else { this._setAttr(key, config[key]); } } } } return this; }, /** * determine if node is visible or not. Node is visible only * if it's visible and all of its ancestors are visible. If an ancestor * is invisible, this means that the node is also invisible * @method * @memberof Kinetic.Node.prototype */ getVisible: function() { var visible = this.attrs.visible, parent = this.getParent(); // default if (visible === undefined) { visible = true; } if(visible && parent && !parent.getVisible()) { return false; } return visible; }, /** * determine if node is listening or not. Node is listening only * if it's listening and all of its ancestors are listening. If an ancestor * is not listening, this means that the node is also not listening * @method * @memberof Kinetic.Node.prototype */ getListening: function() { var listening = this.attrs.listening, parent = this.getParent(); // default if (listening === undefined) { listening = true; } if(listening && parent && !parent.getListening()) { return false; } return listening; }, /** * show node * @method * @memberof Kinetic.Node.prototype */ show: function() { this.setVisible(true); return this; }, /** * hide node. Hidden nodes are no longer detectable * @method * @memberof Kinetic.Node.prototype */ hide: function() { this.setVisible(false); return this; }, /** * get zIndex relative to the node's siblings who share the same parent * @method * @memberof Kinetic.Node.prototype */ getZIndex: function() { return this.index || 0; }, /** * get absolute z-index which takes into account sibling * and ancestor indices * @method * @memberof Kinetic.Node.prototype */ getAbsoluteZIndex: function() { var level = this.getLevel(), stage = this.getStage(), 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].getLevel() <= level) { addChildren(nodes); } } if(that.nodeType !== STAGE) { addChildren(that.getStage().getChildren()); } return index; }, /** * get node level in node tree. Returns an integer.<br><br> * e.g. Stage level will always be 0. Layers will always be 1. Groups and Shapes will always * be >= 2 * @method * @memberof Kinetic.Node.prototype */ getLevel: function() { var level = 0, parent = this.parent; while(parent) { level++; parent = parent.parent; } return level; }, /** * set node position relative to parent * @method * @memberof Kinetic.Node.prototype * @param {Number} x * @param {Number} y * @example * // set x and y<br> * node.setPosition(5, 10);<br><br> * * // set x only<br> * node.setPosition({<br> * x: 5<br> * });<br><br> * * // set x and y using an array<br> * node.setPosition([5, 10]);<br><br> * * // set both x and y to 5<br> * node.setPosition(5); */ setPosition: function() { var pos = Kinetic.Util._getXY([].slice.call(arguments)); this.setX(pos.x); this.setY(pos.y); return this; }, /** * get node position relative to parent * @method * @memberof Kinetic.Node.prototype */ getPosition: function() { return { x: this.getX(), y: this.getY() }; }, /** * get absolute position relative to the top left corner of the stage container div * @method * @memberof Kinetic.Node.prototype */ getAbsolutePosition: function() { var trans = this.getAbsoluteTransform(), o = this.getOffset(); trans.translate(o.x, o.y); return trans.getTranslation(); }, /** * set absolute position * @method * @memberof Kinetic.Node.prototype * @param {Number} x * @param {Number} y */ setAbsolutePosition: function() { var pos = Kinetic.Util._getXY([].slice.call(arguments)), trans = this._clearTransform(), it; // don't clear translation this.attrs.x = trans.x; this.attrs.y = trans.y; delete trans.x; delete trans.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(pos.x, pos.y); this._setTransform(trans); return this; }, /** * move node by an amount relative to its current position * @method * @memberof Kinetic.Node.prototype * @param {Number} x * @param {Number} y * @example * // move node in x direction by 1px and y direction by 2px<br> * node.move(1, 2);<br><br> * * // move node in x direction by 1px<br> * node.move({<br> * x: 1<br> * }); */ move: function() { var pos = Kinetic.Util._getXY([].slice.call(arguments)), x = this.getX(), y = this.getY(); if(pos.x !== undefined) { x += pos.x; } if(pos.y !== undefined) { y += pos.y; } this.setPosition(x, y); return this; }, _eachAncestorReverse: function(func, includeSelf) { var family = [], parent = this.getParent(), len, n; // build family by traversing ancestors if(includeSelf) { family.unshift(this); } while(parent) { family.unshift(parent); parent = parent.parent; } len = family.length; for(n = 0; n < len; n++) { func(family[n]); } }, /** * rotate node by an amount in radians relative to its current rotation * @method * @memberof Kinetic.Node.prototype * @param {Number} theta */ rotate: function(theta) { this.setRotation(this.getRotation() + theta); return this; }, /** * rotate node by an amount in degrees relative to its current rotation * @method * @memberof Kinetic.Node.prototype * @param {Number} deg */ rotateDeg: function(deg) { this.setRotation(this.getRotation() + Kinetic.Util._degToRad(deg)); return this; }, /** * move node to the top of its siblings * @method * @memberof Kinetic.Node.prototype */ moveToTop: function() { 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 Kinetic.Node.prototype */ moveUp: function() { 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 Kinetic.Node.prototype */ moveDown: function() { 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 Kinetic.Node.prototype */ moveToBottom: function() { 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 Kinetic.Node.prototype * @param {Integer} zIndex */ setZIndex: function(zIndex) { 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 Kinetic.Node.prototype */ getAbsoluteOpacity: function() { var absOpacity = this.getOpacity(); if(this.getParent()) { absOpacity *= this.getParent().getAbsoluteOpacity(); } return absOpacity; }, /** * move node to another container * @method * @memberof Kinetic.Node.prototype * @param {Container} newContainer * @example * // move node from current layer into layer2<br> * node.moveTo(layer2); */ moveTo: function(newContainer) { Kinetic.Node.prototype.remove.call(this); newContainer.add(this); return this; }, /** * convert Node into an object for serialization. Returns an object. * @method * @memberof Kinetic.Node.prototype */ toObject: function() { var type = Kinetic.Util, obj = {}, attrs = this.getAttrs(), key, val; obj.attrs = {}; // serialize only attributes that are not function, image, DOM, or objects with methods for(key in attrs) { val = attrs[key]; if(!type._isFunction(val) && !type._isElement(val) && !(type._isObject(val) && type._hasMethods(val))) { obj.attrs[key] = val; } } obj.className = this.getClassName(); return obj; }, /** * convert Node into a JSON string. Returns a JSON string. * @method * @memberof Kinetic.Node.prototype */ toJSON: function() { return JSON.stringify(this.toObject()); }, /** * get parent container * @method * @memberof Kinetic.Node.prototype */ getParent: function() { return this.parent; }, /** * get layer ancestor * @method * @memberof Kinetic.Node.prototype */ getLayer: function() { return this.getParent().getLayer(); }, /** * get stage ancestor * @method * @memberof Kinetic.Node.prototype */ getStage: function() { if(this.getParent()) { return this.getParent().getStage(); } else { return undefined; } }, /** * fire event * @method * @memberof Kinetic.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 {EventObject} 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. * @example * // manually fire click event<br> * node.fire('click');<br><br> * * // fire custom event<br> * node.fire('foo');<br><br> * * // fire custom event with custom event object<br> * node.fire('foo', {<br> * bar: 10<br> * });<br><br> * * // fire click event that bubbles<br> * node.fire('click', null, true); */ fire: function(eventType, evt, bubble) { // bubble if (bubble) { this._fireAndBubble(eventType, evt || {}); } // no bubble else { this._fire(eventType, evt || {}); } return this; }, /** * get absolute transform of the node which takes into * account its ancestor transforms * @method * @memberof Kinetic.Node.prototype */ getAbsoluteTransform: function() { // absolute transform var am = new Kinetic.Transform(), m; this._eachAncestorReverse(function(node) { m = node.getTransform(); am.multiply(m); }, true); return am; }, _getAndCacheTransform: function() { var m = new Kinetic.Transform(), x = this.getX(), y = this.getY(), rotation = 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); } // cache result this.cachedTransform = m; return m; }, /** * get transform of the node * @method * @memberof Kinetic.Node.prototype */ getTransform: function(useCache) { var cachedTransform = this.cachedTransform; if (useCache && cachedTransform) { return cachedTransform; } else { return this._getAndCacheTransform(); } }, /** * 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 Kinetic.Node.prototype * @param {Object} attrs override attrs * @example * // simple clone<br> * var clone = node.clone();<br><br> * * // clone a node and override the x position<br> * var clone = rect.clone({<br> * x: 5<br> * }); */ clone: function(obj) { // instantiate new node var className = this.getClassName(), node = new Kinetic[className](this.attrs), key, allListeners, len, n, listener; // 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 kinetic namespaced listeners because * these are generated by the constructors */ if(listener.name.indexOf(KINETIC) < 0) { // if listeners array doesn't exist, then create it if(!node.eventListeners[key]) { node.eventListeners[key] = []; } node.eventListeners[key].push(listener); } } } // apply attr overrides node.setAttrs(obj); return node; }, /** * 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 Kinetic.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 */ toDataURL: function(config) { config = config || {}; var mimeType = config.mimeType || null, quality = config.quality || null, stage = this.getStage(), x = config.x || 0, y = config.y || 0, canvas = new Kinetic.SceneCanvas({ width: config.width || stage.getWidth(), height: config.height || stage.getHeight(), pixelRatio: 1 }), context = canvas.getContext(); context.save(); if(x || y) { context.translate(-1 * x, -1 * y); } this.drawScene(canvas); context.restore(); return canvas.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 Kinetic.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 * @example * var image = node.toImage({<br> * callback: function(img) {<br> * // do stuff with img<br> * }<br> * }); */ toImage: function(config) { Kinetic.Util._getImage(this.toDataURL(config), function(img) { config.callback(img); }); }, /** * set size * @method * @memberof Kinetic.Node.prototype * @param {Number} width * @param {Number} height */ setSize: function() { // set stage dimensions var size = Kinetic.Util._getSize(Array.prototype.slice.call(arguments)); this.setWidth(size.width); this.setHeight(size.height); return this; }, /** * get size * @method * @memberof Kinetic.Node.prototype */ getSize: function() { return { width: this.getWidth(), height: this.getHeight() }; }, /** * get width * @method * @memberof Kinetic.Node.prototype */ getWidth: function() { return this.attrs.width || 0; }, /** * get height * @method * @memberof Kinetic.Node.prototype */ 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 Kinetic.Node.prototype */ getClassName: function() { return this.className || this.nodeType; }, /** * get the node type, which may return Stage, Layer, Group, or Node * @method * @memberof Kinetic.Node.prototype */ getType: function() { return this.nodeType; }, _get: function(selector) { return this.nodeType === selector ? [this] : []; }, _off: function(type, name) { var evtListeners = this.eventListeners[type], i; for(i = 0; i < evtListeners.length; i++) { if(evtListeners[i].name === name) { evtListeners.splice(i, 1); if(evtListeners.length === 0) { delete this.eventListeners[type]; break; } i--; } } }, _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; return trans; }, _setTransform: function(trans) { var key; for(key in trans) { this.attrs[key] = trans[key]; } this.cachedTransform = null; }, _fireBeforeChangeEvent: function(attr, oldVal, newVal) { this._fire(BEFORE + Kinetic.Util._capitalize(attr) + CHANGE, { oldVal: oldVal, newVal: newVal }); }, _fireChangeEvent: function(attr, oldVal, newVal) { this._fire(attr + CHANGE, { oldVal: oldVal, newVal: newVal }); }, /** * set id * @method * @memberof Kinetic.Node.prototype * @param {String} id */ setId: function(id) { var oldId = this.getId(), stage = this.getStage(), go = Kinetic.Global; go._removeId(oldId); go._addId(this, id); this._setAttr(ID, id); return this; }, /** * set name * @method * @memberof Kinetic.Node.prototype * @param {String} name */ setName: function(name) { var oldName = this.getName(), stage = this.getStage(), go = Kinetic.Global; go._removeName(oldName, this._id); go._addName(this, name); this._setAttr(NAME, name); return this; }, _setAttr: function(key, val) { var oldVal; if(val !== undefined) { oldVal = this.attrs[key]; this._fireBeforeChangeEvent(key, oldVal, val); this.attrs[key] = val; this._fireChangeEvent(key, oldVal, val); } }, _fireAndBubble: function(eventType, evt, compareShape) { if(evt && this.nodeType === SHAPE) { evt.targetNode = this; } var stage = this.getStage(); var el = this.eventListeners; var okayToRun = true; if(eventType === MOUSEENTER && compareShape && this._id === compareShape._id) { okayToRun = false; } else if(eventType === MOUSELEAVE && compareShape && this._id === compareShape._id) { okayToRun = false; } if(okayToRun) { this._fire(eventType, evt); // simulate event bubbling if(evt && !evt.cancelBubble && this.parent) { 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], len, i; if (events) { len = events.length; for(i = 0; i < len; 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 redra * @method * @memberof Kinetic.Node.prototype * the scene renderer */ draw: function() { var evt = { node: this }; this._fire(BEFORE_DRAW, evt); this.drawScene(); this.drawHit(); this._fire(DRAW, evt); return this; }, shouldDrawHit: function() { return this.isVisible() && this.isListening() && !Kinetic.Global.isDragging(); }, isDraggable: function() { return false; } }); // setter functions Kinetic.Node.setPoints = function(val) { var points = Kinetic.Util._getPoints(val); this._setAttr('points', points); }; // getter setter adders Kinetic.Node.addGetterSetter = function(constructor, attr, def, isTransform) { this.addGetter(constructor, attr, def); this.addSetter(constructor, attr, isTransform); }; Kinetic.Node.addPointGetterSetter = function(constructor, attr, def, isTransform) { this.addPointGetter(constructor, attr); this.addPointSetter(constructor, attr); // add invdividual component getters and setters this.addGetter(constructor, attr + UPPER_X, def); this.addGetter(constructor, attr + UPPER_Y, def); this.addSetter(constructor, attr + UPPER_X, isTransform); this.addSetter(constructor, attr + UPPER_Y, isTransform); }; Kinetic.Node.addPointsGetterSetter = function(constructor, attr) { this.addPointsGetter(constructor, attr); this.addPointsSetter(constructor, attr); }; Kinetic.Node.addRotationGetterSetter = function(constructor, attr, def, isTransform) { this.addRotationGetter(constructor, attr, def); this.addRotationSetter(constructor, attr, isTransform); }; Kinetic.Node.addColorGetterSetter = function(constructor, attr) { this.addGetter(constructor, attr); this.addSetter(constructor, attr); // component getters this.addColorRGBGetter(constructor, attr); this.addColorComponentGetter(constructor, attr, R); this.addColorComponentGetter(constructor, attr, G); this.addColorComponentGetter(constructor, attr, B); // component setters this.addColorRGBSetter(constructor, attr); this.addColorComponentSetter(constructor, attr, R); this.addColorComponentSetter(constructor, attr, G); this.addColorComponentSetter(constructor, attr, B); }; // getter adders Kinetic.Node.addColorRGBGetter = function(constructor, attr) { var method = GET + Kinetic.Util._capitalize(attr) + RGB; constructor.prototype[method] = function() { return Kinetic.Util.getRGB(this.attrs[attr]); }; }; Kinetic.Node.addColorComponentGetter = function(constructor, attr, c) { var prefix = GET + Kinetic.Util._capitalize(attr), method = prefix + Kinetic.Util._capitalize(c); constructor.prototype[method] = function() { return this[prefix + RGB]()[c]; }; }; Kinetic.Node.addPointsGetter = function(constructor, attr) { var that = this, method = GET + Kinetic.Util._capitalize(attr); constructor.prototype[method] = function(arg) { var val = this.attrs[attr]; return val === undefined ? [] : val; }; }; Kinetic.Node.addGetter = function(constructor, attr, def) { var that = this, method = GET + Kinetic.Util._capitalize(attr); constructor.prototype[method] = function(arg) { var val = this.attrs[attr]; return val === undefined ? def : val; }; }; Kinetic.Node.addPointGetter = function(constructor, attr) { var that = this, baseMethod = GET + Kinetic.Util._capitalize(attr); constructor.prototype[baseMethod] = function(arg) { var that = this; return { x: that[baseMethod + UPPER_X](), y: that[baseMethod + UPPER_Y]() }; }; }; Kinetic.Node.addRotationGetter = function(constructor, attr, def) { var that = this, method = GET + Kinetic.Util._capitalize(attr); // radians constructor.prototype[method] = function() { var val = this.attrs[attr]; if (val === undefined) { val = def; } return val; }; // degrees constructor.prototype[method + DEG] = function() { var val = this.attrs[attr]; if (val === undefined) { val = def; } return Kinetic.Util._radToDeg(val); }; }; // setter adders Kinetic.Node.addColorRGBSetter = function(constructor, attr) { var method = SET + Kinetic.Util._capitalize(attr) + RGB; constructor.prototype[method] = function(obj) { var r = obj && obj.r !== undefined ? obj.r | 0 : this.getAttr(attr + UPPER_R), g = obj && obj.g !== undefined ? obj.g | 0 : this.getAttr(attr + UPPER_G), b = obj && obj.b !== undefined ? obj.b | 0 : this.getAttr(attr + UPPER_B); this._setAttr(attr, HASH + Kinetic.Util._rgbToHex(r, g, b)); }; }; Kinetic.Node.addColorComponentSetter = function(constructor, attr, c) { var prefix = SET + Kinetic.Util._capitalize(attr), method = prefix + Kinetic.Util._capitalize(c); constructor.prototype[method] = function(val) { var obj = {}; obj[c] = val; this[prefix + RGB](obj); }; }; Kinetic.Node.addPointsSetter = function(constructor, attr) { var method = SET + Kinetic.Util._capitalize(attr); constructor.prototype[method] = Kinetic.Node.setPoints; }; Kinetic.Node.addSetter = function(constructor, attr, isTransform) { var that = this, method = SET + Kinetic.Util._capitalize(attr); constructor.prototype[method] = function(val) { this._setAttr(attr, val); if (isTransform) { this.cachedTransform = null; } }; }; Kinetic.Node.addPointSetter = function(constructor, attr) { var that = this, baseMethod = SET + Kinetic.Util._capitalize(attr); constructor.prototype[baseMethod] = function() { var pos = Kinetic.Util._getXY([].slice.call(arguments)), oldVal = this.attrs[attr], x = 0, y = 0; if (pos) { x = pos.x; y = pos.y; this._fireBeforeChangeEvent(attr, oldVal, pos); if (x !== undefined) { this[baseMethod + UPPER_X](x); } if (y !== undefined) { this[baseMethod + UPPER_Y](y); } this._fireChangeEvent(attr, oldVal, pos); } }; }; Kinetic.Node.addRotationSetter = function(constructor, attr, isTransform) { var that = this, method = SET + Kinetic.Util._capitalize(attr); // radians constructor.prototype[method] = function(val) { this._setAttr(attr, val); if (isTransform) { this.cachedTransform = null; } }; // degrees constructor.prototype[method + DEG] = function(deg) { this._setAttr(attr, Kinetic.Util._degToRad(deg)); if (isTransform) { this.cachedTransform = null; } }; }; /** * create node with JSON string. 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 Kinetic.Node * @param {String} JSON string * @param {DomElement} [container] optional container dom element used only if you're * creating a stage node */ Kinetic.Node.create = function(json, container) { return this._createNode(JSON.parse(json), container); }; Kinetic.Node._createNode = function(obj, container) { var className = Kinetic.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 Kinetic[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 Kinetic.Node.addGetterSetter(Kinetic.Node, 'x', 0, true); /** * set x position * @name setX * @method * @memberof Kinetic.Node.prototype * @param {Number} x */ /** * get x position * @name getX * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Node, 'y', 0, true); /** * set y position * @name setY * @method * @memberof Kinetic.Node.prototype * @param {Number} y */ /** * get y position * @name getY * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Node, 'opacity', 1); /** * 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 setOpacity * @method * @memberof Kinetic.Node.prototype * @param {Object} opacity */ /** * get opacity. * @name getOpacity * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.addGetter(Kinetic.Node, 'name'); /** * get name * @name getName * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.addGetter(Kinetic.Node, 'id'); /** * get id * @name getId * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.addRotationGetterSetter(Kinetic.Node, 'rotation', 0, true); /** * set rotation in radians * @name setRotation * @method * @memberof Kinetic.Node.prototype * @param {Number} theta */ /** * set rotation in degrees * @name setRotationDeg * @method * @memberof Kinetic.Node.prototype * @param {Number} deg */ /** * get rotation in degrees * @name getRotationDeg * @method * @memberof Kinetic.Node.prototype */ /** * get rotation in radians * @name getRotation * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.addPointGetterSetter(Kinetic.Node, 'scale', 1, true); /** * set scale * @name setScale * @param {Number} scale * @method * @memberof Kinetic.Node.prototype * @example * // set x and y to the same value<br> * shape.setScale(5);<br><br> * * // set x and y<br> * shape.setScale(20, 40);<br><br> * * // set x only <br> * shape.setScale({<br> * x: 20<br> * });<br><br> * * // set x and y using an array<br> * shape.setScale([20, 40]); */ /** * set scale x * @name setScaleX * @param {Number} x * @method * @memberof Kinetic.Node.prototype */ /** * set scale y * @name setScaleY * @param {Number} y * @method * @memberof Kinetic.Node.prototype */ /** * get scale * @name getScale * @method * @memberof Kinetic.Node.prototype */ /** * get scale x * @name getScaleX * @method * @memberof Kinetic.Node.prototype */ /** * get scale y * @name getScaleY * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.addPointGetterSetter(Kinetic.Node, 'skew', 0, true); /** * set skew * @name setSkew * @param {Number} x * @param {Number} y * @method * @memberof Kinetic.Node.prototype * @example * // set x and y<br> * shape.setSkew(20, 40);<br><br> * * // set x only <br> * shape.setSkew({<br> * x: 20<br> * });<br><br> * * // set x and y using an array<br> * shape.setSkew([20, 40]);<br><br> * * // set x and y to the same value<br> * shape.setSkew(5); */ /** * set skew x * @name setSkewX * @param {Number} x * @method * @memberof Kinetic.Node.prototype */ /** * set skew y * @name setSkewY * @param {Number} y * @method * @memberof Kinetic.Node.prototype */ /** * get skew * @name getSkew * @method * @memberof Kinetic.Node.prototype */ /** * get skew x * @name getSkewX * @method * @memberof Kinetic.Node.prototype */ /** * get skew y * @name getSkewY * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.addPointGetterSetter(Kinetic.Node, 'offset', 0, true); /** * set offset. A node's offset defines the position and rotation point * @name setOffset * @method * @memberof Kinetic.Node.prototype * @param {Number} x * @param {Number} y * @example * // set x and y<br> * shape.setOffset(20, 40);<br><br> * * // set x only <br> * shape.setOffset({<br> * x: 20<br> * });<br><br> * * // set x and y using an array<br> * shape.setOffset([20, 40]);<br><br> * * // set x and y to the same value<br> * shape.setOffset(5); */ /** * set offset x * @name setOffsetX * @method * @memberof Kinetic.Node.prototype * @param {Number} x */ /** * set offset y * @name setOffsetY * @method * @memberof Kinetic.Node.prototype * @param {Number} y */ /** * get offset * @name getOffset * @method * @memberof Kinetic.Node.prototype */ /** * get offset x * @name getOffsetX * @method * @memberof Kinetic.Node.prototype */ /** * get offset y * @name getOffsetY * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.addSetter(Kinetic.Node, 'width'); /** * set width * @name setWidth * @method * @memberof Kinetic.Node.prototype * @param {Number} width */ Kinetic.Node.addSetter(Kinetic.Node, 'height'); /** * set height * @name setHeight * @method * @memberof Kinetic.Node.prototype * @param {Number} height */ Kinetic.Node.addSetter(Kinetic.Node, 'listening'); /** * listen or don't listen to events * @name setListening * @method * @memberof Kinetic.Node.prototype * @param {Boolean} listening */ Kinetic.Node.addSetter(Kinetic.Node, 'visible'); /** * set visible * @name setVisible * @method * @memberof Kinetic.Node.prototype * @param {Boolean} visible */ // aliases /** * Alias of getListening() * @name isListening * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.prototype.isListening = Kinetic.Node.prototype.getListening; /** * Alias of getVisible() * @name isVisible * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.prototype.isVisible = Kinetic.Node.prototype.getVisible; Kinetic.Collection.mapMethods([ 'on', 'off', 'remove', 'destroy', 'show', 'hide', 'move', 'rotate', 'moveToTop', 'moveUp', 'moveDown', 'moveToBottom', 'moveTo', 'fire', 'draw' ]); })(); ;(function() { /** * Animation constructor. A stage is used to contain multiple layers and handle * @constructor * @memberof Kinetic * @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 * @param {Kinetic.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<br> * var velocity = 50;<br><br> * * var anim = new Kinetic.Animation(function(frame) {<br> * var dist = velocity * (frame.timeDiff / 1000);<br> * node.move(dist, 0);<br> * }, layer);<br><br> * * anim.start(); */ Kinetic.Animation = function(func, layers) { this.func = func; this.setLayers(layers); this.id = Kinetic.Animation.animIdCounter++; this.frame = { time: 0, timeDiff: 0, lastTime: new Date().getTime() }; }; /* * Animation methods */ Kinetic.Animation.prototype = { /** * set layers to be redrawn on each animation frame * @method * @memberof Kinetic.Animation.prototype * @param {Kinetic.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. */ setLayers: function(layers) { var lays = []; // if passing in no layers if (!layers) { lays = []; } // if passing in an array of Layers // NOTE: layers could be an array or Kinetic.Collection. for simplicity, I'm just inspecting // the length property to check for both cases else if (layers.length > 0) { lays = layers; } // if passing in a Layer else { lays = [layers]; } this.layers = lays; }, /** * get layers * @method * @memberof Kinetic.Animation.prototype */ getLayers: function() { return this.layers; }, /** * add layer. Returns true if the layer was added, and false if it was not * @method * @memberof Kinetic.Animation.prototype * @param {Kinetic.Layer} layer */ addLayer: function(layer) { var layers = this.layers, len, n; if (layers) { len = layers.length; // don't add the layer if it already exists for (n = 0; n < len; n++) { if (layers[n]._id === layer._id) { return false; } } } else { this.layers = []; } this.layers.push(layer); return true; }, /** * determine if animation is running or not. returns true or false * @method * @memberof Kinetic.Animation.prototype */ isRunning: function() { var a = Kinetic.Animation, animations = a.animations; for(var n = 0; n < animations.length; n++) { if(animations[n].id === this.id) { return true; } } return false; }, /** * start animation * @method * @memberof Kinetic.Animation.prototype */ start: function() { this.stop(); this.frame.timeDiff = 0; this.frame.lastTime = new Date().getTime(); Kinetic.Animation._addAnimation(this); }, /** * stop animation * @method * @memberof Kinetic.Animation.prototype */ stop: function() { Kinetic.Animation._removeAnimation(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; } }; Kinetic.Animation.animations = []; Kinetic.Animation.animIdCounter = 0; Kinetic.Animation.animRunning = false; Kinetic.Animation._addAnimation = function(anim) { this.animations.push(anim); this._handleAnimation(); }; Kinetic.Animation._removeAnimation = function(anim) { var id = anim.id, animations = this.animations, len = animations.length; for(var n = 0; n < len; n++) { if(animations[n].id === id) { this.animations.splice(n, 1); break; } } }; Kinetic.Animation._runFrames = function() { var layerHash = {}, animations = this.animations, anim, layers, func, n, i, layersLen, layer, key; /* * 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(new Date().getTime()); layersLen = layers.length; for (i=0; i<layersLen; i++) { layer = layers[i]; if(layer._id !== undefined) { layerHash[layer._id] = layer; } } // if animation object has a function, execute it if(func) { func.call(anim, anim.frame); } } for(key in layerHash) { layerHash[key].draw(); } }; Kinetic.Animation._animationLoop = function() { var that = this; if(this.animations.length > 0) { this._runFrames(); Kinetic.Animation.requestAnimFrame(function() { that._animationLoop(); }); } else { this.animRunning = false; } }; Kinetic.Animation._handleAnimation = function() { var that = this; if(!this.animRunning) { this.animRunning = true; that._animationLoop(); } }; RAF = (function() { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || FRAF; })(); function FRAF(callback) { window.setTimeout(callback, 1000 / 60); } Kinetic.Animation.requestAnimFrame = function(callback) { var raf = Kinetic.DD && Kinetic.DD.isDragging ? FRAF : RAF; raf(callback); }; var moveTo = Kinetic.Node.prototype.moveTo; Kinetic.Node.prototype.moveTo = function(container) { moveTo.call(this, container); }; Kinetic.Layer.batchAnim = new Kinetic.Animation(function() { if (this.getLayers().length === 0) { this.stop(); } this.setLayers([]); }); /** * get batch draw * @method * @memberof Kinetic.Layer.prototype */ Kinetic.Layer.prototype.batchDraw = function() { var batchAnim = Kinetic.Layer.batchAnim; batchAnim.addLayer(this); if (!batchAnim.isRunning()) { batchAnim.start(); } }; })();;(function() { var blacklist = { node: 1, duration: 1, easing: 1, onFinish: 1, yoyo: 1 }, PAUSED = 1, PLAYING = 2, REVERSING = 3, idCounter = 0; /** * 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 Kinetic.Easings} * @constructor * @memberof Kinetic * @example * // instantiate new tween which fully rotates a node in 1 second * var tween = new Kinetic.Tween({<br> * node: node,<br> * rotationDeg: 360,<br> * duration: 1,<br> * easing: Kinetic.Easings.EaseInOut<br> * });<br><br> * * // play tween<br> * tween.play();<br><br> * * // pause tween<br> * tween.pause(); */ Kinetic.Tween = function(config) { var that = this, node = config.node, nodeId = node._id, duration = config.duration || 1, easing = config.easing || Kinetic.Easings.Linear, yoyo = !!config.yoyo, key, tween, start, tweenId; this.node = node; this._id = idCounter++; this.onFinish = config.onFinish; this.anim = new Kinetic.Animation(function() { that.tween.onEnterFrame(); }, node.getLayer() || node.getLayers()); this.tween = new Tween(key, function(i) { that._tweenFunc(i); }, easing, 0, 1, duration * 1000, yoyo); this._addListeners(); // init attrs map if (!Kinetic.Tween.attrs[nodeId]) { Kinetic.Tween.attrs[nodeId] = {}; } if (!Kinetic.Tween.attrs[nodeId][this._id]) { Kinetic.Tween.attrs[nodeId][this._id] = {}; } // init tweens map if (!Kinetic.Tween.tweens[nodeId]) { Kinetic.Tween.tweens[nodeId] = {}; } for (key in config) { if (blacklist[key] === undefined) { this._addAttr(key, config[key]); } } this.reset(); }; // start/diff object = attrs.nodeId.tweenId.attr Kinetic.Tween.attrs = {}; // tweenId = tweens.nodeId.attr Kinetic.Tween.tweens = {}; Kinetic.Tween.prototype = { _addAttr: function(key, end) { var node = this.node, nodeId = node._id, start, diff, tweenId, n, len, startVal, endVal; // remove conflict from tween map if it exists tweenId = Kinetic.Tween.tweens[nodeId][key]; if (tweenId) { delete Kinetic.Tween.attrs[nodeId][tweenId][key]; } // add to tween map start = node.getAttr(key); if (Kinetic.Util._isArray(end)) { end = Kinetic.Util._getPoints(end); diff = []; len = end.length; for (n=0; n<len; n++) { startVal = start[n]; endVal = end[n]; diff.push({ x: endVal.x - startVal.x, y: endVal.y - startVal.y }); } } else { diff = end - start; } Kinetic.Tween.attrs[nodeId][this._id][key] = { start: start, diff: diff }; Kinetic.Tween.tweens[nodeId][key] = this._id; }, _tweenFunc: function(i) { var node = this.node, attrs = Kinetic.Tween.attrs[node._id][this._id], key, attr, start, diff, newVal, n, len, startVal, diffVal; for (key in attrs) { attr = attrs[key]; start = attr.start; diff = attr.diff; if (Kinetic.Util._isArray(start)) { newVal = []; len = start.length; for (n=0; n<len; n++) { startVal = start[n]; diffVal = diff[n]; newVal.push({ x: startVal.x + (diffVal.x * i), y: startVal.y + (diffVal.y * 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() { if (that.onFinish) { that.onFinish(); } }; }, /** * play * @method * @memberof Kinetic.Tween.prototype */ play: function() { this.tween.play(); return this; }, /** * reverse * @method * @memberof Kinetic.Tween.prototype */ reverse: function() { this.tween.reverse(); return this; }, /** * reset * @method * @memberof Kinetic.Tween.prototype */ reset: function() { var node = this.node; this.tween.reset(); (node.getLayer() || node.getLayers()).draw(); return this; }, /** * seek * @method * @memberof Kinetic.Tween.prototype * @param {Integer} t time in seconds between 0 and the duration */ seek: function(t) { var node = this.node; this.tween.seek(t * 1000); (node.getLayer() || node.getLayers()).draw(); return this; }, /** * pause * @method * @memberof Kinetic.Tween.prototype */ pause: function() { this.tween.pause(); return this; }, /** * finish * @method * @memberof Kinetic.Tween.prototype */ finish: function() { var node = this.node; this.tween.finish(); (node.getLayer() || node.getLayers()).draw(); return this; }, /** * destroy * @method * @memberof Kinetic.Tween.prototype */ destroy: function() { var nodeId = this.node._id, thisId = this._id, attrs = Kinetic.Tween.tweens[nodeId], key; this.pause(); for (key in attrs) { delete Kinetic.Tween.tweens[nodeId][key]; } delete Kinetic.Tween.attrs[nodeId][thisId]; } }; 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(); } }; /* * These eases were ported from an Adobe Flash tweening library to JavaScript * by Xaric */ /** * @namespace Easings * @memberof Kinetic */ Kinetic.Easings = { /** * back ease in * @function * @memberof Kinetic.Easings */ 'BackEaseIn': function(t, b, c, d, a, p) { var s = 1.70158; return c * (t /= d) * t * ((s + 1) * t - s) + b; }, /** * back ease out * @function * @memberof Kinetic.Easings */ 'BackEaseOut': function(t, b, c, d, a, p) { var s = 1.70158; return c * (( t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b; }, /** * back ease in out * @function * @memberof Kinetic.Easings */ 'BackEaseInOut': function(t, b, c, d, a, p) { 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 Kinetic.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 Kinetic.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 Kinetic.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 Kinetic.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 Kinetic.Easings */ 'BounceEaseIn': function(t, b, c, d) { return c - Kinetic.Easings.BounceEaseOut(d - t, 0, c, d) + b; }, /** * bounce ease in out * @function * @memberof Kinetic.Easings */ 'BounceEaseInOut': function(t, b, c, d) { if(t < d / 2) { return Kinetic.Easings.BounceEaseIn(t * 2, 0, c, d) * 0.5 + b; } else { return Kinetic.Easings.BounceEaseOut(t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b; } }, /** * ease in * @function * @memberof Kinetic.Easings */ 'EaseIn': function(t, b, c, d) { return c * (t /= d) * t + b; }, /** * ease out * @function * @memberof Kinetic.Easings */ 'EaseOut': function(t, b, c, d) { return -c * (t /= d) * (t - 2) + b; }, /** * ease in out * @function * @memberof Kinetic.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 Kinetic.Easings */ 'StrongEaseIn': function(t, b, c, d) { return c * (t /= d) * t * t * t * t + b; }, /** * strong ease out * @function * @memberof Kinetic.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 Kinetic.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 Kinetic.Easings */ 'Linear': function(t, b, c, d) { return c * t / d + b; } }; })();;(function() { Kinetic.DD = { // properties anim: new Kinetic.Animation(), isDragging: false, offset: { x: 0, y: 0 }, node: null, // methods _drag: function(evt) { var dd = Kinetic.DD, node = dd.node; if(node) { var pos = node.getStage().getPointerPosition(); var dbf = node.getDragBoundFunc(); var newNodePos = { x: pos.x - dd.offset.x, y: pos.y - dd.offset.y }; if(dbf !== undefined) { newNodePos = dbf.call(node, newNodePos, evt); } node.setAbsolutePosition(newNodePos); if(!dd.isDragging) { dd.isDragging = true; node.fire('dragstart', evt, true); } // execute ondragmove if defined node.fire('dragmove', evt, true); } }, _endDragBefore: function(evt) { var dd = Kinetic.DD, node = dd.node, nodeType, layer; if(node) { nodeType = node.nodeType, layer = node.getLayer(); dd.anim.stop(); // only fire dragend event if the drag and drop // operation actually started. if(dd.isDragging) { dd.isDragging = false; if (evt) { evt.dragEndNode = node; } } delete dd.node; (layer || node).draw(); } }, _endDragAfter: function(evt) { evt = evt || {}; var dragEndNode = evt.dragEndNode; if (evt && dragEndNode) { dragEndNode.fire('dragend', evt, true); } } }; // Node extenders /** * initiate drag and drop * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.prototype.startDrag = function() { var dd = Kinetic.DD, that = this, stage = this.getStage(), layer = this.getLayer(), pos = stage.getPointerPosition(), m = this.getTransform().getTranslation(), ap = this.getAbsolutePosition(); if(pos) { if (dd.node) { dd.node.stopDrag(); } dd.node = this; dd.offset.x = pos.x - ap.x; dd.offset.y = pos.y - ap.y; dd.anim.setLayers(layer || this.getLayers()); dd.anim.start(); } }; /** * stop drag and drop * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.prototype.stopDrag = function() { var dd = Kinetic.DD, evt = {}; dd._endDragBefore(evt); dd._endDragAfter(evt); }; /** * set draggable * @method * @memberof Kinetic.Node.prototype * @param {String} draggable */ Kinetic.Node.prototype.setDraggable = function(draggable) { this._setAttr('draggable', draggable); this._dragChange(); }; var origDestroy = Kinetic.Node.prototype.destroy; Kinetic.Node.prototype.destroy = function() { var dd = Kinetic.DD; // stop DD if(dd.node && dd.node._id === this._id) { this.stopDrag(); } origDestroy.call(this); }; /** * determine if node is currently in drag and drop mode * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.prototype.isDragging = function() { var dd = Kinetic.DD; return dd.node && dd.node._id === this._id && dd.isDragging; }; Kinetic.Node.prototype._listenDrag = function() { this._dragCleanup(); var that = this; this.on('mousedown.kinetic touchstart.kinetic', function(evt) { if(!Kinetic.DD.node) { that.startDrag(evt); } }); }; Kinetic.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 = Kinetic.DD; if(stage && dd.node && dd.node._id === this._id) { dd.node.stopDrag(); } } }; Kinetic.Node.prototype._dragCleanup = function() { this.off('mousedown.kinetic'); this.off('touchstart.kinetic'); }; Kinetic.Node.addGetterSetter(Kinetic.Node, 'dragBoundFunc'); /** * set drag bound function. This is used to override the default * drag and drop position * @name setDragBoundFunc * @method * @memberof Kinetic.Node.prototype * @param {Function} dragBoundFunc */ /** * get dragBoundFunc * @name getDragBoundFunc * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.addGetter(Kinetic.Node, 'draggable', false); /** * get draggable * @name getDraggable * @method * @memberof Kinetic.Node.prototype */ /** * alias of getDraggable() * @name isDraggable * @method * @memberof Kinetic.Node.prototype */ /** * alias of getDraggable * @name isDraggable * @method * @memberof Kinetic.Node.prototype */ Kinetic.Node.prototype.isDraggable = Kinetic.Node.prototype.getDraggable; var html = document.getElementsByTagName('html')[0]; html.addEventListener('mouseup', Kinetic.DD._endDragBefore, true); html.addEventListener('touchend', Kinetic.DD._endDragBefore, true); html.addEventListener('mouseup', Kinetic.DD._endDragAfter, false); html.addEventListener('touchend', Kinetic.DD._endDragAfter, false); })(); ;(function() { Kinetic.Util.addMethods(Kinetic.Container, { _containerInit: function(config) { this.children = new Kinetic.Collection(); Kinetic.Node.call(this, config); }, /** * returns a {@link Kinetic.Collection} of direct descendant nodes * @method * @memberof Kinetic.Container.prototype */ getChildren: function() { return this.children; }, /** * determine if node has children * @method * @memberof Kinetic.Container.prototype */ hasChildren: function() { return this.getChildren().length > 0; }, /** * remove all children * @method * @memberof Kinetic.Container.prototype */ removeChildren: function() { var children = this.children, child; while(children.length > 0) { var child = children[0]; if (child.hasChildren()) { child.removeChildren(); } child.remove(); } return this; }, /** * destroy all children * @method * @memberof Kinetic.Container.prototype */ destroyChildren: function() { var children = this.children; while(children.length > 0) { children[0].destroy(); } return this; }, /** * add node to container * @method * @memberof Kinetic.Container.prototype * @param {Node} child */ add: function(child) { var go = Kinetic.Global, children = this.children; child.index = children.length; child.parent = this; children.push(child); this._fire('add', { child: child }); // chainable return this; }, destroy: function() { // destroy children if (this.hasChildren()) { this.destroyChildren(); } // then destroy self Kinetic.Node.prototype.destroy.call(this); }, /** * return a {@link Kinetic.Collection} of nodes that match the selector. Use '#' for id selections * and '.' for name selections. You can also select by type or class name * @method * @memberof Kinetic.Container.prototype * @param {String} selector * @example * // select node with id foo<br> * var node = stage.get('#foo');<br><br> * * // select nodes with name bar inside layer<br> * var nodes = layer.get('.bar');<br><br> * * // select all groups inside layer<br> * var nodes = layer.get('Group');<br><br> * * // select all rectangles inside layer<br> * var nodes = layer.get('Rect'); */ get: function(selector) { var collection = new Kinetic.Collection(); // ID selector if(selector.charAt(0) === '#') { var node = this._getNodeById(selector.slice(1)); if(node) { collection.push(node); } } // name selector else if(selector.charAt(0) === '.') { var nodeList = this._getNodesByName(selector.slice(1)); Kinetic.Collection.apply(collection, nodeList); } // unrecognized selector, pass to children else { var retArr = []; var children = this.getChildren(); var len = children.length; for(var n = 0; n < len; n++) { retArr = retArr.concat(children[n]._get(selector)); } Kinetic.Collection.apply(collection, retArr); } return collection; }, _getNodeById: function(key) { var stage = this.getStage(), go = Kinetic.Global, node = go.ids[key]; if(node !== undefined && this.isAncestorOf(node)) { return node; } return null; }, _getNodesByName: function(key) { var go = Kinetic.Global, arr = go.names[key] || []; return this._getDescendants(arr); }, _get: function(selector) { var retArr = Kinetic.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 = Kinetic.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 Kinetic.Container.prototype * @param {Kinetic.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 = Kinetic.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 Kinetic.Stage#getIntersection} method if at all possible * because it performs much better * @method * @memberof Kinetic.Container.prototype * @param {Object} pos */ getAllIntersections: function() { var pos = Kinetic.Util._getXY(Array.prototype.slice.call(arguments)); var arr = []; var shapes = this.get('Shape'); var len = shapes.length; for(var n = 0; n < len; n++) { var shape = shapes[n]; if(shape.isVisible() && shape.intersects(pos)) { arr.push(shape); } } return arr; }, _setChildrenIndices: function() { var children = this.children, len = children.length; for(var n = 0; n < len; n++) { children[n].index = n; } }, drawScene: function(canvas) { var layer = this.getLayer(), clip = !!this.getClipFunc(), children, n, len; if (!canvas && layer) { canvas = layer.getCanvas(); } if(this.isVisible()) { if (clip) { canvas._clip(this); } children = this.children; len = children.length; for(n = 0; n < len; n++) { children[n].drawScene(canvas); } if (clip) { canvas.getContext().restore(); } } return this; }, drawHit: function() { var clip = !!this.getClipFunc() && this.nodeType !== 'Stage', n = 0, len = 0, children = [], hitCanvas; if(this.shouldDrawHit()) { if (clip) { hitCanvas = this.getLayer().hitCanvas; hitCanvas._clip(this); } children = this.children; len = children.length; for(n = 0; n < len; n++) { children[n].drawHit(); } if (clip) { hitCanvas.getContext().restore(); } } return this; } }); Kinetic.Util.extend(Kinetic.Container, Kinetic.Node); // add getters setters Kinetic.Node.addGetterSetter(Kinetic.Container, 'clipFunc'); /** * set clipping function * @name setClipFunc * @method * @memberof Kinetic.Container.prototype * @param {Number} deg */ /** * get clipping function * @name getClipFunc * @method * @memberof Kinetic.Container.prototype */ })(); ;(function() { function _fillFunc(context) { context.fill(); } function _strokeFunc(context) { context.stroke(); } function _fillFuncHit(context) { context.fill(); } function _strokeFuncHit(context) { context.stroke(); } Kinetic.Util.addMethods(Kinetic.Shape, { _initShape: function(config) { this.nodeType = 'Shape'; this._fillFunc = _fillFunc; this._strokeFunc = _strokeFunc; this._fillFuncHit = _fillFuncHit; this._strokeFuncHit = _strokeFuncHit; // set colorKey var shapes = Kinetic.Global.shapes; var key; while(true) { key = Kinetic.Util.getRandomColor(); if(key && !( key in shapes)) { break; } } this.colorKey = key; shapes[key] = this; this.createAttrs(); // call super constructor Kinetic.Node.call(this, config); }, hasChildren: function() { return false; }, getChildren: function() { return []; }, /** * get canvas context tied to the layer * @method * @memberof Kinetic.Shape.prototype */ 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 Kinetic.Shape.prototype */ getCanvas: function() { return this.getLayer().getCanvas(); }, /** * returns whether or not a shadow will be rendered * @method * @memberof Kinetic.Shape.prototype */ hasShadow: function() { return !!(this.getShadowColor() || this.getShadowBlur() || this.getShadowOffsetX() || this.getShadowOffsetY()); }, /** * returns whether or not a fill is present * @method * @memberof Kinetic.Shape.prototype */ hasFill: function() { return !!(this.getFill() || this.getFillPatternImage() || this.getFillLinearGradientColorStops() || this.getFillRadialGradientColorStops()); }, _get: function(selector) { return this.className === selector || this.nodeType === selector ? [this] : []; }, /** * 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 Kinetic.Stage#getIntersection} method if at all possible * because it performs much better * @method * @memberof Kinetic.Shape.prototype * @param {Object} point point can be an object containing * an x and y property, or it can be an array with two elements * in which the first element is the x component and the second * element is the y component */ intersects: function() { var pos = Kinetic.Util._getXY(Array.prototype.slice.call(arguments)); var stage = this.getStage(); var hitCanvas = stage.hitCanvas; hitCanvas.clear(); this.drawScene(hitCanvas); var p = hitCanvas.context.getImageData(pos.x | 0, pos.y | 0, 1, 1).data; return p[3] > 0; }, /** * enable fill * @method * @memberof Kinetic.Shape.prototype */ enableFill: function() { this._setAttr('fillEnabled', true); return this; }, /** * disable fill * @method * @memberof Kinetic.Shape.prototype */ disableFill: function() { this._setAttr('fillEnabled', false); return this; }, /** * enable stroke * @method * @memberof Kinetic.Shape.prototype */ enableStroke: function() { this._setAttr('strokeEnabled', true); return this; }, /** * disable stroke * @method * @memberof Kinetic.Shape.prototype */ disableStroke: function() { this._setAttr('strokeEnabled', false); return this; }, /** * enable stroke scale * @method * @memberof Kinetic.Shape.prototype */ enableStrokeScale: function() { this._setAttr('strokeScaleEnabled', true); return this; }, /** * disable stroke scale * @method * @memberof Kinetic.Shape.prototype */ disableStrokeScale: function() { this._setAttr('strokeScaleEnabled', false); return this; }, /** * enable shadow * @method * @memberof Kinetic.Shape.prototype */ enableShadow: function() { this._setAttr('shadowEnabled', true); return this; }, /** * disable shadow * @method * @memberof Kinetic.Shape.prototype */ disableShadow: function() { this._setAttr('shadowEnabled', false); return this; }, /** * enable dash array * @method * @memberof Kinetic.Shape.prototype */ enableDashArray: function() { this._setAttr('dashArrayEnabled', true); return this; }, /** * disable dash array * @method * @memberof Kinetic.Shape.prototype */ disableDashArray: function() { this._setAttr('dashArrayEnabled', false); return this; }, destroy: function() { Kinetic.Node.prototype.destroy.call(this); delete Kinetic.Global.shapes[this.colorKey]; return this; }, drawScene: function(canvas) { canvas = canvas || this.getLayer().getCanvas(); var drawFunc = this.getDrawFunc(), context = canvas.getContext(); if(drawFunc && this.isVisible()) { context.save(); canvas._applyOpacity(this); canvas._applyLineJoin(this); canvas._applyAncestorTransforms(this); drawFunc.call(this, canvas); context.restore(); } return this; }, drawHit: function() { var attrs = this.getAttrs(), drawFunc = attrs.drawHitFunc || attrs.drawFunc, canvas = this.getLayer().hitCanvas, context = canvas.getContext(); if(drawFunc && this.shouldDrawHit()) { context.save(); canvas._applyLineJoin(this); canvas._applyAncestorTransforms(this); drawFunc.call(this, canvas); context.restore(); } return this; }, _setDrawFuncs: function() { if(!this.attrs.drawFunc && this.drawFunc) { this.setDrawFunc(this.drawFunc); } if(!this.attrs.drawHitFunc && this.drawHitFunc) { this.setDrawHitFunc(this.drawHitFunc); } } }); Kinetic.Util.extend(Kinetic.Shape, Kinetic.Node); // add getters and setters Kinetic.Node.addColorGetterSetter(Kinetic.Shape, 'stroke'); /** * set stroke color * @name setStroke * @method * @memberof Kinetic.Shape.prototype * @param {String} color */ /** * set stroke color with an object literal * @name setStrokeRGB * @method * @memberof Kinetic.Shape.prototype * @param {Obect} color requires an object literal containing an r, g, and b component * @example * shape.setStrokeRGB({<br> * r: 200,<br> * g: 50,<br> * b: 100<br> * }); */ /** * set stroke color red component * @name setStrokeR * @method * @memberof Kinetic.Shape.prototype * @param {Integer} red */ /** * set stroke color green component * @name setStrokeG * @method * @memberof Kinetic.Shape.prototype * @param {Integer} green */ /** * set stroke color blue component * @name setStrokeB * @method * @memberof Kinetic.Shape.prototype * @param {Integer} blue */ /** * get stroke color * @name getStroke * @method * @memberof Kinetic.Shape.prototype */ /** * get stroke color as an object literal * @name getStrokeRGB * @method * @memberof Kinetic.Shape.prototype */ /** * get stroke color red component * @name getStrokeR * @method * @memberof Kinetic.Shape.prototype */ /** * get stroke color green component * @name getStrokeG * @method * @memberof Kinetic.Shape.prototype */ /** * get stroke color blue component * @name getStrokeB * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'lineJoin'); /** * set line join * @name setLineJoin * @method * @memberof Kinetic.Shape.prototype * @param {String} lineJoin. Can be miter, round, or bevel. The * default is miter */ /** * get line join * @name getLineJoin * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'lineCap'); /** * set line cap. Can be butt, round, or square * @name setLineCap * @method * @memberof Kinetic.Shape.prototype * @param {String} lineCap */ /** * get line cap * @name getLineCap * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'strokeWidth'); /** * set stroke width * @name setStrokeWidth * @method * @memberof Kinetic.Shape.prototype * @param {Number} strokeWidth */ /** * get stroke width * @name getStrokeWidth * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'drawFunc'); /** * set draw function * @name setDrawFunc * @method * @memberof Kinetic.Shape.prototype * @param {Function} drawFunc drawing function */ /** * get draw function * @name getDrawFunc * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'drawHitFunc'); /** * set draw hit function used for hit detection * @name setDrawHitFunc * @method * @memberof Kinetic.Shape.prototype * @param {Function} drawHitFunc drawing function used for hit detection */ /** * get draw hit function * @name getDrawHitFunc * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'dashArray'); /** * set dash array. * @name setDashArray * @method * @memberof Kinetic.Shape.prototype * @param {Array} dashArray * examples:<br> * [10, 5] dashes are 10px long and 5 pixels apart * [10, 20, 0.001, 20] if using a round lineCap, the line will * be 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 */ /** * get dash array * @name getDashArray * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addColorGetterSetter(Kinetic.Shape, 'shadowColor'); /** * set shadow color * @name setShadowColor * @method * @memberof Kinetic.Shape.prototype * @param {String} color */ /** * set shadow color with an object literal * @name setShadowColorRGB * @method * @memberof Kinetic.Shape.prototype * @param {Obect} color requires an object literal containing an r, g, and b component * @example * shape.setShadowRGB({<br> * r: 200,<br> * g: 50,<br> * b: 100<br> * }); */ /** * set shadow color red component * @name setShadowColorR * @method * @memberof Kinetic.Shape.prototype * @param {Integer} red */ /** * set shadow color green component * @name setShadowColorG * @method * @memberof Kinetic.Shape.prototype * @param {Integer} green */ /** * set shadow color blue component * @name setShadowColorB * @method * @memberof Kinetic.Shape.prototype * @param {Integer} blue */ /** * get shadow color * @name getShadowColor * @method * @memberof Kinetic.Shape.prototype */ /** * get shadow color as an object literal * @name getShadowColorRGB * @method * @memberof Kinetic.Shape.prototype */ /** * get shadow color red component * @name getShadowColorR * @method * @memberof Kinetic.Shape.prototype */ /** * get shadow color green component * @name getShadowColorG * @method * @memberof Kinetic.Shape.prototype */ /** * get shadow color blue component * @name getShadowColorB * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'shadowBlur'); /** * set shadow blur * @name setShadowBlur * @method * @memberof Kinetic.Shape.prototype * @param {Number} blur */ /** * get shadow blur * @name getShadowBlur * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'shadowOpacity'); /** * set shadow opacity * @name setShadowOpacity * @method * @memberof Kinetic.Shape.prototype * @param {Number} opacity must be a value between 0 and 1 */ /** * get shadow opacity * @name getShadowOpacity * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'fillPatternImage'); /** * set fill pattern image * @name setFillPatternImage * @method * @memberof Kinetic.Shape.prototype * @param {Image} image object */ /** * get fill pattern image * @name getFillPatternImage * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addColorGetterSetter(Kinetic.Shape, 'fill'); /** * set fill color * @name setFill * @method * @memberof Kinetic.Shape.prototype * @param {String} color */ /** * set fill color with an object literal * @name setFillRGB * @method * @memberof Kinetic.Shape.prototype * @param {Obect} color requires an object literal containing an r, g, and b component * @example * shape.setFillRGB({<br> * r: 200,<br> * g: 50,<br> * b: 100<br> * }); */ /** * set fill color red component * @name setFillR * @method * @memberof Kinetic.Shape.prototype * @param {Integer} red */ /** * set fill color green component * @name setFillG * @method * @memberof Kinetic.Shape.prototype * @param {Integer} green */ /** * set fill color blue component * @name setFillB * @method * @memberof Kinetic.Shape.prototype * @param {Integer} blue */ /** * get fill color * @name getFill * @method * @memberof Kinetic.Shape.prototype */ /** * get fill color as an object literal * @name getFillRGB * @method * @memberof Kinetic.Shape.prototype */ /** * get fill color red component * @name getFillR * @method * @memberof Kinetic.Shape.prototype */ /** * get fill color green component * @name getFillG * @method * @memberof Kinetic.Shape.prototype */ /** * get fill color blue component * @name getFillB * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'fillPatternX'); /** * set fill pattern x * @name setFillPatternX * @method * @memberof Kinetic.Shape.prototype * @param {Number} x */ /** * get fill pattern x * @name getFillPatternX * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'fillPatternY'); /** * set fill pattern y * @name setFillPatternY * @method * @memberof Kinetic.Shape.prototype * @param {Number} y */ /** * get fill pattern y * @name getFillPatternY * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'fillLinearGradientColorStops'); /** * set fill linear gradient color stops * @name setFillLinearGradientColorStops * @method * @memberof Kinetic.Shape.prototype * @param {Array} colorStops */ /** * get fill linear gradient color stops * @name getFillLinearGradientColorStops * @method * @memberof Kinetic.Shape.prototype * @param {Array} colorStops */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'fillRadialGradientStartRadius'); /** * set fill radial gradient start radius * @name setFillRadialGradientStartRadius * @method * @memberof Kinetic.Shape.prototype * @param {Number} radius */ /** * get fill radial gradient start radius * @name getFillRadialGradientStartRadius * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'fillRadialGradientEndRadius'); /** * set fill radial gradient end radius * @name setFillRadialGradientEndRadius * @method * @memberof Kinetic.Shape.prototype * @param {Number} radius */ /** * get fill radial gradient end radius * @name getFillRadialGradientEndRadius * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'fillRadialGradientColorStops'); /** * set fill radial gradient color stops * @name setFillRadialGradientColorStops * @method * @memberof Kinetic.Shape.prototype * @param {Number} colorStops */ /** * get fill radial gradient color stops * @name getFillRadialGradientColorStops * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'fillPatternRepeat'); /** * set fill pattern repeat * @name setFillPatternRepeat * @method * @memberof Kinetic.Shape.prototype * @param {Number} repeat can be 'repeat', 'repeat-x', 'repeat-y', or 'no-repeat'. The default is 'no-repeat' */ /** * get fill pattern repeat * @name getFillPatternRepeat * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'fillEnabled', true); /** * set fill enabled * @name setFillEnabled * @method * @memberof Kinetic.Shape.prototype * @param {Boolean} enabled */ /** * get fill enabled * @name getFillEnabled * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'strokeEnabled', true); /** * set stroke enabled * @name setStrokeEnabled * @method * @memberof Kinetic.Shape.prototype * @param {Boolean} enabled */ /** * get stroke enabled * @name getStrokeEnabled * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'shadowEnabled', true); /** * set shadow enabled * @name setShadowEnabled * @method * @memberof Kinetic.Shape.prototype * @param {Boolean} enabled */ /** * get shadow enabled * @name getShadowEnabled * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'dashArrayEnabled', true); /** * set dash array enabled * @name setDashArrayEnabled * @method * @memberof Kinetic.Shape.prototype * @param {Boolean} enabled */ /** * get dash array enabled * @name getDashArrayEnabled * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'fillPriority', 'color'); /** * set fill priority * @name setFillPriority * @method * @memberof Kinetic.Shape.prototype * @param {Number} priority can be color, pattern, linear-gradient, or radial-gradient * The default is color. */ /** * get fill priority * @name getFillPriority * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Shape, 'strokeScaleEnabled', true); /** * set stroke scale enabled * @name setStrokeScaleEnabled * @method * @memberof Kinetic.Shape.prototype * @param {Boolean} enabled */ /** * get stroke scale enabled * @name getStrokeScaleEnabled * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addPointGetterSetter(Kinetic.Shape, 'fillPatternOffset', 0); /** * set fill pattern offset * @name setFillPatternOffset * @method * @memberof Kinetic.Shape.prototype * @param {Number|Array|Object} offset * @example * // set x and y<br> * shape.setFillPatternOffset(20, 40);<br><br> * * // set x only <br> * shape.setFillPatternOffset({<br> * x: 20<br> * });<br><br> * * // set x and y using an array<br> * shape.setFillPatternOffset([20, 40]);<br><br> * * // set x and y to the same value<br> * shape.setFillPatternOffset(5); */ /** * set fill pattern offset x * @name setFillPatternOffsetX * @method * @memberof Kinetic.Shape.prototype * @param {Number} x */ /** * set fill pattern offset y * @name setFillPatternOffsetY * @method * @memberof Kinetic.Shape.prototype * @param {Number} y */ /** * get fill pattern offset * @name getFillPatternOffset * @method * @memberof Kinetic.Shape.prototype */ /** * get fill pattern offset x * @name getFillPatternOffsetX * @method * @memberof Kinetic.Shape.prototype */ /** * get fill pattern offset y * @name getFillPatternOffsetY * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addPointGetterSetter(Kinetic.Shape, 'fillPatternScale', 1); /** * set fill pattern scale * @name setFillPatternScale * @method * @memberof Kinetic.Shape.prototype * @param {Number} scale * @example * // set x and y to the same value<br> * shape.setFillPatternScale(5);<br><br> * * // set x and y<br> * shape.setFillPatternScale(20, 40);<br><br> * * // set x only <br> * shape.setFillPatternScale({<br> * x: 20<br> * });<br><br> * * // set x and y using an array<br> * shape.setFillPatternScale([20, 40]); */ /** * set fill pattern scale x * @name setFillPatternScaleX * @method * @memberof Kinetic.Shape.prototype * @param {Number} x */ /** * set fill pattern scale y * @name setFillPatternScaleY * @method * @memberof Kinetic.Shape.prototype * @param {Number} y */ /** * get fill pattern scale * @name getFillPatternScale * @method * @memberof Kinetic.Shape.prototype */ /** * get fill pattern scale x * @name getFillPatternScaleX * @method * @memberof Kinetic.Shape.prototype */ /** * get fill pattern scale y * @name getFillPatternScaleY * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addPointGetterSetter(Kinetic.Shape, 'fillLinearGradientStartPoint', 0); /** * set fill linear gradient start point * @name setFillLinearGradientStartPoint * @method * @memberof Kinetic.Shape.prototype * @param {Number|Array|Object} startPoint * @example * // set x and y<br> * shape.setFillLinearGradientStartPoint(20, 40);<br><br> * * // set x only <br> * shape.setFillLinearGradientStartPoint({<br> * x: 20<br> * });<br><br> * * // set x and y using an array<br> * shape.setFillLinearGradientStartPoint([20, 40]);<br><br> * * // set x and y to the same value<br> * shape.setFillLinearGradientStartPoint(5); */ /** * set fill linear gradient start point x * @name setFillLinearGradientStartPointX * @method * @memberof Kinetic.Shape.prototype * @param {Number} x */ /** * set fill linear gradient start point y * @name setFillLinearGradientStartPointY * @method * @memberof Kinetic.Shape.prototype * @param {Number} y */ /** * get fill linear gradient start point * @name getFillLinearGradientStartPoint * @method * @memberof Kinetic.Shape.prototype */ /** * get fill linear gradient start point x * @name getFillLinearGradientStartPointX * @method * @memberof Kinetic.Shape.prototype */ /** * get fill linear gradient start point y * @name getFillLinearGradientStartPointY * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addPointGetterSetter(Kinetic.Shape, 'fillLinearGradientEndPoint', 0); /** * set fill linear gradient end point * @name setFillLinearGradientEndPoint * @method * @memberof Kinetic.Shape.prototype * @param {Number|Array|Object} endPoint * @example * // set x and y<br> * shape.setFillLinearGradientEndPoint(20, 40);<br><br> * * // set x only <br> * shape.setFillLinearGradientEndPoint({<br> * x: 20<br> * });<br><br> * * // set x and y using an array<br> * shape.setFillLinearGradientEndPoint([20, 40]);<br><br> * * // set x and y to the same value<br> * shape.setFillLinearGradientEndPoint(5); */ /** * set fill linear gradient end point x * @name setFillLinearGradientEndPointX * @method * @memberof Kinetic.Shape.prototype * @param {Number} x */ /** * set fill linear gradient end point y * @name setFillLinearGradientEndPointY * @method * @memberof Kinetic.Shape.prototype * @param {Number} y */ /** * get fill linear gradient end point * @name getFillLinearGradientEndPoint * @method * @memberof Kinetic.Shape.prototype */ /** * get fill linear gradient end point x * @name getFillLinearGradientEndPointX * @method * @memberof Kinetic.Shape.prototype */ /** * get fill linear gradient end point y * @name getFillLinearGradientEndPointY * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addPointGetterSetter(Kinetic.Shape, 'fillRadialGradientStartPoint', 0); /** * set fill radial gradient start point * @name setFillRadialGradientStartPoint * @method * @memberof Kinetic.Shape.prototype * @param {Number|Array|Object} startPoint * @example * // set x and y<br> * shape.setFillRadialGradientStartPoint(20, 40);<br><br> * * // set x only <br> * shape.setFillRadialGradientStartPoint({<br> * x: 20<br> * });<br><br> * * // set x and y using an array<br> * shape.setFillRadialGradientStartPoint([20, 40]);<br><br> * * // set x and y to the same value<br> * shape.setFillRadialGradientStartPoint(5); */ /** * set fill radial gradient start point x * @name setFillRadialGradientStartPointX * @method * @memberof Kinetic.Shape.prototype * @param {Number} x */ /** * set fill radial gradient start point y * @name setFillRadialGradientStartPointY * @method * @memberof Kinetic.Shape.prototype * @param {Number} y */ /** * get fill radial gradient start point * @name getFillRadialGradientStartPoint * @method * @memberof Kinetic.Shape.prototype */ /** * get fill radial gradient start point x * @name getFillRadialGradientStartPointX * @method * @memberof Kinetic.Shape.prototype */ /** * get fill radial gradient start point y * @name getFillRadialGradientStartPointY * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addPointGetterSetter(Kinetic.Shape, 'fillRadialGradientEndPoint', 0); /** * set fill radial gradient end point * @name setFillRadialGradientEndPoint * @method * @memberof Kinetic.Shape.prototype * @param {Number|Array|Object} endPoint * @example * // set x and y<br> * shape.setFillRadialGradientEndPoint(20, 40);<br><br> * * // set x only <br> * shape.setFillRadialGradientEndPoint({<br> * x: 20<br> * });<br><br> * * // set x and y using an array<br> * shape.setFillRadialGradientEndPoint([20, 40]);<br><br> * * // set x and y to the same value<br> * shape.setFillRadialGradientEndPoint(5); */ /** * set fill radial gradient end point x * @name setFillRadialGradientEndPointX * @method * @memberof Kinetic.Shape.prototype * @param {Number} x */ /** * set fill radial gradient end point y * @name setFillRadialGradientEndPointY * @method * @memberof Kinetic.Shape.prototype * @param {Number} y */ /** * get fill radial gradient end point * @name getFillRadialGradientEndPoint * @method * @memberof Kinetic.Shape.prototype */ /** * get fill radial gradient end point x * @name getFillRadialGradientEndPointX * @method * @memberof Kinetic.Shape.prototype */ /** * get fill radial gradient end point y * @name getFillRadialGradientEndPointY * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addPointGetterSetter(Kinetic.Shape, 'shadowOffset', 0); /** * set shadow offset * @name setShadowOffset * @method * @memberof Kinetic.Shape.prototype * @param {Number|Array|Object} offset * @example * // set x and y<br> * shape.setShadowOffset(20, 40);<br><br> * * // set x only <br> * shape.setShadowOffset({<br> * x: 20<br> * });<br><br> * * // set x and y using an array<br> * shape.setShadowOffset([20, 40]);<br><br> * * // set x and y to the same value<br> * shape.setShadowOffset(5); */ /** * set shadow offset x * @name setShadowOffsetX * @method * @memberof Kinetic.Shape.prototype * @param {Number} x */ /** * set shadow offset y * @name setShadowOffsetY * @method * @memberof Kinetic.Shape.prototype * @param {Number} y */ /** * get shadow offset * @name getShadowOffset * @method * @memberof Kinetic.Shape.prototype */ /** * get shadow offset x * @name getShadowOffsetX * @method * @memberof Kinetic.Shape.prototype */ /** * get shadow offset y * @name getShadowOffsetY * @method * @memberof Kinetic.Shape.prototype */ Kinetic.Node.addRotationGetterSetter(Kinetic.Shape, 'fillPatternRotation', 0); /** * set fill pattern rotation in radians * @name setFillPatternRotation * @method * @memberof Kinetic.Shape.prototype * @param {Number} rotation */ /** * set fill pattern rotation in degrees * @name setFillPatternRotationDeg * @method * @memberof Kinetic.Shape.prototype * @param {Number} rotationDeg */ /** * get fill pattern rotation in radians * @name getFillPatternRotation * @method * @memberof Kinetic.Shape.prototype */ /** * get fill pattern rotation in degrees * @name getFillPatternRotationDeg * @method * @memberof Kinetic.Shape.prototype */ })(); ;(function() { // CONSTANTS var STAGE = 'Stage', STRING = 'string', PX = 'px', MOUSEOUT = 'mouseout', MOUSELEAVE = 'mouseleave', MOUSEOVER = 'mouseover', MOUSEENTER = 'mouseenter', MOUSEMOVE = 'mousemove', MOUSEDOWN = 'mousedown', MOUSEUP = 'mouseup', CLICK = 'click', DBL_CLICK = 'dblclick', TOUCHSTART = 'touchstart', TOUCHEND = 'touchend', TAP = 'tap', DBL_TAP = 'dbltap', TOUCHMOVE = 'touchmove', DIV = 'div', RELATIVE = 'relative', INLINE_BLOCK = 'inline-block', KINETICJS_CONTENT = 'kineticjs-content', SPACE = ' ', UNDERSCORE = '_', CONTAINER = 'container', EMPTY_STRING = '', EVENTS = [MOUSEDOWN, MOUSEMOVE, MOUSEUP, MOUSEOUT, TOUCHSTART, TOUCHMOVE, TOUCHEND], // cached variables eventsLength = EVENTS.length; function addEvent(ctx, eventName) { ctx.content.addEventListener(eventName, function(evt) { evt.preventDefault(); ctx[UNDERSCORE + eventName](evt); }, false); } Kinetic.Util.addMethods(Kinetic.Stage, { _initStage: function(config) { this.createAttrs(); // call super constructor Kinetic.Container.call(this, config); this.nodeType = STAGE; this.dblClickWindow = 400; this._id = Kinetic.Global.idCounter++; this._buildDOM(); this._bindContentEvents(); Kinetic.Global.stages.push(this); }, /** * set container dom element which contains the stage wrapper div element * @method * @memberof Kinetic.Stage.prototype * @param {DomElement} container can pass in a dom element or id string */ setContainer: function(container) { if( typeof container === STRING) { container = document.getElementById(container); } this._setAttr(CONTAINER, container); return this; }, draw: function() { // clear children layers var children = this.getChildren(), len = children.length, n, layer; for(n = 0; n < len; n++) { layer = children[n]; if (layer.getClearBeforeDraw()) { layer.getCanvas().clear(); layer.getHitCanvas().clear(); } } Kinetic.Node.prototype.draw.call(this); return this; }, /** * draw layer scene graphs * @name draw * @method * @memberof Kinetic.Stage.prototype */ /** * draw layer hit graphs * @name drawHit * @method * @memberof Kinetic.Stage.prototype */ /** * set height * @method * @memberof Kinetic.Stage.prototype * @param {Number} height */ setHeight: function(height) { Kinetic.Node.prototype.setHeight.call(this, height); this._resizeDOM(); return this; }, /** * set width * @method * @memberof Kinetic.Stage.prototype * @param {Number} width */ setWidth: function(width) { Kinetic.Node.prototype.setWidth.call(this, width); this._resizeDOM(); return this; }, /** * clear all layers * @method * @memberof Kinetic.Stage.prototype */ clear: function() { var layers = this.children, len = layers.length, n; for(n = 0; n < len; n++) { layers[n].clear(); } return this; }, /** * remove stage * @method * @memberof Kinetic.Stage.prototype */ destroy: function() { var content = this.content; Kinetic.Container.prototype.destroy.call(this); if(content && Kinetic.Util._isInDocument(content)) { this.getContainer().removeChild(content); } }, /** * get mouse position for desktop apps * @method * @memberof Kinetic.Stage.prototype */ getMousePosition: function() { return this.mousePos; }, /** * get touch position for mobile apps * @method * @memberof Kinetic.Stage.prototype */ getTouchPosition: function() { return this.touchPos; }, /** * get pointer position which can be a touc position or mouse position * @method * @memberof Kinetic.Stage.prototype */ getPointerPosition: function() { return this.getTouchPosition() || this.getMousePosition(); }, getStage: function() { return this; }, /** * get stage content div element which has the * the class name "kineticjs-content" * @method * @memberof Kinetic.Stage.prototype */ getContent: function() { return this.content; }, /** * Creates a composite data URL and requires a callback because the composite is generated asynchronously. * @method * @memberof Kinetic.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 */ toDataURL: function(config) { config = config || {}; var mimeType = config.mimeType || null, quality = config.quality || null, x = config.x || 0, y = config.y || 0, canvas = new Kinetic.SceneCanvas({ width: config.width || this.getWidth(), height: config.height || this.getHeight(), pixelRatio: 1 }), context = canvas.getContext(), layers = this.children; if(x || y) { context.translate(-1 * x, -1 * y); } function drawLayer(n) { var layer = layers[n], layerUrl = layer.toDataURL(), imageObj = new Image(); imageObj.onload = function() { context.drawImage(imageObj, 0, 0); if(n < layers.length - 1) { drawLayer(n + 1); } else { config.callback(canvas.toDataURL(mimeType, quality)); } }; imageObj.src = layerUrl; } drawLayer(0); }, /** * converts stage into an image. * @method * @memberof Kinetic.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) { Kinetic.Util._getImage(dataUrl, function(img) { cb(img); }); }; this.toDataURL(config); }, /** * get visible intersection object that contains shape and pixel data. This is the preferred * method for determining if a point intersects a shape or not * @method * @memberof Kinetic.Stage.prototype * @param {Object} pos point object */ getIntersection: function() { var pos = Kinetic.Util._getXY(Array.prototype.slice.call(arguments)), layers = this.getChildren(), len = layers.length, end = len - 1, n, obj; for(n = end; n >= 0; n--) { obj = layers[n].getIntersection(pos); if (obj) { return obj; } } return null; }, _resizeDOM: function() { if(this.content) { var width = this.getWidth(), height = this.getHeight(), layers = this.getChildren(), len = layers.length, n; // set content dimensions this.content.style.width = width + PX; this.content.style.height = height + PX; this.bufferCanvas.setSize(width, height, 1); this.hitCanvas.setSize(width, height); // set pointer defined layer dimensions for(n = 0; n < len; n++) { layer = layers[n]; layer.getCanvas().setSize(width, height); layer.hitCanvas.setSize(width, height); layer.draw(); } } }, /** * add layer to stage * @method * @memberof Kinetic.Stage.prototype * @param {Kinetic.Layer} layer */ add: function(layer) { Kinetic.Container.prototype.add.call(this, layer); layer.canvas.setSize(this.attrs.width, this.attrs.height); layer.hitCanvas.setSize(this.attrs.width, this.attrs.height); // draw layer and append canvas to container layer.draw(); this.content.appendChild(layer.canvas.element); // chainable return this; }, getParent: function() { return null; }, getLayer: function() { return null; }, /** * returns a {@link Kinetic.Collection} of layers * @method * @memberof Kinetic.Stage.prototype */ getLayers: function() { return this.getChildren(); }, _setPointerPosition: function(evt) { if(!evt) { evt = window.event; } this._setMousePosition(evt); this._setTouchPosition(evt); }, _bindContentEvents: function() { var that = this, n; for (n = 0; n < eventsLength; n++) { addEvent(this, EVENTS[n]); } }, _mouseout: function(evt) { this._setPointerPosition(evt); var go = Kinetic.Global, targetShape = this.targetShape; if(targetShape && !go.isDragging()) { targetShape._fireAndBubble(MOUSEOUT, evt); targetShape._fireAndBubble(MOUSELEAVE, evt); this.targetShape = null; } this.mousePos = undefined; }, _mousemove: function(evt) { this._setPointerPosition(evt); var go = Kinetic.Global, dd = Kinetic.DD, obj = this.getIntersection(this.getPointerPosition()), shape; if(obj) { shape = obj.shape; if(shape) { if(!go.isDragging() && obj.pixel[3] === 255 && (!this.targetShape || this.targetShape._id !== shape._id)) { if(this.targetShape) { this.targetShape._fireAndBubble(MOUSEOUT, evt, shape); this.targetShape._fireAndBubble(MOUSELEAVE, evt, shape); } shape._fireAndBubble(MOUSEOVER, evt, this.targetShape); shape._fireAndBubble(MOUSEENTER, evt, this.targetShape); this.targetShape = shape; } else { shape._fireAndBubble(MOUSEMOVE, evt); } } } /* * if no shape was detected, clear target shape and try * to run mouseout from previous target shape */ else if(this.targetShape && !go.isDragging()) { this.targetShape._fireAndBubble(MOUSEOUT, evt); this.targetShape._fireAndBubble(MOUSELEAVE, evt); this.targetShape = null; } if(dd) { dd._drag(evt); } }, _mousedown: function(evt) { this._setPointerPosition(evt); var go = Kinetic.Global, obj = this.getIntersection(this.getPointerPosition()), shape; if(obj && obj.shape) { shape = obj.shape; this.clickStart = true; this.clickStartShape = shape; shape._fireAndBubble(MOUSEDOWN, evt); } //init stage drag and drop if(this.isDraggable() && !go.isDragReady()) { this.startDrag(evt); } }, _mouseup: function(evt) { this._setPointerPosition(evt); var that = this, go = Kinetic.Global, obj = this.getIntersection(this.getPointerPosition()), shape; if(obj && obj.shape) { shape = obj.shape; shape._fireAndBubble(MOUSEUP, evt); // detect if click or double click occurred if(this.clickStart) { /* * if dragging and dropping, or if click doesn't map to * the correct shape, don't fire click or dbl click event */ if(!go.isDragging() && shape._id === this.clickStartShape._id) { shape._fireAndBubble(CLICK, evt); if(this.inDoubleClickWindow) { shape._fireAndBubble(DBL_CLICK, evt); } this.inDoubleClickWindow = true; setTimeout(function() { that.inDoubleClickWindow = false; }, this.dblClickWindow); } } } this.clickStart = false; }, _touchstart: function(evt) { this._setPointerPosition(evt); var go = Kinetic.Global, obj = this.getIntersection(this.getPointerPosition()), shape; if(obj && obj.shape) { shape = obj.shape; this.tapStart = true; this.tapStartShape = shape; shape._fireAndBubble(TOUCHSTART, evt); } //init stage drag and drop if(this.isDraggable() && !go.isDragReady()) { this.startDrag(evt); } }, _touchend: function(evt) { this._setPointerPosition(evt); var that = this, go = Kinetic.Global, obj = this.getIntersection(this.getPointerPosition()), shape; if(obj && obj.shape) { shape = obj.shape; shape._fireAndBubble(TOUCHEND, evt); // detect if tap or double tap occurred if(this.tapStart) { /* * if dragging and dropping, don't fire tap or dbltap * event */ if(!go.isDragging() && shape._id === this.tapStartShape._id) { shape._fireAndBubble(TAP, evt); if(this.inDoubleClickWindow) { shape._fireAndBubble(DBL_TAP, evt); } this.inDoubleClickWindow = true; setTimeout(function() { that.inDoubleClickWindow = false; }, this.dblClickWindow); } } } this.tapStart = false; }, _touchmove: function(evt) { this._setPointerPosition(evt); var dd = Kinetic.DD, obj = this.getIntersection(this.getPointerPosition()), shape; if(obj && obj.shape) { shape = obj.shape; shape._fireAndBubble(TOUCHMOVE, evt); } // start drag and drop if(dd) { dd._drag(evt); } }, _setMousePosition: function(evt) { var mouseX = evt.clientX - this._getContentPosition().left, mouseY = evt.clientY - this._getContentPosition().top; this.mousePos = { x: mouseX, y: mouseY }; }, _setTouchPosition: function(evt) { var touch, touchX, touchY; if(evt.touches !== undefined && evt.touches.length === 1) { // one finger touch = evt.touches[0]; // get the information for finger #1 touchX = touch.clientX - this._getContentPosition().left; touchY = touch.clientY - this._getContentPosition().top; this.touchPos = { x: touchX, y: touchY }; } }, _getContentPosition: function() { var rect = this.content.getBoundingClientRect(); return { top: rect.top, left: rect.left }; }, _buildDOM: function() { var container = this.getContainer(); // clear content inside container container.innerHTML = EMPTY_STRING; // content this.content = document.createElement(DIV); this.content.style.position = RELATIVE; this.content.style.display = INLINE_BLOCK; this.content.className = KINETICJS_CONTENT; container.appendChild(this.content); this.bufferCanvas = new Kinetic.SceneCanvas(); this.hitCanvas = new Kinetic.HitCanvas(); 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); } } }); Kinetic.Util.extend(Kinetic.Stage, Kinetic.Container); // add getters and setters Kinetic.Node.addGetter(Kinetic.Stage, 'container'); /** * get container DOM element * @name getContainer * @method * @memberof Kinetic.Stage.prototype */ })(); ;(function() { // constants var HASH = '#'; Kinetic.Util.addMethods(Kinetic.Layer, { _initLayer: function(config) { this.nodeType = 'Layer'; this.createAttrs(); this.canvas = new Kinetic.SceneCanvas(); this.canvas.getElement().style.position = 'absolute'; this.hitCanvas = new Kinetic.HitCanvas(); // call super constructor Kinetic.Container.call(this, config); }, /** * get visible intersection object that contains shape and pixel data. This is the preferred * method for determining if a point intersects a shape or not * @method * @memberof Kinetic.Layer.prototype * @param {Object} pos point object */ getIntersection: function() { var pos = Kinetic.Util._getXY(Array.prototype.slice.call(arguments)), p, colorKey, shape; if(this.isVisible() && this.isListening()) { p = this.hitCanvas.context.getImageData(pos.x | 0, pos.y | 0, 1, 1).data; // this indicates that a hit pixel may have been found if(p[3] === 255) { colorKey = Kinetic.Util._rgbToHex(p[0], p[1], p[2]); shape = Kinetic.Global.shapes[HASH + colorKey]; return { shape: shape, pixel: p }; } // if no shape mapped to that pixel, return pixel array else if(p[0] > 0 || p[1] > 0 || p[2] > 0 || p[3] > 0) { return { pixel: p }; } } return null; }, drawScene: function(canvas) { canvas = canvas || this.getCanvas(); if(this.getClearBeforeDraw()) { canvas.clear(); } Kinetic.Container.prototype.drawScene.call(this, canvas); return this; }, drawHit: function() { var layer = this.getLayer(); if(layer && layer.getClearBeforeDraw()) { layer.getHitCanvas().clear(); } Kinetic.Container.prototype.drawHit.call(this); return this; }, /** * get layer canvas * @method * @memberof Kinetic.Node.prototype */ getCanvas: function() { return this.canvas; }, /** * get layer hit canvas * @method * @memberof Kinetic.Node.prototype */ getHitCanvas: function() { return this.hitCanvas; }, /** * get layer canvas context * @method * @memberof Kinetic.Node.prototype */ getContext: function() { return this.getCanvas().getContext(); }, /** * clear canvas tied to the layer * @method * @memberof Kinetic.Node.prototype */ clear: function() { this.getCanvas().clear(); return this; }, // extenders setVisible: function(visible) { Kinetic.Node.prototype.setVisible.call(this, visible); if(visible) { this.getCanvas().element.style.display = 'block'; this.hitCanvas.element.style.display = 'block'; } else { this.getCanvas().element.style.display = 'none'; this.hitCanvas.element.style.display = 'none'; } return this; }, setZIndex: function(index) { Kinetic.Node.prototype.setZIndex.call(this, index); var stage = this.getStage(); if(stage) { stage.content.removeChild(this.getCanvas().element); if(index < stage.getChildren().length - 1) { stage.content.insertBefore(this.getCanvas().element, stage.getChildren()[index + 1].getCanvas().element); } else { stage.content.appendChild(this.getCanvas().element); } } return this; }, moveToTop: function() { Kinetic.Node.prototype.moveToTop.call(this); var stage = this.getStage(); if(stage) { stage.content.removeChild(this.getCanvas().element); stage.content.appendChild(this.getCanvas().element); } }, moveUp: function() { if(Kinetic.Node.prototype.moveUp.call(this)) { var stage = this.getStage(); if(stage) { stage.content.removeChild(this.getCanvas().element); if(this.index < stage.getChildren().length - 1) { stage.content.insertBefore(this.getCanvas().element, stage.getChildren()[this.index + 1].getCanvas().element); } else { stage.content.appendChild(this.getCanvas().element); } } } }, moveDown: function() { if(Kinetic.Node.prototype.moveDown.call(this)) { var stage = this.getStage(); if(stage) { var children = stage.getChildren(); stage.content.removeChild(this.getCanvas().element); stage.content.insertBefore(this.getCanvas().element, children[this.index + 1].getCanvas().element); } } }, moveToBottom: function() { if(Kinetic.Node.prototype.moveToBottom.call(this)) { var stage = this.getStage(); if(stage) { var children = stage.getChildren(); stage.content.removeChild(this.getCanvas().element); stage.content.insertBefore(this.getCanvas().element, children[1].getCanvas().element); } } }, getLayer: function() { return this; }, remove: function() { var stage = this.getStage(), canvas = this.getCanvas(), element = canvas.element; Kinetic.Node.prototype.remove.call(this); if(stage && canvas && Kinetic.Util._isInDocument(element)) { stage.content.removeChild(element); } return this; } }); Kinetic.Util.extend(Kinetic.Layer, Kinetic.Container); // add getters and setters Kinetic.Node.addGetterSetter(Kinetic.Layer, 'clearBeforeDraw', true); /** * set flag which determines if the layer is cleared or not * before drawing * @name setClearBeforeDraw * @method * @memberof Kinetic.Node.prototype * @param {Boolean} clearBeforeDraw */ /** * get flag which determines if the layer is cleared or not * before drawing * @name getClearBeforeDraw * @method * @memberof Kinetic.Node.prototype */ })(); ;(function() { Kinetic.Util.addMethods(Kinetic.Group, { _initGroup: function(config) { this.nodeType = 'Group'; this.createAttrs(); // call super constructor Kinetic.Container.call(this, config); } }); Kinetic.Util.extend(Kinetic.Group, Kinetic.Container); })(); ;(function() { /** * Rect constructor * @constructor * @memberof Kinetic * @augments Kinetic.Shape * @param {Object} config * @param {Number} [config.cornerRadius] * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * var rect = new Kinetic.Rect({<br> * width: 100,<br> * height: 50,<br> * fill: 'red',<br> * stroke: 'black'<br> * strokeWidth: 5<br> * }); */ Kinetic.Rect = function(config) { this._initRect(config); }; Kinetic.Rect.prototype = { _initRect: function(config) { this.createAttrs(); Kinetic.Shape.call(this, config); this.className = 'Rect'; this._setDrawFuncs(); }, drawFunc: function(canvas) { var context = canvas.getContext(), 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) 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(); canvas.fillStroke(this); } }; Kinetic.Util.extend(Kinetic.Rect, Kinetic.Shape); Kinetic.Node.addGetterSetter(Kinetic.Rect, 'cornerRadius', 0); /** * set corner radius * @name setCornerRadius * @method * @memberof Kinetic.Rect.prototype * @param {Number} corner radius */ /** * get corner radius * @name getCornerRadius * @method * @memberof Kinetic.Rect.prototype */ })(); ;(function() { // the 0.0001 offset fixes a bug in Chrome 27 var PIx2 = (Math.PI * 2) - 0.0001, CIRCLE = 'Circle'; /** * Circle constructor * @constructor * @memberof Kinetic * @augments Kinetic.Shape * @param {Object} config * @param {Number} config.radius * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * // create simple circle * var circle = new Kinetic.Circle({<br> * radius: 40,<br> * fill: 'red',<br> * stroke: 'black'<br> * strokeWidth: 5<br> * });<br><br> * * // create ellipse<br> * var circle = new Kinetic.Circle({<br> * radius: 5,<br> * fill: 'red',<br> * stroke: 'black'<br> * strokeWidth: 5,<br> * scaleX: 2,<br> * strokeScaleEnabled: false<br> * }); */ Kinetic.Circle = function(config) { this._initCircle(config); }; Kinetic.Circle.prototype = { _initCircle: function(config) { this.createAttrs(); // call super constructor Kinetic.Shape.call(this, config); this.className = CIRCLE; this._setDrawFuncs(); }, drawFunc: function(canvas) { var context = canvas.getContext(); context.beginPath(); context.arc(0, 0, this.getRadius(), 0, PIx2, false); context.closePath(); canvas.fillStroke(this); }, getWidth: function() { return this.getRadius() * 2; }, getHeight: function() { return this.getRadius() * 2; }, setWidth: function(width) { Kinetic.Node.prototype.setWidth.call(this, width); this.setRadius(width / 2); }, setHeight: function(height) { Kinetic.Node.prototype.setHeight.call(this, height); this.setRadius(height / 2); } }; Kinetic.Util.extend(Kinetic.Circle, Kinetic.Shape); // add getters setters Kinetic.Node.addGetterSetter(Kinetic.Circle, 'radius', 0); /** * set radius * @method * @memberof Kinetic.Circle.prototype * @param {Number} radius */ /** * get radius * @method * @memberof Kinetic.Circle.prototype */ })(); ;(function() { // the 0.0001 offset fixes a bug in Chrome 27 var PIx2 = (Math.PI * 2) - 0.0001, ELLIPSE = 'Ellipse'; /** * Ellipse constructor * @constructor * @augments Kinetic.Shape * @param {Object} config * @param {Number|Array|Object} config.radius defines x and y radius * {{ShapeParams}} * {{NodeParams}} */ Kinetic.Ellipse = function(config) { this._initEllipse(config); }; Kinetic.Ellipse.prototype = { _initEllipse: function(config) { this.createAttrs(); // call super constructor Kinetic.Shape.call(this, config); this.className = ELLIPSE; this._setDrawFuncs(); }, drawFunc: function(canvas) { var context = canvas.getContext(), r = this.getRadius(); context.beginPath(); context.save(); if(r.x !== r.y) { context.scale(1, r.y / r.x); } context.arc(0, 0, r.x, 0, PIx2, false); context.restore(); context.closePath(); canvas.fillStroke(this); }, getWidth: function() { return this.getRadius().x * 2; }, getHeight: function() { return this.getRadius().y * 2; }, setWidth: function(width) { Kinetic.Node.prototype.setWidth.call(this, width); this.setRadius({ x: width / 2 }); }, setHeight: function(height) { Kinetic.Node.prototype.setHeight.call(this, height); this.setRadius({ y: height / 2 }); } }; Kinetic.Util.extend(Kinetic.Ellipse, Kinetic.Shape); // add getters setters Kinetic.Node.addPointGetterSetter(Kinetic.Ellipse, 'radius', 0); /** * set radius * @name setRadius * @methodOf Kinetic.Ellipse.prototype * @param {Object|Array} radius * radius can be a number, in which the ellipse becomes a circle, * it can be an object with an x and y component, or it * can be an array in which the first element is the x component * and the second element is the y component. The x component * defines the horizontal radius and the y component * defines the vertical radius */ /** * get radius * @name getRadius * @methodOf Kinetic.Ellipse.prototype */ })();;(function() { /** * Wedge constructor * @constructor * @augments Kinetic.Shape * @param {Object} config * @param {Number} config.angle * @param {Number} config.angleDeg angle in degrees * @param {Number} config.radius * @param {Boolean} [config.clockwise] * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * // draw a wedge that's pointing downwards<br> * var wedge = new Kinetic.Wedge({<br> * radius: 40,<br> * fill: 'red',<br> * stroke: 'black'<br> * strokeWidth: 5,<br> * angleDeg: 60,<br> * rotationDeg: -120<br> * }); */ Kinetic.Wedge = function(config) { this._initWedge(config); }; Kinetic.Wedge.prototype = { _initWedge: function(config) { this.createAttrs(); // call super constructor Kinetic.Shape.call(this, config); this.className = 'Wedge'; this._setDrawFuncs(); }, drawFunc: function(canvas) { var context = canvas.getContext(); context.beginPath(); context.arc(0, 0, this.getRadius(), 0, this.getAngle(), this.getClockwise()); context.lineTo(0, 0); context.closePath(); canvas.fillStroke(this); } }; Kinetic.Util.extend(Kinetic.Wedge, Kinetic.Shape); // add getters setters Kinetic.Node.addGetterSetter(Kinetic.Wedge, 'radius', 0); /** * set radius * @name setRadius * @method * @memberof Kinetic.Wedge.prototype * @param {Number} radius */ /** * get radius * @name getRadius * @method * @memberof Kinetic.Wedge.prototype */ Kinetic.Node.addRotationGetterSetter(Kinetic.Wedge, 'angle', 0); /** * set angle * @name setAngle * @method * @memberof Kinetic.Wedge.prototype * @param {Number} angle */ /** * set angle in degrees * @name setAngleDeg * @method * @memberof Kinetic.Wedge.prototype * @param {Number} angleDeg */ /** * get angle * @name getAngle * @method * @memberof Kinetic.Wedge.prototype */ /** * get angle in degrees * @name getAngleDeg * @method * @memberof Kinetic.Wedge.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Wedge, 'clockwise', false); /** * set clockwise draw direction. If set to true, the wedge will be drawn clockwise * If set to false, the wedge will be drawn anti-clockwise. The default is false. * @name setClockwise * @method * @memberof Kinetic.Wedge.prototype * @param {Boolean} clockwise */ /** * get clockwise * @name getClockwise * @method * @memberof Kinetic.Wedge.prototype */ })(); ;(function() { // CONSTANTS var IMAGE = 'Image', CROP = 'crop', SET = 'set'; /** * Image constructor * @constructor * @memberof Kinetic * @augments Kinetic.Shape * @param {Object} config * @param {ImageObject} config.image * @param {Object} [config.crop] * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * var imageObj = new Image();<br> * imageObj.onload = function() {<br> * var image = new Kinetic.Image({<br> * x: 200,<br> * y: 50,<br> * image: imageObj,<br> * width: 100,<br> * height: 100<br> * });<br> * };<br> * imageObj.src = '/path/to/image.jpg' */ Kinetic.Image = function(config) { this._initImage(config); }; Kinetic.Image.prototype = { _initImage: function(config) { var that = this; // call super constructor Kinetic.Shape.call(this, config); this.className = IMAGE; this._setDrawFuncs(); }, drawFunc: function(canvas) { var width = this.getWidth(), height = this.getHeight(), params, that = this, context = canvas.getContext(), crop = this.getCrop(), cropX, cropY, cropWidth, cropHeight, image; // if a filter is set, and the filter needs to be updated, reapply if (this.getFilter() && this._applyFilter) { this.applyFilter(); this._applyFilter = false; } // NOTE: this.filterCanvas may be set by the above code block if (this.filterCanvas) { image = this.filterCanvas.getElement(); } else { image = this.getImage(); } context.beginPath(); context.rect(0, 0, width, height); context.closePath(); canvas.fillStroke(this); if(image) { // if cropping if(crop) { cropX = crop.x || 0; cropY = crop.y || 0; cropWidth = crop.width || 0; cropHeight = crop.height || 0; params = [image, cropX, cropY, cropWidth, cropHeight, 0, 0, width, height]; } // no cropping else { params = [image, 0, 0, width, height]; } if(this.hasShadow()) { canvas.applyShadow(this, function() { that._drawImage(context, params); }); } else { this._drawImage(context, params); } } }, drawHitFunc: function(canvas) { var width = this.getWidth(), height = this.getHeight(), imageHitRegion = this.imageHitRegion, context = canvas.getContext(); if(imageHitRegion) { context.drawImage(imageHitRegion, 0, 0, width, height); context.beginPath(); context.rect(0, 0, width, height); context.closePath(); canvas.stroke(this); } else { context.beginPath(); context.rect(0, 0, width, height); context.closePath(); canvas.fillStroke(this); } }, applyFilter: function() { var image = this.getImage(), that = this, width = this.getWidth(), height = this.getHeight(), filter = this.getFilter(), filterCanvas, context, imageData; if (this.filterCanvas){ filterCanvas = this.filterCanvas; } else { filterCanvas = this.filterCanvas = new Kinetic.SceneCanvas({ width: width, height: height }); } context = filterCanvas.getContext(); try { this._drawImage(context, [image, 0, 0, width, height]); imageData = context.getImageData(0, 0, filterCanvas.getWidth(), filterCanvas.getHeight()); filter.call(this, imageData); context.putImageData(imageData, 0, 0); } catch(e) { this.clearFilter(); Kinetic.Util.warn('Unable to apply filter. ' + e.message); } }, /** * clear filter * @method * @memberof Kinetic.Image.prototype */ clearFilter: function() { this.filterCanvas = null; this._applyFilter = false; }, /** * set crop * @method * @memberof Kinetic.Image.prototype * @param {Object|Array} config * @param {Number} config.x * @param {Number} config.y * @param {Number} config.width * @param {Number} config.height */ setCrop: function() { var config = [].slice.call(arguments), pos = Kinetic.Util._getXY(config), size = Kinetic.Util._getSize(config), both = Kinetic.Util._merge(pos, size); this._setAttr(CROP, Kinetic.Util._merge(both, this.getCrop())); }, /** * create image hit region which enables more accurate hit detection mapping of the image * by avoiding event detections for transparent pixels * @method * @memberof Kinetic.Image.prototype * @param {Function} [callback] callback function to be called once * the image hit region has been created */ createImageHitRegion: function(callback) { var that = this, width = this.getWidth(), height = this.getHeight(), canvas = new Kinetic.Canvas({ width: width, height: height }), context = canvas.getContext(), image = this.getImage(), imageData, data, rgbColorKey, i, n; context.drawImage(image, 0, 0); try { imageData = context.getImageData(0, 0, width, height); data = imageData.data; rgbColorKey = Kinetic.Util._hexToRgb(this.colorKey); // replace non transparent pixels with color key for(i = 0, n = data.length; i < n; i += 4) { if (data[i + 3] > 0) { data[i] = rgbColorKey.r; data[i + 1] = rgbColorKey.g; data[i + 2] = rgbColorKey.b; } } Kinetic.Util._getImage(imageData, function(imageObj) { that.imageHitRegion = imageObj; if(callback) { callback(); } }); } catch(e) { Kinetic.Util.warn('Unable to create image hit region. ' + e.message); } }, /** * clear image hit region * @method * @memberof Kinetic.Image.prototype */ clearImageHitRegion: function() { delete this.imageHitRegion; }, 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); }, _drawImage: function(context, a) { 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]); } } }; Kinetic.Util.extend(Kinetic.Image, Kinetic.Shape); Kinetic.Node.addFilterGetterSetter = function(constructor, attr, def) { this.addGetter(constructor, attr, def); this.addFilterSetter(constructor, attr); }; Kinetic.Node.addFilterSetter = function(constructor, attr) { var that = this, method = SET + Kinetic.Util._capitalize(attr); constructor.prototype[method] = function(val) { this._setAttr(attr, val); this._applyFilter = true; }; }; // add getters setters Kinetic.Node.addGetterSetter(Kinetic.Image, 'image'); /** * set image * @name setImage * @method * @memberof Kinetic.Image.prototype * @param {ImageObject} image */ /** * get image * @name getImage * @method * @memberof Kinetic.Image.prototype */ Kinetic.Node.addGetter(Kinetic.Image, 'crop'); /** * get crop * @name getCrop * @method * @memberof Kinetic.Image.prototype */ Kinetic.Node.addFilterGetterSetter(Kinetic.Image, 'filter'); /** * set filter * @name setFilter * @method * @memberof Kinetic.Image.prototype * @param {Function} filter */ /** * get filter * @name getFilter * @method * @memberof Kinetic.Image.prototype */ })(); ;(function() { /** * Polygon constructor. Polygons are defined by an array of points * @constructor * @memberof Kinetic * @augments Kinetic.Shape * @param {Object} config * @param {Array} config.points can be a flattened array of points, an array of point arrays, or an array of point objects. * e.g. [0,1,2,3], [[0,1],[2,3]] and [{x:0,y:1},{x:2,y:3}] are equivalent * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * var polygon = new Kinetic.Polygon({<br> * points: [73, 192, 73, 160, 340, 23, 500, 109, 499, 139, 342, 93],<br> * fill: '#00D2FF',<br> * stroke: 'black',<br> * strokeWidth: 5<br> * }); */ Kinetic.Polygon = function(config) { this._initPolygon(config); }; Kinetic.Polygon.prototype = { _initPolygon: function(config) { this.createAttrs(); // call super constructor Kinetic.Shape.call(this, config); this.className = 'Polygon'; this._setDrawFuncs(); }, drawFunc: function(canvas) { var context = canvas.getContext(), points = this.getPoints(), length = points.length; context.beginPath(); context.moveTo(points[0].x, points[0].y); for(var n = 1; n < length; n++) { context.lineTo(points[n].x, points[n].y); } context.closePath(); canvas.fillStroke(this); } }; Kinetic.Util.extend(Kinetic.Polygon, Kinetic.Shape); Kinetic.Node.addPointsGetterSetter(Kinetic.Polygon, 'points'); /** * set points array * @method * @memberof Kinetic.Polygon.prototype * @param {Array} can be an array of point objects or an array * of Numbers. e.g. [{x:1,y:2},{x:3,y:4}] or [1,2,3,4] */ /** * get points array * @method * @memberof Kinetic.Polygon.prototype */ })(); ;(function() { // constants var AUTO = 'auto', CALIBRI = 'Calibri', CANVAS = 'canvas', CENTER = 'center', CHANGE_KINETIC = 'Change.kinetic', CONTEXT_2D = '2d', DASH = '-', EMPTY_STRING = '', LEFT = 'left', NEW_LINE = '\n', TEXT = 'text', TEXT_UPPER = 'Text', TOP = 'top', MIDDLE = 'middle', NORMAL = 'normal', PX_SPACE = 'px ', SPACE = ' ', RIGHT = 'right', WORD = 'word', CHAR = 'char', NONE = 'none', ATTR_CHANGE_LIST = ['fontFamily', 'fontSize', 'fontStyle', 'padding', 'align', 'lineHeight', 'text', 'width', 'height', 'wrap'], // cached variables attrChangeListLen = ATTR_CHANGE_LIST.length, dummyContext = document.createElement(CANVAS).getContext(CONTEXT_2D); /** * Text constructor * @constructor * @memberof Kinetic * @augments Kinetic.Shape * @param {Object} config * @param {String} [config.fontFamily] default is Calibri * @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.text * @param {String} [config.align] can be left, center, or right * @param {Number} [config.padding] * @param {Number} [config.width] default is auto * @param {Number} [config.height] default is auto * @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 {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * var text = new Kinetic.Text({<br> * x: stage.getWidth() / 2,<br> * y: 15,<br> * text: 'Simple Text',<br> * fontSize: 30,<br> * fontFamily: 'Calibri',<br> * fill: 'green'<br> * }); */ Kinetic.Text = function(config) { this._initText(config); }; function _fillFunc(context) { context.fillText(this.partialText, 0, 0); } function _strokeFunc(context) { context.strokeText(this.partialText, 0, 0); } Kinetic.Text.prototype = { _initText: function(config) { var that = this; this.createAttrs(); // since width and height work a bit different for Text, // we need to default the values here this.attrs.width = AUTO; this.attrs.height = AUTO; // call super constructor Kinetic.Shape.call(this, config); this._fillFunc = _fillFunc; this._strokeFunc = _strokeFunc; this.className = TEXT_UPPER; this._setDrawFuncs(); // update text data for certain attr changes for(var n = 0; n < attrChangeListLen; n++) { this.on(ATTR_CHANGE_LIST[n] + CHANGE_KINETIC, that._setTextData); } this._setTextData(); }, drawFunc: function(canvas) { var context = canvas.getContext(), p = this.getPadding(), fontStyle = this.getFontStyle(), fontSize = this.getFontSize(), fontFamily = this.getFontFamily(), textHeight = this.getTextHeight(), lineHeightPx = this.getLineHeight() * textHeight, textArr = this.textArr, textArrLen = textArr.length, totalWidth = this.getWidth(); context.font = this._getContextFont(); context.textBaseline = MIDDLE; context.textAlign = LEFT; context.save(); context.translate(p, 0); context.translate(0, p + textHeight / 2); // draw text lines for(var n = 0; n < textArrLen; n++) { var obj = textArr[n], text = obj.text, width = obj.width; // horizontal alignment context.save(); if(this.getAlign() === RIGHT) { context.translate(totalWidth - width - p * 2, 0); } else if(this.getAlign() === CENTER) { context.translate((totalWidth - width - p * 2) / 2, 0); } this.partialText = text; canvas.fillStroke(this); context.restore(); context.translate(0, lineHeightPx); } context.restore(); }, drawHitFunc: function(canvas) { var context = canvas.getContext(), width = this.getWidth(), height = this.getHeight(); context.beginPath(); context.rect(0, 0, width, height); context.closePath(); canvas.fillStroke(this); }, /** * set text * @method * @memberof Kinetic.Text.prototype * @param {String} text */ setText: function(text) { var str = Kinetic.Util._isString(text) ? text : text.toString(); this._setAttr(TEXT, str); }, /** * get width * @method * @memberof Kinetic.Text.prototype */ getWidth: function() { return this.attrs.width === AUTO ? this.getTextWidth() + this.getPadding() * 2 : this.attrs.width; }, /** * get height * @method * @memberof Kinetic.Text.prototype */ getHeight: function() { return this.attrs.height === AUTO ? (this.getTextHeight() * this.textArr.length * this.getLineHeight()) + this.getPadding() * 2 : this.attrs.height; }, /** * get text width * @method * @memberof Kinetic.Text.prototype */ getTextWidth: function() { return this.textWidth; }, /** * get text height * @method * @memberof Kinetic.Text.prototype */ 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() { return this.getFontStyle() + SPACE + this.getFontSize() + PX_SPACE + this.getFontFamily(); }, _addTextLine: function (line, width, height) { return this.textArr.push({text: line, width: width}); }, _getTextWidth: function (text) { return dummyContext.measureText(text).width; }, _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.getFontStyle() + SPACE + fontSize + PX_SPACE + this.getFontFamily(); for (var i = 0, max = lines.length; i < max; ++i) { var line = lines[i], 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, 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, lineWidth); currentHeightPx += lineHeightPx; 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, lineWidth); 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; this.textWidth = textWidth; } }; Kinetic.Util.extend(Kinetic.Text, Kinetic.Shape); // add getters setters Kinetic.Node.addGetterSetter(Kinetic.Text, 'fontFamily', CALIBRI); /** * set font family * @name setFontFamily * @method * @memberof Kinetic.Text.prototype * @param {String} fontFamily */ /** * get font family * @name getFontFamily * @method * @memberof Kinetic.Text.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Text, 'fontSize', 12); /** * set font size in pixels * @name setFontSize * @method * @memberof Kinetic.Text.prototype * @param {int} fontSize */ /** * get font size * @name getFontSize * @method * @memberof Kinetic.Text.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Text, 'fontStyle', NORMAL); /** * set font style. Can be 'normal', 'italic', or 'bold'. 'normal' is the default. * @name setFontStyle * @method * @memberof Kinetic.Text.prototype * @param {String} fontStyle */ /** * get font style * @name getFontStyle * @method * @memberof Kinetic.Text.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Text, 'padding', 0); /** * set padding * @name setPadding * @method * @memberof Kinetic.Text.prototype * @param {int} padding */ /** * get padding * @name getPadding * @method * @memberof Kinetic.Text.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Text, 'align', LEFT); /** * set horizontal align of text * @name setAlign * @method * @memberof Kinetic.Text.prototype * @param {String} align align can be 'left', 'center', or 'right' */ /** * get horizontal align * @name getAlign * @method * @memberof Kinetic.Text.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Text, 'lineHeight', 1); /** * set line height * @name setLineHeight * @method * @memberof Kinetic.Text.prototype * @param {Number} lineHeight default is 1 */ /** * get line height * @name getLineHeight * @method * @memberof Kinetic.Text.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Text, 'wrap', WORD); /** * set wrap * @name setWrap * @method * @memberof Kinetic.Text.prototype * @param {String} wrap can be word, char, or none. Default is word */ /** * get wrap * @name getWrap * @method * @memberof Kinetic.Text.prototype */ Kinetic.Node.addGetter(Kinetic.Text, TEXT, EMPTY_STRING); /** * get text * @name getText * @method * @memberof Kinetic.Text.prototype */ Kinetic.Node.addSetter(Kinetic.Text, 'width'); /** * set width * @name setWidth * @method * @memberof Kinetic.Text.prototype * @param {Number|String} width default is auto */ Kinetic.Node.addSetter(Kinetic.Text, 'height'); /** * set height * @name setHeight * @method * @memberof Kinetic.Text.prototype * @param {Number|String} height default is auto */ })(); ;(function() { /** * Line constructor. Lines are defined by an array of points * @constructor * @memberof Kinetic * @augments Kinetic.Shape * @param {Object} config * @param {Array} config.points can be a flattened array of points, an array of point arrays, or an array of point objects. * e.g. [0,1,2,3], [[0,1],[2,3]] and [{x:0,y:1},{x:2,y:3}] are equivalent * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * // simple line * var line = new Kinetic.Line({<br> * x: 100,<br> * y: 50,<br> * points: [73, 70, 340, 23, 450, 60, 500, 20],<br> * stroke: 'red'<br> * });<br><br> * * // dashed line with shadow<br> * var line = new Kinetic.Line({<br> * x: 100,<br> * y: 50,<br> * points: [73, 70, 340, 23, 450, 60, 500, 20],<br> * stroke: 'red',<br> * dashArray: [33, 10],<br> * shadowColor: 'black',<br> * shadowBlur: 10,<br> * shadowOffset: 10,<br> * shadowOpacity: 0.5<br> * }); */ Kinetic.Line = function(config) { this._initLine(config); }; Kinetic.Line.prototype = { _initLine: function(config) { this.createAttrs(); // call super constructor Kinetic.Shape.call(this, config); this.className = 'Line'; this._setDrawFuncs(); }, drawFunc: function(canvas) { var points = this.getPoints(), length = points.length, context = canvas.getContext(), n, point; context.beginPath(); context.moveTo(points[0].x, points[0].y); for(n = 1; n < length; n++) { point = points[n]; context.lineTo(point.x, point.y); } canvas.stroke(this); } }; Kinetic.Util.extend(Kinetic.Line, Kinetic.Shape); Kinetic.Node.addPointsGetterSetter(Kinetic.Line, 'points'); /** * set points array * @method * @memberof Kinetic.Line.prototype * @param {Array} can be an array of point objects or an array * of Numbers. e.g. [{x:1,y:2},{x:3,y:4}] or [1,2,3,4] */ /** * get points array * @method * @memberof Kinetic.Line.prototype */ })(); ;(function() { /** * Spline constructor. Splines are defined by an array of points and * a tension * @constructor * @memberof Kinetic * @augments Kinetic.Shape * @param {Object} config * @param {Array} config.points can be a flattened array of points, an array of point arrays, or an array of point objects. * e.g. [0,1,2,3], [[0,1],[2,3]] and [{x:0,y:1},{x:2,y:3}] are equivalent * @param {Number} [config.tension] default value is 1. Higher values will result in a more curvy line. A value of 0 will result in no interpolation. * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * var spline = new Kinetic.Spline({<br> * x: 100,<br> * y: 50,<br> * points: [73, 70, 340, 23, 450, 60, 500, 20],<br> * stroke: 'red',<br> * tension: 1<br> * }); */ Kinetic.Spline = function(config) { this._initSpline(config); }; Kinetic.Spline.prototype = { _initSpline: function(config) { this.createAttrs(); // call super constructor Kinetic.Shape.call(this, config); this.className = 'Spline'; this._setDrawFuncs(); }, drawFunc: function(canvas) { var points = this.getPoints(), length = points.length, context = canvas.getContext(), tension = this.getTension(), ap, len, n, point; context.beginPath(); context.moveTo(points[0].x, points[0].y); // tension if(tension !== 0 && length > 2) { ap = this.allPoints; len = ap.length; n = 2; context.quadraticCurveTo(ap[0].x, ap[0].y, ap[1].x, ap[1].y); while(n < len - 1) { context.bezierCurveTo(ap[n].x, ap[n++].y, ap[n].x, ap[n++].y, ap[n].x, ap[n++].y); } context.quadraticCurveTo(ap[len - 1].x, ap[len - 1].y, points[length - 1].x, points[length - 1].y); } // no tension else { for(n = 1; n < length; n++) { point = points[n]; context.lineTo(point.x, point.y); } } canvas.stroke(this); }, /** * set tension * @method * @memberof Kinetic.Spline.prototype * @param {Number} tension */ setTension: function(tension) { this._setAttr('tension', tension); this._setAllPoints(); }, /** * set points array * @method * @memberof Kinetic.Spline.prototype * @param {Array} can be an array of point objects or an array * of Numbers. e.g. [{x:1,y:2},{x:3,y:4}] or [1,2,3,4] */ setPoints: function(points) { Kinetic.Node.setPoints.call(this, points); this._setAllPoints(); }, _setAllPoints: function() { this.allPoints = Kinetic.Util._expandPoints(this.getPoints(), this.getTension()); } }; Kinetic.Util.extend(Kinetic.Spline, Kinetic.Shape); // add getters setters Kinetic.Node.addGetter(Kinetic.Spline, 'tension', 1); /** * get tension * @name getTension * @method * @memberof Kinetic.Spline.prototype */ Kinetic.Node.addPointsGetter(Kinetic.Spline, 'points'); /** * get points array * @method * @memberof Kinetic.Spline.prototype */ })(); ;(function() { /** * Blob constructor. Blobs are defined by an array of points and * a tension * @constructor * @memberof Kinetic * @augments Kinetic.Shape * @param {Object} config * @param {Array} config.points can be a flattened array of points, an array of point arrays, or an array of point objects. * e.g. [0,1,2,3], [[0,1],[2,3]] and [{x:0,y:1},{x:2,y:3}] are equivalent * @param {Number} [config.tension] default value is 1. Higher values will result in a more curvy line. A value of 0 will result in no interpolation. * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * var blob = new Kinetic.Blob({<br> * points: [73, 140, 340, 23, 500, 109, 300, 170],<br> * tension: 0.8,<br> * fill: 'red',<br> * stroke: 'black'<br> * strokeWidth: 5<br> * }); */ Kinetic.Blob = function(config) { this._initBlob(config); }; Kinetic.Blob.prototype = { _initBlob: function(config) { this.createAttrs(); // call super constructor Kinetic.Shape.call(this, config); this.className = 'Blob'; this._setDrawFuncs(); }, drawFunc: function(canvas) { var points = this.getPoints(), length = points.length, context = canvas.getContext(), tension = this.getTension(), ap, len, n, point; context.beginPath(); context.moveTo(points[0].x, points[0].y); // tension if(tension !== 0 && length > 2) { ap = this.allPoints; len = ap.length; n = 0; while(n < len-1) { context.bezierCurveTo(ap[n].x, ap[n++].y, ap[n].x, ap[n++].y, ap[n].x, ap[n++].y); } } // no tension else { for(n = 1; n < length; n++) { point = points[n]; context.lineTo(point.x, point.y); } } context.closePath(); canvas.fillStroke(this); }, /** * set tension * @method * @memberof Kinetic.Blob.prototype * @param {Number} tension */ setTension: function(tension) { this._setAttr('tension', tension); this._setAllPoints(); }, /** * set points array * @method * @memberof Kinetic.Blob.prototype * @param {Array} can be an array of point objects or an array * of Numbers. e.g. [{x:1,y:2},{x:3,y:4}] or [1,2,3,4] */ setPoints: function(points) { Kinetic.Node.setPoints.call(this, points); this._setAllPoints(); }, _setAllPoints: function() { var points = this.getPoints(), length = points.length, tension = this.getTension(), util = Kinetic.Util, firstControlPoints = util._getControlPoints(points[length - 1], points[0], points[1], tension), lastControlPoints = util._getControlPoints(points[length - 2], points[length - 1], points[0], tension); this.allPoints = Kinetic.Util._expandPoints(this.getPoints(), this.getTension()); // prepend control point this.allPoints.unshift(firstControlPoints[1]); // append cp, point, cp, cp, first point this.allPoints.push(lastControlPoints[0]); this.allPoints.push(points[length - 1]); this.allPoints.push(lastControlPoints[1]); this.allPoints.push(firstControlPoints[0]); this.allPoints.push(points[0]); } }; Kinetic.Util.extend(Kinetic.Blob, Kinetic.Shape); Kinetic.Node.addGetter(Kinetic.Blob, 'tension', 1); /** * get tension * @name getTension * @method * @memberof Kinetic.Blob.prototype */ Kinetic.Node.addPointsGetter(Kinetic.Blob, 'points'); /** * get points array * @method * @memberof Kinetic.Blob.prototype */ })(); ;(function() { /** * Sprite constructor * @constructor * @memberof Kinetic * @augments Kinetic.Shape * @param {Object} config * @param {String} config.animation animation key * @param {Object} config.animations animation map * @param {Integer} [config.index] animation index * @param {Image} config.image image object * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * var animations = {<br> * idle: [{<br> * x: 2,<br> * y: 2,<br> * width: 70,<br> * height: 119<br> * }, {<br> * x: 71,<br> * y: 2,<br> * width: 74,<br> * height: 119<br> * }, {<br> * x: 146,<br> * y: 2,<br> * width: 81,<br> * height: 119<br> * }, {<br> * x: 226,<br> * y: 2,<br> * width: 76,<br> * height: 119<br> * }],<br> * punch: [{<br> * x: 2,<br> * y: 138,<br> * width: 74,<br> * height: 122<br> * }, {<br> * x: 76,<br> * y: 138,<br> * width: 84,<br> * height: 122<br> * }, {<br> * x: 346,<br> * y: 138,<br> * width: 120,<br> * height: 122<br> * }]<br> * };<br><br> * * var imageObj = new Image();<br> * imageObj.onload = function() {<br> * var sprite = new Kinetic.Sprite({<br> * x: 200,<br> * y: 100,<br> * image: imageObj,<br> * animation: 'idle',<br> * animations: animations,<br> * frameRate: 7,<br> * index: 0<br> * });<br> * };<br> * imageObj.src = '/path/to/image.jpg' */ Kinetic.Sprite = function(config) { this._initSprite(config); }; Kinetic.Sprite.prototype = { _initSprite: function(config) { this.createAttrs(); // call super constructor Kinetic.Shape.call(this, config); this.className = 'Sprite'; this._setDrawFuncs(); this.anim = new Kinetic.Animation(); var that = this; this.on('animationChange', function() { // reset index when animation changes that.setIndex(0); }); }, drawFunc: function(canvas) { var anim = this.getAnimation(), index = this.getIndex(), f = this.getAnimations()[anim][index], context = canvas.getContext(), image = this.getImage(); if(image) { context.drawImage(image, f.x, f.y, f.width, f.height, 0, 0, f.width, f.height); } }, drawHitFunc: function(canvas) { var anim = this.getAnimation(), index = this.getIndex(), f = this.getAnimations()[anim][index], context = canvas.getContext(); context.beginPath(); context.rect(0, 0, f.width, f.height); context.closePath(); canvas.fill(this); }, /** * start sprite animation * @method * @memberof Kinetic.Sprite.prototype */ start: function() { var that = this; 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.interval = setInterval(function() { var index = that.getIndex(); that._updateIndex(); if(that.afterFrameFunc && index === that.afterFrameIndex) { that.afterFrameFunc(); delete that.afterFrameFunc; delete that.afterFrameIndex; } }, 1000 / this.getFrameRate()); this.anim.start(); }, /** * stop sprite animation * @method * @memberof Kinetic.Sprite.prototype */ stop: function() { this.anim.stop(); clearInterval(this.interval); }, /** * set after frame event handler * @method * @memberof Kinetic.Sprite.prototype * @param {Integer} index frame index * @param {Function} func function to be executed after frame has been drawn */ afterFrame: function(index, func) { this.afterFrameIndex = index; this.afterFrameFunc = func; }, _updateIndex: function() { var index = this.getIndex(), animation = this.getAnimation(), animations = this.getAnimations(), anim = animations[animation], len = anim.length; if(index < len - 1) { this.setIndex(index + 1); } else { this.setIndex(0); } } }; Kinetic.Util.extend(Kinetic.Sprite, Kinetic.Shape); // add getters setters Kinetic.Node.addGetterSetter(Kinetic.Sprite, 'animation'); /** * set animation key * @name setAnimation * @method * @memberof Kinetic.Sprite.prototype * @param {String} anim animation key */ /** * get animation key * @name getAnimation * @method * @memberof Kinetic.Sprite.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Sprite, 'animations'); /** * set animations map * @name setAnimations * @method * @memberof Kinetic.Sprite.prototype * @param {Object} animations */ /** * get animations map * @name getAnimations * @method * @memberof Kinetic.Sprite.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Sprite, 'image'); /** * set image * @name setImage * @method * @memberof Kinetic.Sprite.prototype * @param {Image} image */ /** * get image * @name getImage * @method * @memberof Kinetic.Sprite.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Sprite, 'index', 0); /** * set animation frame index * @name setIndex * @method * @memberof Kinetic.Sprite.prototype * @param {Integer} index frame index */ /** * get animation frame index * @name getIndex * @method * @memberof Kinetic.Sprite.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Sprite, 'frameRate', 17); /** * set frame rate in frames / second. Default is 17 frames per second. Increase this number to make the sprite * animation run faster, and decrease the number to make the sprite animation run slower * @name setFrameRate * @method * @memberof Kinetic.Sprite.prototype * @param {Integer} frameRate */ /** * get frame rate * @name getFrameRate * @method * @memberof Kinetic.Sprite.prototype */ })(); ;(function() { /** * Path constructor. * @author Jason Follas * @constructor * @memberof Kinetic * @augments Kinetic.Shape * @param {Object} config * @param {String} config.data SVG data string * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * var path = new Kinetic.Path({<br> * x: 240,<br> * y: 40,<br> * 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',<br> * fill: 'green',<br> * scale: 2<br> * }); */ Kinetic.Path = function(config) { this._initPath(config); }; Kinetic.Path.prototype = { _initPath: function(config) { this.dataArray = []; var that = this; // call super constructor Kinetic.Shape.call(this, config); this.className = 'Path'; this._setDrawFuncs(); this.dataArray = Kinetic.Path.parsePathData(this.getData()); this.on('dataChange', function() { that.dataArray = Kinetic.Path.parsePathData(this.getData()); }); }, drawFunc: function(canvas) { var ca = this.dataArray, context = canvas.getContext(); // 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; } } canvas.fillStroke(this); } }; Kinetic.Util.extend(Kinetic.Path, Kinetic.Shape); Kinetic.Path.getLineLength = function(x1, y1, x2, y2) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); }; Kinetic.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((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; }; Kinetic.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 }; }; Kinetic.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 }; }; Kinetic.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 */ Kinetic.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(var 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; // 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': cpx += p.shift(); cpy += p.shift(); cmd = 'M'; 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': var ctlPtx = cpx, ctlPty = cpy; var 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': var ctlPtx = cpx, ctlPty = cpy; var 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': var ctlPtx = cpx, ctlPty = cpy; var 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': var ctlPtx = cpx, ctlPty = cpy; var 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': var rx = p.shift(), ry = p.shift(), psi = p.shift(), fa = p.shift(), fs = p.shift(); var 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': var rx = p.shift(), ry = p.shift(), psi = p.shift(), fa = p.shift(), fs = p.shift(); var 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; }; Kinetic.Path.calcLength = function(x, y, cmd, points) { var len, p1, p2; var path = Kinetic.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; }; Kinetic.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 Kinetic.Node.addGetterSetter(Kinetic.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 Kinetic.Path.prototype * @param {String} SVG path command string */ /** * get SVG path data string * @name getData * @method * @memberof Kinetic.Path.prototype */ })(); ;(function() { var EMPTY_STRING = '', CALIBRI = 'Calibri', NORMAL = 'normal'; /** * Path constructor. * @author Jason Follas * @constructor * @memberof Kinetic * @augments Kinetic.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.text * @param {String} config.data SVG data string * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * var textpath = new Kinetic.TextPath({<br> * x: 100,<br> * y: 50,<br> * fill: '#333',<br> * fontSize: '24',<br> * fontFamily: 'Arial',<br> * text: 'All the world\'s a stage, and all the men and women merely players.',<br> * data: 'M10,10 C0,0 10,150 100,100 S300,150 400,50'<br> * }); */ Kinetic.TextPath = function(config) { this._initTextPath(config); }; function _fillFunc(context) { context.fillText(this.partialText, 0, 0); } function _strokeFunc(context) { context.strokeText(this.partialText, 0, 0); } Kinetic.TextPath.prototype = { _initTextPath: function(config) { var that = this; this.createAttrs(); this.dummyCanvas = document.createElement('canvas'); this.dataArray = []; // call super constructor Kinetic.Shape.call(this, config); // overrides // TODO: shouldn't this be on the prototype? this._fillFunc = _fillFunc; this._strokeFunc = _strokeFunc; this.className = 'TextPath'; this._setDrawFuncs(); this.dataArray = Kinetic.Path.parsePathData(this.attrs.data); this.on('dataChange', function() { that.dataArray = Kinetic.Path.parsePathData(this.attrs.data); }); // update text data for certain attr changes var attrs = ['text', 'textStroke', 'textStrokeWidth']; for(var n = 0; n < attrs.length; n++) { var attr = attrs[n]; this.on(attr + 'Change', that._setTextData); } that._setTextData(); }, drawFunc: function(canvas) { var charArr = this.charArr, context = canvas.getContext(); context.font = this._getContextFont(); context.textBaseline = 'middle'; context.textAlign = 'left'; context.save(); var glyphInfo = this.glyphInfo; for(var i = 0; i < glyphInfo.length; i++) { context.save(); var p0 = glyphInfo[i].p0; var p1 = glyphInfo[i].p1; var ht = parseFloat(this.attrs.fontSize); context.translate(p0.x, p0.y); context.rotate(glyphInfo[i].rotation); this.partialText = glyphInfo[i].text; canvas.fillStroke(this); context.restore(); //// To assist with debugging visually, uncomment following // context.beginPath(); // if (i % 2) // context.strokeStyle = 'cyan'; // else // context.strokeStyle = 'green'; // context.moveTo(p0.x, p0.y); // context.lineTo(p1.x, p1.y); // context.stroke(); } context.restore(); }, /** * get text width in pixels * @method * @memberof Kinetic.TextPath.prototype */ getTextWidth: function() { return this.textWidth; }, /** * get text height in pixels * @method * @memberof Kinetic.TextPath.prototype */ getTextHeight: function() { return this.textHeight; }, /** * set text * @method * @memberof Kinetic.TextPath.prototype * @param {String} text */ setText: function(text) { Kinetic.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); this.textWidth = size.width; this.textHeight = size.height; this.glyphInfo = []; var charArr = this.attrs.text.split(''); var p0, p1, pathCmd; var pIndex = -1; var currentT = 0; var getNextPathSegment = function() { currentT = 0; var pathData = that.dataArray; for(var i = pIndex + 1; i < pathData.length; i++) { if(pathData[i].pathLength > 0) { pIndex = i; return pathData[i]; } else if(pathData[i].command == 'M') { p0 = { x: pathData[i].points[0], y: pathData[i].points[1] }; } } return {}; }; var findSegmentToFitCharacter = function(c, before) { var glyphWidth = that._getTextSize(c).width; var currLen = 0; var attempts = 0; var needNextSegment = false; 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(Kinetic.Path.getLineLength(p0.x, p0.y, pathCmd.points[0], pathCmd.points[1]) > glyphWidth) { p1 = Kinetic.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; // Just in case start is 0 else if(glyphWidth > currLen) currentT += (Math.PI / 180.0) * dTheta / Math.abs(dTheta); else currentT -= Math.PI / 360.0 * dTheta / Math.abs(dTheta); if(Math.abs(currentT) > Math.abs(end)) { currentT = end; needNewSegment = true; } p1 = Kinetic.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 = Kinetic.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 = Kinetic.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 = Kinetic.Path.getLineLength(p0.x, p0.y, p1.x, p1.y); } if(needNewSegment) { needNewSegment = false; pathCmd = undefined; } } }; 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 = Kinetic.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 = Kinetic.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; } } }; // map TextPath methods to Text Kinetic.TextPath.prototype._getContextFont = Kinetic.Text.prototype._getContextFont; Kinetic.Util.extend(Kinetic.TextPath, Kinetic.Shape); // add setters and getters Kinetic.Node.addGetterSetter(Kinetic.TextPath, 'fontFamily', CALIBRI); /** * set font family * @name setFontFamily * @method * @memberof Kinetic.TextPath.prototype * @param {String} fontFamily */ /** * get font family * @name getFontFamily * @method * @memberof Kinetic.TextPath.prototype */ Kinetic.Node.addGetterSetter(Kinetic.TextPath, 'fontSize', 12); /** * set font size * @name setFontSize * @method * @memberof Kinetic.TextPath.prototype * @param {int} fontSize */ /** * get font size * @name getFontSize * @method * @memberof Kinetic.TextPath.prototype */ Kinetic.Node.addGetterSetter(Kinetic.TextPath, 'fontStyle', NORMAL); /** * set font style. Can be 'normal', 'italic', or 'bold'. 'normal' is the default. * @name setFontStyle * @method * @memberof Kinetic.TextPath.prototype * @param {String} fontStyle */ /** * get font style * @name getFontStyle * @method * @memberof Kinetic.TextPath.prototype */ Kinetic.Node.addGetter(Kinetic.TextPath, 'text', EMPTY_STRING); /** * get text * @name getText * @method * @memberof Kinetic.TextPath.prototype */ })(); ;(function() { /** * RegularPolygon constructor. Examples include triangles, squares, pentagons, hexagons, etc. * @constructor * @memberof Kinetic * @augments Kinetic.Shape * @param {Object} config * @param {Number} config.sides * @param {Number} config.radius * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * var hexagon = new Kinetic.RegularPolygon({<br> * x: 100,<br> * y: 200,<br> * sides: 6,<br> * radius: 70,<br> * fill: 'red',<br> * stroke: 'black',<br> * strokeWidth: 4<br> * }); */ Kinetic.RegularPolygon = function(config) { this._initRegularPolygon(config); }; Kinetic.RegularPolygon.prototype = { _initRegularPolygon: function(config) { this.createAttrs(); // call super constructor Kinetic.Shape.call(this, config); this.className = 'RegularPolygon'; this._setDrawFuncs(); }, drawFunc: function(canvas) { var context = canvas.getContext(), 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(); canvas.fillStroke(this); } }; Kinetic.Util.extend(Kinetic.RegularPolygon, Kinetic.Shape); // add getters setters Kinetic.Node.addGetterSetter(Kinetic.RegularPolygon, 'radius', 0); /** * set radius * @name setRadius * @method * @memberof Kinetic.RegularPolygon.prototype * @param {Number} radius */ /** * get radius * @name getRadius * @method * @memberof Kinetic.RegularPolygon.prototype */ Kinetic.Node.addGetterSetter(Kinetic.RegularPolygon, 'sides', 0); /** * set number of sides * @name setSides * @method * @memberof Kinetic.RegularPolygon.prototype * @param {int} sides */ /** * get number of sides * @name getSides * @method * @memberof Kinetic.RegularPolygon.prototype */ })(); ;(function() { /** * Star constructor * @constructor * @memberof Kinetic * @augments Kinetic.Shape * @param {Object} config * @param {Integer} config.numPoints * @param {Number} config.innerRadius * @param {Number} config.outerRadius * @param {String} [config.fill] fill color * @param {Object} [config.fillRGB] set fill color with an object literal containing an r, g, and b component * @param {Integer} [config.fillR] set fill red component * @param {Integer} [config.fillG] set fill green component * @param {Integer} [config.fillB] set fill blue component * @param {Image} [config.fillPatternImage] fill pattern image * @param {Number} [config.fillPatternX] * @param {Number} [config.fillPatternY] * @param {Number|Array|Object} [config.fillPatternOffset] number, array with two elements, or object with x and y component * @param {Number} [config.fillPatternOffsetX] * @param {Number} [config.fillPatternOffsetY] * @param {Number|Array|Object} [config.fillPatternScale] number, array with two elements, or 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 {Number|Array|Object} [config.fillLinearGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientStartPointX] * @param {Number} [config.fillLinearGradientStartPointY] * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number|Array|Object} [config.fillLinearGradientEndPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillLinearGradientEndPointX] * @param {Number} [config.fillLinearGradientEndPointY] * @param {Array} [config.fillLinearGradientColorStops] array of color stops * @param {Number|Array|Object} [config.fillRadialGradientStartPoint] number, array with two elements, or object with x and y component * @param {Number} [config.fillRadialGradientStartPointX] * @param {Number} [config.fillRadialGradientStartPointY] * @param {Number|Array|Object} [config.fillRadialGradientEndPoint] number, array with two elements, or 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 {Object} [config.strokeRGB] set stroke color with an object literal containing an r, g, and b component * @param {Integer} [config.strokeR] set stroke red component * @param {Integer} [config.strokeG] set stroke green component * @param {Integer} [config.strokeB] set stroke blue component * @param {Number} [config.strokeWidth] stroke width * @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 {Object} [config.shadowColorRGB] set shadowColor color with an object literal containing an r, g, and b component * @param {Integer} [config.shadowColorR] set shadowColor red component * @param {Integer} [config.shadowColorG] set shadowColor green component * @param {Integer} [config.shadowColorB] set shadowColor blue component * @param {Number} [config.shadowBlur] * @param {Object} [config.shadowOffset] * @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.dashArray] * @param {Boolean} [config.dashArrayEnabled] 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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * var star = new Kinetic.Star({<br> * x: 100,<br> * y: 200,<br> * numPoints: 5,<br> * innerRadius: 70,<br> * outerRadius: 70,<br> * fill: 'red',<br> * stroke: 'black',<br> * strokeWidth: 4<br> * }); */ Kinetic.Star = function(config) { this._initStar(config); }; Kinetic.Star.prototype = { _initStar: function(config) { this.createAttrs(); // call super constructor Kinetic.Shape.call(this, config); this.className = 'Star'; this._setDrawFuncs(); }, drawFunc: function(canvas) { var context = canvas.getContext(), innerRadius = this.attrs.innerRadius, outerRadius = this.attrs.outerRadius, numPoints = this.attrs.numPoints; context.beginPath(); context.moveTo(0, 0 - this.attrs.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(); canvas.fillStroke(this); } }; Kinetic.Util.extend(Kinetic.Star, Kinetic.Shape); // add getters setters Kinetic.Node.addGetterSetter(Kinetic.Star, 'numPoints', 0); /** * set number of points * @name setNumPoints * @method * @memberof Kinetic.Star.prototype * @param {Integer} points */ /** * get number of points * @name getNumPoints * @method * @memberof Kinetic.Star.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Star, 'innerRadius', 0); /** * set inner radius * @name setInnerRadius * @method * @memberof Kinetic.Star.prototype * @param {Number} radius */ /** * get inner radius * @name getInnerRadius * @method * @memberof Kinetic.Star.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Star, 'outerRadius', 0); /** * set outer radius * @name setOuterRadius * @method * @memberof Kinetic.Star.prototype * @param {Number} radius */ /** * get outer radius * @name getOuterRadius * @method * @memberof Kinetic.Star.prototype */ })(); ;(function() { // constants var ATTR_CHANGE_LIST = ['fontFamily', 'fontSize', 'fontStyle', 'padding', 'lineHeight', 'text'], CHANGE_KINETIC = 'Change.kinetic', 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 Kinetic * @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 radians * @param {Number} [config.rotationDeg] 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 {Function} [config.dragBoundFunc] * @example * // create label * var label = new Kinetic.Label({<br> * x: 100,<br> * y: 100, <br> * draggable: true<br> * });<br><br> * * // add a tag to the label<br> * label.add(new Kinetic.Tag({<br> * fill: '#bbb',<br> * stroke: '#333',<br> * shadowColor: 'black',<br> * shadowBlur: 10,<br> * shadowOffset: [10, 10],<br> * shadowOpacity: 0.2,<br> * lineJoin: 'round',<br> * pointerDirection: 'up',<br> * pointerWidth: 20,<br> * pointerHeight: 20,<br> * cornerRadius: 5<br> * }));<br><br> * * // add text to the label<br> * label.add(new Kinetic.Text({<br> * text: 'Hello World!',<br> * fontSize: 50,<br> * lineHeight: 1.2,<br> * padding: 10,<br> * fill: 'green'<br> * })); */ Kinetic.Label = function(config) { this._initLabel(config); }; Kinetic.Label.prototype = { _initLabel: function(config) { var that = this; this.createAttrs(); this.className = LABEL; Kinetic.Group.call(this, config); this.on('add', 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 Kinetic.Label.prototype */ getText: function() { return this.get('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 Kinetic.Label.prototype */ getTag: function() { return this.get('Tag')[0]; }, _addListeners: function(context) { var that = this, n; // update text data for certain attr changes for(n = 0; n < attrChangeListLen; n++) { context.on(ATTR_CHANGE_LIST[n] + CHANGE_KINETIC, function() { that._sync(); }); } }, 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; 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 }); } } }; Kinetic.Util.extend(Kinetic.Label, Kinetic.Group); /** * Tag constructor. A Tag can be configured * to have a pointer element that points up, right, down, or left * @constructor * @memberof Kinetic * @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] */ Kinetic.Tag = function(config) { this._initTag(config); }; Kinetic.Tag.prototype = { _initTag: function(config) { this.createAttrs(); Kinetic.Shape.call(this, config); this.className = 'Tag'; this._setDrawFuncs(); }, drawFunc: function(canvas) { var context = canvas.getContext(), width = this.getWidth(), height = this.getHeight(), pointerDirection = this.getPointerDirection(), pointerWidth = this.getPointerWidth(), pointerHeight = this.getPointerHeight(), cornerRadius = this.getCornerRadius(); context.beginPath(); context.moveTo(0,0); if (pointerDirection === UP) { context.lineTo((width - pointerWidth)/2, 0); context.lineTo(width/2, -1 * pointerHeight); context.lineTo((width + pointerWidth)/2, 0); } context.lineTo(width, 0); if (pointerDirection === RIGHT) { context.lineTo(width, (height - pointerHeight)/2); context.lineTo(width + pointerWidth, height/2); context.lineTo(width, (height + pointerHeight)/2); } context.lineTo(width, height); if (pointerDirection === DOWN) { context.lineTo((width + pointerWidth)/2, height); context.lineTo(width/2, height + pointerHeight); context.lineTo((width - pointerWidth)/2, height); } context.lineTo(0, height); if (pointerDirection === LEFT) { context.lineTo(0, (height + pointerHeight)/2); context.lineTo(-1 * pointerWidth, height/2); context.lineTo(0, (height - pointerHeight)/2); } context.closePath(); canvas.fillStroke(this); } }; Kinetic.Util.extend(Kinetic.Tag, Kinetic.Shape); Kinetic.Node.addGetterSetter(Kinetic.Tag, 'pointerDirection', NONE); /** * set pointer Direction * @name setPointerDirection * @method * @memberof Kinetic.Tag.prototype * @param {String} pointerDirection can be up, right, down, left, or none. The * default is none */ /** * get pointer Direction * @name getPointerDirection * @method * @memberof Kinetic.Tag.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Tag, 'pointerWidth', 0); /** * set pointer width * @name setPointerWidth * @method * @memberof Kinetic.Tag.prototype * @param {Number} pointerWidth */ /** * get pointer width * @name getPointerWidth * @method * @memberof Kinetic.Tag.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Tag, 'pointerHeight', 0); /** * set pointer height * @name setPointerHeight * @method * @memberof Kinetic.Tag.prototype * @param {Number} pointerHeight */ /** * get pointer height * @name getPointerHeight * @method * @memberof Kinetic.Tag.prototype */ Kinetic.Node.addGetterSetter(Kinetic.Tag, 'cornerRadius', 0); /** * set corner radius * @name setCornerRadius * @method * @memberof Kinetic.Tag.prototype * @param {Number} corner radius */ /** * get corner radius * @name getCornerRadius * @method * @memberof Kinetic.Tag.prototype */ })();;(function() { /** * Grayscale Filter * @function * @memberof Kinetic.Filters * @param {Object} imageData */ Kinetic.Filters.Grayscale = function(imageData) { var data = imageData.data; for(var i = 0; i < data.length; i += 4) { var 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() { /** * Brighten Filter. * @function * @memberof Kinetic.Filters * @param {Object} imageData */ Kinetic.Filters.Brighten = function(imageData) { var brightness = this.getFilterBrightness(); var data = imageData.data; for(var i = 0; i < data.length; i += 4) { // red data[i] += brightness; // green data[i + 1] += brightness; // blue data[i + 2] += brightness; } }; Kinetic.Node.addFilterGetterSetter(Kinetic.Image, 'filterBrightness', 0); /** * get filter brightness. The brightness is a number between -255 and 255. Positive values * increase the brightness and negative values decrease the brightness, making the image darker * @name getFilterBrightness * @method * @memberof Kinetic.Image.prototype */ /** * set filter brightness * @name setFilterBrightness * @method * @memberof Kinetic.Image.prototype */ })(); ;(function() { /** * Invert Filter * @function * @memberof Kinetic.Filters * @param {Object} imageData */ Kinetic.Filters.Invert = function(imageData) { var data = imageData.data; for(var i = 0; i < data.length; 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() { /* 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(), 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 ) var 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 * @memberof Kinetic.Filters * @param {Object} imageData */ Kinetic.Filters.Blur = function(imageData) { var radius = this.getFilterRadius() | 0; if (radius > 0) { filterGaussBlurRGBA(imageData, radius); } }; Kinetic.Node.addFilterGetterSetter(Kinetic.Image, 'filterRadius', 0); })(); ;(function() { 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 * * Only crop unicolor background images for instance * * @function * @memberof Kinetic.Filters * @param {Object} imageData */ Kinetic.Filters.Mask = function(idata) { // Detect pixels close to the background color var threshold = this.getFilterThreshold(), mask = backgroundMask(idata, threshold); if (mask) { // Erode mask = erodeMask(mask, idata.width, idata.height); // Dilate mask = dilateMask(mask, idata.width, idata.height); // Gradient mask = smoothEdgeMask(mask, idata.width, idata.height); // Apply mask applyMask(idata, mask); // todo : Update hit region function according to mask } return idata; }; Kinetic.Node.addFilterGetterSetter(Kinetic.Image, 'filterThreshold', 0); //threshold The RGB euclidian distance threshold (default : 10) })();
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#6 | 8378 | Joe Robinson |
- Server modal working. - Simplified backbone data fetching. - Log out of perforce now and not just empty session. - TODO: - Prettier/different icons for each server type. - Modal image and parent/child list. |
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#5 | 8373 | Joe Robinson |
- Moved to d3 to handle image drawing (SVG). - Proper sessions (logging in/out) implemented. - TODO: Fix server modal style/formatting & populate with data. |
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#4 | 8371 | Joe Robinson |
Implemented cookies/sessions (still need logout functionality). Cleaned up logging window; delete older messages so new ones do not break the page. |
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#3 | 8367 | Joe Robinson |
Improve backbone data retrieval functionality (for building canvas nodes). Connect/login modal working almost as desired. Draw basic things on canvas. Preliminary implementation of Redis DB/cookie saving. |
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#2 | 8362 | Joe Robinson |
Basic backbone functionality. Removed user routes. |
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#1 | 8356 | Joe Robinson |
Refactored files, old service version can be deleted. Improved base service structure. |