topical media & game development
graphic-canvas-experiment-painter-excanvas.js / js
// Copyright 2006 Google Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// TODO: Patterns
// TODO: Radial gradient
// TODO: Clipping paths
// TODO: Coordsize
// TODO: Painting mode
// TODO: Optimize
// TODO: canvas width/height sets content size in moz, border size in ie
// TODO: Painting outside the canvas should not be allowed
// only add this code if we do not already have a canvas implementation
if (!window.CanvasRenderingContext2D) {
(function () {
var G_vmlCanvasManager_ = {
init: function (opt_doc) {
var doc = opt_doc || document;
if (/MSIE/.test(navigator.userAgent) && !window.opera) {
var self = this;
doc.attachEvent("onreadystatechange", function () {
self.init_(doc);
});
}
},
init_: function (doc, e) {
if (doc.readyState == "complete") {
// create xmlns
if (!doc.namespaces["g_vml_"]) {
doc.namespaces.add("g_vml_", "urn:schemas-microsoft-com:vml");
}
// setup default css
var ss = doc.createStyleSheet();
ss.cssText = "canvas{display:inline-block;overflow:hidden;" +
"text-align:left;}" +
"canvas *{behavior:url(#default#VML)}";
// find all canvas elements
var els = doc.getElementsByTagName("canvas");
for (var i = 0; i < els.length; i++) {
if (!els[i].getContext) {
this.initElement(els[i]);
}
}
}
},
fixElement_: function (el) {
// in IE before version 5.5 we would need to add HTML: to the tag name
// but we do not care about IE before version 6
var outerHTML = el.outerHTML;
var newEl = document.createElement(outerHTML);
// if the tag is still open IE has created the children as siblings and
// it has also created a tag with the name "/FOO"
if (outerHTML.slice(-2) != "/>") {
var tagName = "/" + el.tagName;
var ns;
// remove content
while ((ns = el.nextSibling) && ns.tagName != tagName) {
ns.removeNode();
}
// remove the incorrect closing tag
if (ns) {
ns.removeNode();
}
}
el.parentNode.replaceChild(newEl, el);
return newEl;
},
Public initializes a canvas element so that it can be used as canvas
element from now on. This is called automatically before the page is
loaded but if you are creating elements using createElement yuo need to
make sure this is called on the element.
parameter: el {HTMLElement} The canvas element to initialize.
initElement: function (el) {
el = this.fixElement_(el);
el.getContext = function () {
if (this.context_) {
return this.context_;
}
return this.context_ = new CanvasRenderingContext2D_(this);
};
var self = this; //bind
el.attachEvent("onpropertychange", function (e) {
// we need to watch changes to width and height
switch (e.propertyName) {
case "width":
case "height":
// coord size changed?
break;
}
});
// if style.height is set
var attrs = el.attributes;
if (attrs.width && attrs.width.specified) {
// TODO: use runtimeStyle and coordsize
// el.getContext().setWidth_(attrs.width.nodeValue);
el.style.width = attrs.width.nodeValue + "px";
}
if (attrs.height && attrs.height.specified) {
// TODO: use runtimeStyle and coordsize
// el.getContext().setHeight_(attrs.height.nodeValue);
el.style.height = attrs.height.nodeValue + "px";
}
//el.getContext().setCoordsize_()
}
};
G_vmlCanvasManager_.init();
// precompute "00" to "FF"
var dec2hex = [];
for (var i = 0; i < 16; i++) {
for (var j = 0; j < 16; j++) {
dec2hex[i * 16 + j] = i.toString(16) + j.toString(16);
}
}
function createMatrixIdentity() {
return [
[1, 0, 0],
[0, 1, 0],
[0, 0, 1]
];
}
function matrixMultiply(m1, m2) {
var result = createMatrixIdentity();
for (var x = 0; x < 3; x++) {
for (var y = 0; y < 3; y++) {
var sum = 0;
for (var z = 0; z < 3; z++) {
sum += m1[x][z] * m2[z][y];
}
result[x][y] = sum;
}
}
return result;
}
function copyState(o1, o2) {
o2.fillStyle = o1.fillStyle;
o2.lineCap = o1.lineCap;
o2.lineJoin = o1.lineJoin;
o2.lineWidth = o1.lineWidth;
o2.miterLimit = o1.miterLimit;
o2.shadowBlur = o1.shadowBlur;
o2.shadowColor = o1.shadowColor;
o2.shadowOffsetX = o1.shadowOffsetX;
o2.shadowOffsetY = o1.shadowOffsetY;
o2.strokeStyle = o1.strokeStyle;
}
function processStyle(styleString) {
var str, alpha = 1;
styleString = String(styleString);
if (styleString.substring(0, 3) == "rgb") {
var start = styleString.indexOf("(", 3);
var end = styleString.indexOf(")", start + 1);
var guts = styleString.substring(start + 1, end).split(",");
str = "#";
for (var i = 0; i < 3; i++) {
str += dec2hex[parseInt(guts[i])];
}
if ((guts.length == 4) && (styleString.substr(3, 1) == "a")) {
alpha = guts[3];
}
} else {
str = styleString;
}
return [str, alpha];
}
function processLineCap(lineCap) {
switch (lineCap) {
case "butt":
return "flat";
case "round":
return "round";
case "square":
default:
return "square";
}
}
This class implements CanvasRenderingContext2D interface as described by
the WHATWG.
parameter: surfaceElement {HTMLElement} The element that the 2D context should
be associated with
function CanvasRenderingContext2D_(surfaceElement) {
this.m_ = createMatrixIdentity();
this.element_ = surfaceElement;
this.mStack_ = [];
this.aStack_ = [];
this.currentPath_ = [];
// Canvas context properties
this.strokeStyle = "#000";
this.fillStyle = "#ccc";
this.lineWidth = 1;
this.lineJoin = "miter";
this.lineCap = "butt";
this.miterLimit = 10;
this.globalAlpha = 1;
};
var contextPrototype = CanvasRenderingContext2D_.prototype;
contextPrototype.clearRect = function() {
this.element_.innerHTML = "";
this.currentPath_ = [];
};
contextPrototype.beginPath = function() {
// TODO: Branch current matrix so that save/restore has no effect
// as per safari docs.
this.currentPath_ = [];
};
contextPrototype.moveTo = function(aX, aY) {
this.currentPath_.push({type: "moveTo", x: aX, y: aY});
};
contextPrototype.lineTo = function(aX, aY) {
this.currentPath_.push({type: "lineTo", x: aX, y: aY});
};
contextPrototype.bezierCurveTo = function(aCP1x, aCP1y,
aCP2x, aCP2y,
aX, aY) {
this.currentPath_.push({type: "bezierCurveTo",
cp1x: aCP1x,
cp1y: aCP1y,
cp2x: aCP2x,
cp2y: aCP2y,
x: aX,
y: aY});
};
contextPrototype.quadraticCurveTo = function(aCPx, aCPy, aX, aY) {
// VML's qb produces different output to Firefox's
// FF's behaviour seems to have changed in 1.5.0.1, check this
this.bezierCurveTo(aCPx, aCPy, aCPx, aCPy, aX, aY);
};
contextPrototype.arc = function(aX, aY, aRadius,
aStartAngle, aEndAngle, aClockwise) {
if (!aClockwise) {
var t = aStartAngle;
aStartAngle = aEndAngle;
aEndAngle = t;
}
var xStart = aX + (Math.cos(aStartAngle) * aRadius);
var yStart = aY + Math.round(Math.sin(aStartAngle) * aRadius);
var xEnd = aX + (Math.cos(aEndAngle) * aRadius);
var yEnd = aY + Math.round(Math.sin(aEndAngle) * aRadius);
this.currentPath_.push({type: "arc",
x: aX,
y: aY,
radius: aRadius,
xStart: xStart,
yStart: yStart,
xEnd: xEnd,
yEnd: yEnd});
};
contextPrototype.rect = function(aX, aY, aWidth, aHeight) {
this.moveTo(aX, aY);
this.lineTo(aX + aWidth, aY);
this.lineTo(aX + aWidth, aY + aHeight);
this.lineTo(aX, aY + aHeight);
this.closePath();
};
contextPrototype.strokeRect = function(aX, aY, aWidth, aHeight) {
// Will destroy any existing path (same as FF behaviour)
this.beginPath();
this.moveTo(aX, aY);
this.lineTo(aX + aWidth, aY);
this.lineTo(aX + aWidth, aY + aHeight);
this.lineTo(aX, aY + aHeight);
this.closePath();
this.stroke();
};
contextPrototype.fillRect = function(aX, aY, aWidth, aHeight) {
// Will destroy any existing path (same as FF behaviour)
this.beginPath();
this.moveTo(aX, aY);
this.lineTo(aX + aWidth, aY);
this.lineTo(aX + aWidth, aY + aHeight);
this.lineTo(aX, aY + aHeight);
this.closePath();
this.fill();
};
contextPrototype.createLinearGradient = function(aX0, aY0, aX1, aY1) {
var gradient = new CanvasGradient_("gradient");
return gradient;
};
contextPrototype.createRadialGradient = function(aX0, aY0,
aR0, aX1,
aY1, aR1) {
var gradient = new CanvasGradient_("gradientradial");
gradient.radius1_ = aR0;
gradient.radius2_ = aR1;
gradient.focus_.x = aX0;
gradient.focus_.y = aY0;
return gradient;
};
contextPrototype.drawImage = function (image, var_args) {
var dx, dy, dw, dh, sx, sy, sw, sh;
var w = image.width;
var h = image.height;
if (arguments.length == 3) {
dx = arguments[1];
dy = arguments[2];
sx = sy = 0;
sw = dw = w;
sh = dh = h;
} else if (arguments.length == 5) {
dx = arguments[1];
dy = arguments[2];
dw = arguments[3];
dh = arguments[4];
sx = sy = 0;
sw = w;
sh = h;
} else if (arguments.length == 9) {
sx = arguments[1];
sy = arguments[2];
sw = arguments[3];
sh = arguments[4];
dx = arguments[5];
dy = arguments[6];
dw = arguments[7];
dh = arguments[8];
} else {
throw "Invalid number of arguments";
}
var d = this.getCoords_(dx, dy);
var w2 = (sw / 2);
var h2 = (sh / 2);
var vmlStr = [];
// For some reason that I've now forgotten, using divs didn't work
vmlStr.push(' <g_vml_:group',
' coordsize="100,100"',
' coordorigin="0, 0"' ,
' style="width:100px;height:100px;position:absolute;');
// If filters are necessary (rotation exists), create them
// filters are bog-slow, so only create them if abbsolutely necessary
// The following check doesn't account for skews (which don't exist
// in the canvas spec (yet) anyway.
if (this.m_[0][0] != 1 || this.m_[0][1]) {
var filter = [];
// Note the 12/21 reversal
filter.push("M11='", this.m_[0][0], "',",
"M12='", this.m_[1][0], "',",
"M21='", this.m_[0][1], "',",
"M22='", this.m_[1][1], "',",
"Dx='", d.x, "',",
"Dy='", d.y, "'");
// Bounding box calculation (need to minimize displayed area so that
// filters don't waste time on unused pixels.
var max = d;
var c2 = this.getCoords_(dx+dw, dy);
var c3 = this.getCoords_(dx, dy+dh);
var c4 = this.getCoords_(dx+dw, dy+dh);
max.x = Math.max(max.x, c2.x, c3.x, c4.x);
max.y = Math.max(max.y, c2.y, c3.y, c4.y);
vmlStr.push(" padding:0 ", Math.floor(max.x), "px ", Math.floor(max.y),
"px 0;filter:progid:DXImageTransform.Microsoft.Matrix(",
filter.join(""), ", sizingmethod='clip');")
} else {
vmlStr.push(" top:", d.y, "px;left:", d.x, "px;")
}
vmlStr.push(' ">' ,
'<g_vml_:image src="', image.src, '"',
' style="width:', dw, ';',
' height:', dh, ';"',
' cropleft="', sx / w, '"',
' croptop="', sy / h, '"',
' cropright="', (w - sx - sw) / w, '"',
' cropbottom="', (h - sy - sh) / h, '"',
' />',
'</g_vml_:group>');
this.element_.insertAdjacentHTML("BeforeEnd",
vmlStr.join(""));
};
contextPrototype.stroke = function(aFill) {
var lineStr = [];
var lineOpen = false;
var a = processStyle(aFill ? this.fillStyle : this.strokeStyle);
var color = a[0];
var opacity = a[1] * this.globalAlpha;
lineStr.push('<g_vml_:shape',
' fillcolor="', color, '"',
' filled="', Boolean(aFill), '"',
' style="position:absolute;width:10;height:10;"',
' coordorigin="0 0" coordsize="10 10"',
' stroked="', !aFill, '"',
' strokeweight="', this.lineWidth, '"',
' strokecolor="', color, '"',
' path="');
var newSeq = false;
var min = {x: null, y: null};
var max = {x: null, y: null};
for (var i = 0; i < this.currentPath_.length; i++) {
var p = this.currentPath_[i];
if (p.type == "moveTo") {
lineStr.push(" m ");
var c = this.getCoords_(p.x, p.y);
lineStr.push(Math.floor(c.x), ",", Math.floor(c.y));
} else if (p.type == "lineTo") {
lineStr.push(" l ");
var c = this.getCoords_(p.x, p.y);
lineStr.push(Math.floor(c.x), ",", Math.floor(c.y));
} else if (p.type == "close") {
lineStr.push(" x ");
} else if (p.type == "bezierCurveTo") {
lineStr.push(" c ");
var c = this.getCoords_(p.x, p.y);
var c1 = this.getCoords_(p.cp1x, p.cp1y);
var c2 = this.getCoords_(p.cp2x, p.cp2y);
lineStr.push(Math.floor(c1.x), ",", Math.floor(c1.y), ",",
Math.floor(c2.x), ",", Math.floor(c2.y), ",",
Math.floor(c.x), ",", Math.floor(c.y));
} else if (p.type == "arc") {
lineStr.push(" ar ");
var c = this.getCoords_(p.x, p.y);
var cStart = this.getCoords_(p.xStart, p.yStart);
var cEnd = this.getCoords_(p.xEnd, p.yEnd);
// TODO: FIX (matricies (scale+rotation) now buggered this up)
// VML arc also doesn't seem able to do rotated non-circular
// arcs without parent grouping.
var absXScale = this.m_[0][0];
var absYScale = this.m_[1][1];
lineStr.push(Math.floor(c.x - absXScale * p.radius), ",",
Math.floor(c.y - absYScale * p.radius), " ",
Math.floor(c.x + absXScale * p.radius), ",",
Math.floor(c.y + absYScale * p.radius), " ",
Math.floor(cStart.x), ",", Math.floor(cStart.y), " ",
Math.floor(cEnd.x), ",", Math.floor(cEnd.y));
}
// TODO: Following is broken for curves due to
// move to proper paths.
// Figure out dimensions so we can do gradient fills
// properly
if(c) {
if (min.x == null || c.x < min.x) {
min.x = c.x;
}
if (max.x == null || c.x > max.x) {
max.x = c.x;
}
if (min.y == null || c.y < min.y) {
min.y = c.y;
}
if (max.y == null || c.y > max.y) {
max.y = c.y;
}
}
}
lineStr.push(' ">');
if (typeof this.fillStyle == "object") {
var focus = {x: "50%", y: "50%"};
var width = (max.x - min.x);
var height = (max.y - min.y);
var dimension = (width > height) ? width : height;
focus.x = Math.floor((this.fillStyle.focus_.x / width) * 100 + 50) + "%";
focus.y = Math.floor((this.fillStyle.focus_.y / height) * 100 + 50) + "%";
var colors = [];
// inside radius (%)
if (this.fillStyle.type_ == "gradientradial") {
var inside = (this.fillStyle.radius1_ / dimension * 100);
// percentage that outside radius exceeds inside radius
var expansion = (this.fillStyle.radius2_ / dimension * 100) - inside;
} else {
var inside = 0;
var expansion = 100;
}
var insidecolor = {offset: null, color: null};
var outsidecolor = {offset: null, color: null};
// We need to sort 'colors' by percentage, from 0 > 100 otherwise ie
// won't interpret it correctly
this.fillStyle.colors_.sort(function (cs1, cs2) {
return cs1.offset - cs2.offset;
});
for (var i = 0; i < this.fillStyle.colors_.length; i++) {
var fs = this.fillStyle.colors_[i];
colors.push( (fs.offset * expansion) + inside, "% ", fs.color, ",");
if (fs.offset > insidecolor.offset || insidecolor.offset == null) {
insidecolor.offset = fs.offset;
insidecolor.color = fs.color;
}
if (fs.offset < outsidecolor.offset || outsidecolor.offset == null) {
outsidecolor.offset = fs.offset;
outsidecolor.color = fs.color;
}
}
colors.pop();
lineStr.push('<g_vml_:fill',
' color="', outsidecolor.color, '"',
' color2="', insidecolor.color, '"',
' type="', this.fillStyle.type_, '"',
' focusposition="', focus.x, ', ', focus.y, '"',
' colors="', colors.join(""), '"',
' opacity="', opacity, '" />');
} else if (aFill) {
lineStr.push('<g_vml_:fill color="', color, '" opacity="', opacity, '" />');
} else {
lineStr.push(
'<g_vml_:stroke',
' opacity="', opacity,'"',
' joinstyle="', this.lineJoin, '"',
' miterlimit="', this.miterLimit, '"',
' endcap="', processLineCap(this.lineCap) ,'"',
' weight="', this.lineWidth, 'px"',
' color="', color,'" />'
);
}
lineStr.push("</g_vml_:shape>");
this.element_.insertAdjacentHTML("beforeEnd", lineStr.join(""));
this.currentPath_ = [];
};
contextPrototype.fill = function() {
this.stroke(true);
}
contextPrototype.closePath = function() {
this.currentPath_.push({type: "close"});
};
@private
contextPrototype.getCoords_ = function(aX, aY) {
return {
x: (aX * this.m_[0][0] + aY * this.m_[1][0] + this.m_[2][0]),
y: (aX * this.m_[0][1] + aY * this.m_[1][1] + this.m_[2][1])
}
};
contextPrototype.save = function() {
var o = {};
copyState(this, o);
this.aStack_.push(o);
this.mStack_.push(this.m_);
this.m_ = matrixMultiply(createMatrixIdentity(), this.m_);
};
contextPrototype.restore = function() {
copyState(this.aStack_.pop(), this);
this.m_ = this.mStack_.pop();
};
contextPrototype.translate = function(aX, aY) {
var m1 = [
[1, 0, 0],
[0, 1, 0],
[aX, aY, 1]
];
this.m_ = matrixMultiply(m1, this.m_);
};
contextPrototype.rotate = function(aRot) {
var c = Math.cos(aRot);
var s = Math.sin(aRot);
var m1 = [
[c, s, 0],
[-s, c, 0],
[0, 0, 1]
];
this.m_ = matrixMultiply(m1, this.m_);
};
contextPrototype.scale = function(aX, aY) {
var m1 = [
[aX, 0, 0],
[0, aY, 0],
[0, 0, 1]
];
this.m_ = matrixMultiply(m1, this.m_);
};
****** STUBS *******
contextPrototype.clip = function() {
// TODO: Implement
};
contextPrototype.arcTo = function() {
// TODO: Implement
};
contextPrototype.createPattern = function() {
return new CanvasPattern_;
};
// Gradient / Pattern Stubs
function CanvasGradient_(aType) {
this.type_ = aType;
this.radius1_ = 0;
this.radius2_ = 0;
this.colors_ = [];
this.focus_ = {x: 0, y: 0};
}
CanvasGradient_.prototype.addColorStop = function(aOffset, aColor) {
aColor = processStyle(aColor);
this.colors_.push({offset: 1-aOffset, color: aColor});
};
function CanvasPattern_() {}
// set up externs
G_vmlCanvasManager = G_vmlCanvasManager_;
CanvasRenderingContext2D = CanvasRenderingContext2D_;
CanvasGradient = CanvasGradient_;
CanvasPattern = CanvasPattern_;
})();
} // if
(C) Æliens
20/2/2008
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.