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@frangoteam/fuxa

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Web-based Process Visualization (SCADA/HMI/Dashboard) software

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/*! * svg.js - A lightweight library for manipulating and animating SVG. * @version 2.6.4 * https://svgdotjs.github.io/ * * @copyright Wout Fierens <wout@mick-wout.com> * @license MIT * * BUILT: Sat Apr 21 2018 16:30:04 GMT-0400 (EDT) */; (function(root, factory) { /* istanbul ignore next */ if (typeof define === 'function' && define.amd) { define(function(){ return factory(root, root.document) }) } else if (typeof exports === 'object') { module.exports = root.document ? factory(root, root.document) : function(w){ return factory(w, w.document) } } else { root.SVG = factory(root, root.document) } }(typeof window !== "undefined" ? window : this, function(window, document) { // The main wrapping element var SVG = this.SVG = function(element) { if (SVG.supported) { element = new SVG.Doc(element) if(!SVG.parser.draw) SVG.prepare() return element } } // Default namespaces SVG.ns = 'http://www.w3.org/2000/svg' SVG.xmlns = 'http://www.w3.org/2000/xmlns/' SVG.xlink = 'http://www.w3.org/1999/xlink' SVG.svgjs = 'http://svgjs.com/svgjs' // Svg support test SVG.supported = (function() { return !! document.createElementNS && !! document.createElementNS(SVG.ns,'svg').createSVGRect })() // Don't bother to continue if SVG is not supported if (!SVG.supported) return false // Element id sequence SVG.did = 1000 // Get next named element id SVG.eid = function(name) { return 'Svgjs' + capitalize(name) + (SVG.did++) } // Method for element creation SVG.create = function(name) { // create element var element = document.createElementNS(this.ns, name) // apply unique id element.setAttribute('id', this.eid(name)) return element } // Method for extending objects SVG.extend = function() { var modules, methods, key, i // Get list of modules modules = [].slice.call(arguments) // Get object with extensions methods = modules.pop() for (i = modules.length - 1; i >= 0; i--) if (modules[i]) for (key in methods) modules[i].prototype[key] = methods[key] // Make sure SVG.Set inherits any newly added methods if (SVG.Set && SVG.Set.inherit) SVG.Set.inherit() } // Invent new element SVG.invent = function(config) { // Create element initializer var initializer = typeof config.create == 'function' ? config.create : function() { this.constructor.call(this, SVG.create(config.create)) } // Inherit prototype if (config.inherit) initializer.prototype = new config.inherit // Extend with methods if (config.extend) SVG.extend(initializer, config.extend) // Attach construct method to parent if (config.construct) SVG.extend(config.parent || SVG.Container, config.construct) return initializer } // Adopt existing svg elements SVG.adopt = function(node) { // check for presence of node if (!node) return null // make sure a node isn't already adopted if (node.instance) return node.instance // initialize variables var element // adopt with element-specific settings if (node.nodeName == 'svg') element = node.parentNode instanceof window.SVGElement ? new SVG.Nested : new SVG.Doc else if (node.nodeName == 'linearGradient') element = new SVG.Gradient('linear') else if (node.nodeName == 'radialGradient') element = new SVG.Gradient('radial') else if (SVG[capitalize(node.nodeName)]) element = new SVG[capitalize(node.nodeName)] else element = new SVG.Element(node) // ensure references element.type = node.nodeName element.node = node node.instance = element // SVG.Class specific preparations if (element instanceof SVG.Doc) element.namespace().defs() // pull svgjs data from the dom (getAttributeNS doesn't work in html5) element.setData(JSON.parse(node.getAttribute('svgjs:data')) || {}) return element } // Initialize parsing element SVG.prepare = function() { // Select document body and create invisible svg element var body = document.getElementsByTagName('body')[0] , draw = (body ? new SVG.Doc(body) : SVG.adopt(document.documentElement).nested()).size(2, 0) // Create parser object SVG.parser = { body: body || document.documentElement , draw: draw.style('opacity:0;position:absolute;left:-100%;top:-100%;overflow:hidden').node , poly: draw.polyline().node , path: draw.path().node , native: SVG.create('svg') } } SVG.parser = { native: SVG.create('svg') } document.addEventListener('DOMContentLoaded', function() { if(!SVG.parser.draw) SVG.prepare() }, false) // Storage for regular expressions SVG.regex = { // Parse unit value numberAndUnit: /^([+-]?(\d+(\.\d*)?|\.\d+)(e[+-]?\d+)?)([a-z%]*)$/i // Parse hex value , hex: /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i // Parse rgb value , rgb: /rgb\((\d+),(\d+),(\d+)\)/ // Parse reference id , reference: /#([a-z0-9\-_]+)/i // splits a transformation chain , transforms: /\)\s*,?\s*/ // Whitespace , whitespace: /\s/g // Test hex value , isHex: /^#[a-f0-9]{3,6}$/i // Test rgb value , isRgb: /^rgb\(/ // Test css declaration , isCss: /[^:]+:[^;]+;?/ // Test for blank string , isBlank: /^(\s+)?$/ // Test for numeric string , isNumber: /^[+-]?(\d+(\.\d*)?|\.\d+)(e[+-]?\d+)?$/i // Test for percent value , isPercent: /^-?[\d\.]+%$/ // Test for image url , isImage: /\.(jpg|jpeg|png|gif|svg)(\?[^=]+.*)?/i // split at whitespace and comma , delimiter: /[\s,]+/ // The following regex are used to parse the d attribute of a path // Matches all hyphens which are not after an exponent , hyphen: /([^e])\-/gi // Replaces and tests for all path letters , pathLetters: /[MLHVCSQTAZ]/gi // yes we need this one, too , isPathLetter: /[MLHVCSQTAZ]/i // matches 0.154.23.45 , numbersWithDots: /((\d?\.\d+(?:e[+-]?\d+)?)((?:\.\d+(?:e[+-]?\d+)?)+))+/gi // matches . , dots: /\./g } SVG.utils = { // Map function map: function(array, block) { var i , il = array.length , result = [] for (i = 0; i < il; i++) result.push(block(array[i])) return result } // Filter function , filter: function(array, block) { var i , il = array.length , result = [] for (i = 0; i < il; i++) if (block(array[i])) result.push(array[i]) return result } // Degrees to radians , radians: function(d) { return d % 360 * Math.PI / 180 } // Radians to degrees , degrees: function(r) { return r * 180 / Math.PI % 360 } , filterSVGElements: function(nodes) { return this.filter( nodes, function(el) { return el instanceof window.SVGElement }) } } SVG.defaults = { // Default attribute values attrs: { // fill and stroke 'fill-opacity': 1 , 'stroke-opacity': 1 , 'stroke-width': 0 , 'stroke-linejoin': 'miter' , 'stroke-linecap': 'butt' , fill: '#000000' , stroke: '#000000' , opacity: 1 // position , x: 0 , y: 0 , cx: 0 , cy: 0 // size , width: 0 , height: 0 // radius , r: 0 , rx: 0 , ry: 0 // gradient , offset: 0 , 'stop-opacity': 1 , 'stop-color': '#000000' // text , 'font-size': 16 , 'font-family': 'Helvetica, Arial, sans-serif' , 'text-anchor': 'start' } } // Module for color convertions SVG.Color = function(color) { var match // initialize defaults this.r = 0 this.g = 0 this.b = 0 if(!color) return // parse color if (typeof color === 'string') { if (SVG.regex.isRgb.test(color)) { // get rgb values match = SVG.regex.rgb.exec(color.replace(SVG.regex.whitespace,'')) // parse numeric values this.r = parseInt(match[1]) this.g = parseInt(match[2]) this.b = parseInt(match[3]) } else if (SVG.regex.isHex.test(color)) { // get hex values match = SVG.regex.hex.exec(fullHex(color)) // parse numeric values this.r = parseInt(match[1], 16) this.g = parseInt(match[2], 16) this.b = parseInt(match[3], 16) } } else if (typeof color === 'object') { this.r = color.r this.g = color.g this.b = color.b } } SVG.extend(SVG.Color, { // Default to hex conversion toString: function() { return this.toHex() } // Build hex value , toHex: function() { return '#' + compToHex(this.r) + compToHex(this.g) + compToHex(this.b) } // Build rgb value , toRgb: function() { return 'rgb(' + [this.r, this.g, this.b].join() + ')' } // Calculate true brightness , brightness: function() { return (this.r / 255 * 0.30) + (this.g / 255 * 0.59) + (this.b / 255 * 0.11) } // Make color morphable , morph: function(color) { this.destination = new SVG.Color(color) return this } // Get morphed color at given position , at: function(pos) { // make sure a destination is defined if (!this.destination) return this // normalise pos pos = pos < 0 ? 0 : pos > 1 ? 1 : pos // generate morphed color return new SVG.Color({ r: ~~(this.r + (this.destination.r - this.r) * pos) , g: ~~(this.g + (this.destination.g - this.g) * pos) , b: ~~(this.b + (this.destination.b - this.b) * pos) }) } }) // Testers // Test if given value is a color string SVG.Color.test = function(color) { color += '' return SVG.regex.isHex.test(color) || SVG.regex.isRgb.test(color) } // Test if given value is a rgb object SVG.Color.isRgb = function(color) { return color && typeof color.r == 'number' && typeof color.g == 'number' && typeof color.b == 'number' } // Test if given value is a color SVG.Color.isColor = function(color) { return SVG.Color.isRgb(color) || SVG.Color.test(color) } // Module for array conversion SVG.Array = function(array, fallback) { array = (array || []).valueOf() // if array is empty and fallback is provided, use fallback if (array.length == 0 && fallback) array = fallback.valueOf() // parse array this.value = this.parse(array) } SVG.extend(SVG.Array, { // Make array morphable morph: function(array) { this.destination = this.parse(array) // normalize length of arrays if (this.value.length != this.destination.length) { var lastValue = this.value[this.value.length - 1] , lastDestination = this.destination[this.destination.length - 1] while(this.value.length > this.destination.length) this.destination.push(lastDestination) while(this.value.length < this.destination.length) this.value.push(lastValue) } return this } // Clean up any duplicate points , settle: function() { // find all unique values for (var i = 0, il = this.value.length, seen = []; i < il; i++) if (seen.indexOf(this.value[i]) == -1) seen.push(this.value[i]) // set new value return this.value = seen } // Get morphed array at given position , at: function(pos) { // make sure a destination is defined if (!this.destination) return this // generate morphed array for (var i = 0, il = this.value.length, array = []; i < il; i++) array.push(this.value[i] + (this.destination[i] - this.value[i]) * pos) return new SVG.Array(array) } // Convert array to string , toString: function() { return this.value.join(' ') } // Real value , valueOf: function() { return this.value } // Parse whitespace separated string , parse: function(array) { array = array.valueOf() // if already is an array, no need to parse it if (Array.isArray(array)) return array return this.split(array) } // Strip unnecessary whitespace , split: function(string) { return string.trim().split(SVG.regex.delimiter).map(parseFloat) } // Reverse array , reverse: function() { this.value.reverse() return this } , clone: function() { var clone = new this.constructor() clone.value = array_clone(this.value) return clone } }) // Poly points array SVG.PointArray = function(array, fallback) { SVG.Array.call(this, array, fallback || [[0,0]]) } // Inherit from SVG.Array SVG.PointArray.prototype = new SVG.Array SVG.PointArray.prototype.constructor = SVG.PointArray SVG.extend(SVG.PointArray, { // Convert array to string toString: function() { // convert to a poly point string for (var i = 0, il = this.value.length, array = []; i < il; i++) array.push(this.value[i].join(',')) return array.join(' ') } // Convert array to line object , toLine: function() { return { x1: this.value[0][0] , y1: this.value[0][1] , x2: this.value[1][0] , y2: this.value[1][1] } } // Get morphed array at given position , at: function(pos) { // make sure a destination is defined if (!this.destination) return this // generate morphed point string for (var i = 0, il = this.value.length, array = []; i < il; i++) array.push([ this.value[i][0] + (this.destination[i][0] - this.value[i][0]) * pos , this.value[i][1] + (this.destination[i][1] - this.value[i][1]) * pos ]) return new SVG.PointArray(array) } // Parse point string and flat array , parse: function(array) { var points = [] array = array.valueOf() // if it is an array if (Array.isArray(array)) { // and it is not flat, there is no need to parse it if(Array.isArray(array[0])) { return array } } else { // Else, it is considered as a string // parse points array = array.trim().split(SVG.regex.delimiter).map(parseFloat) } // validate points - https://svgwg.org/svg2-draft/shapes.html#DataTypePoints // Odd number of coordinates is an error. In such cases, drop the last odd coordinate. if (array.length % 2 !== 0) array.pop() // wrap points in two-tuples and parse points as floats for(var i = 0, len = array.length; i < len; i = i + 2) points.push([ array[i], array[i+1] ]) return points } // Move point string , move: function(x, y) { var box = this.bbox() // get relative offset x -= box.x y -= box.y // move every point if (!isNaN(x) && !isNaN(y)) for (var i = this.value.length - 1; i >= 0; i--) this.value[i] = [this.value[i][0] + x, this.value[i][1] + y] return this } // Resize poly string , size: function(width, height) { var i, box = this.bbox() // recalculate position of all points according to new size for (i = this.value.length - 1; i >= 0; i--) { if(box.width) this.value[i][0] = ((this.value[i][0] - box.x) * width) / box.width + box.x if(box.height) this.value[i][1] = ((this.value[i][1] - box.y) * height) / box.height + box.y } return this } // Get bounding box of points , bbox: function() { SVG.parser.poly.setAttribute('points', this.toString()) return SVG.parser.poly.getBBox() } }) var pathHandlers = { M: function(c, p, p0) { p.x = p0.x = c[0] p.y = p0.y = c[1] return ['M', p.x, p.y] }, L: function(c, p) { p.x = c[0] p.y = c[1] return ['L', c[0], c[1]] }, H: function(c, p) { p.x = c[0] return ['H', c[0]] }, V: function(c, p) { p.y = c[0] return ['V', c[0]] }, C: function(c, p) { p.x = c[4] p.y = c[5] return ['C', c[0], c[1], c[2], c[3], c[4], c[5]] }, S: function(c, p) { p.x = c[2] p.y = c[3] return ['S', c[0], c[1], c[2], c[3]] }, Q: function(c, p) { p.x = c[2] p.y = c[3] return ['Q', c[0], c[1], c[2], c[3]] }, T: function(c, p) { p.x = c[0] p.y = c[1] return ['T', c[0], c[1]] }, Z: function(c, p, p0) { p.x = p0.x p.y = p0.y return ['Z'] }, A: function(c, p) { p.x = c[5] p.y = c[6] return ['A', c[0], c[1], c[2], c[3], c[4], c[5], c[6]] } } var mlhvqtcsa = 'mlhvqtcsaz'.split('') for(var i = 0, il = mlhvqtcsa.length; i < il; ++i){ pathHandlers[mlhvqtcsa[i]] = (function(i){ return function(c, p, p0) { if(i == 'H') c[0] = c[0] + p.x else if(i == 'V') c[0] = c[0] + p.y else if(i == 'A'){ c[5] = c[5] + p.x, c[6] = c[6] + p.y } else for(var j = 0, jl = c.length; j < jl; ++j) { c[j] = c[j] + (j%2 ? p.y : p.x) } return pathHandlers[i](c, p, p0) } })(mlhvqtcsa[i].toUpperCase()) } // Path points array SVG.PathArray = function(array, fallback) { SVG.Array.call(this, array, fallback || [['M', 0, 0]]) } // Inherit from SVG.Array SVG.PathArray.prototype = new SVG.Array SVG.PathArray.prototype.constructor = SVG.PathArray SVG.extend(SVG.PathArray, { // Convert array to string toString: function() { return arrayToString(this.value) } // Move path string , move: function(x, y) { // get bounding box of current situation var box = this.bbox() // get relative offset x -= box.x y -= box.y if (!isNaN(x) && !isNaN(y)) { // move every point for (var l, i = this.value.length - 1; i >= 0; i--) { l = this.value[i][0] if (l == 'M' || l == 'L' || l == 'T') { this.value[i][1] += x this.value[i][2] += y } else if (l == 'H') { this.value[i][1] += x } else if (l == 'V') { this.value[i][1] += y } else if (l == 'C' || l == 'S' || l == 'Q') { this.value[i][1] += x this.value[i][2] += y this.value[i][3] += x this.value[i][4] += y if (l == 'C') { this.value[i][5] += x this.value[i][6] += y } } else if (l == 'A') { this.value[i][6] += x this.value[i][7] += y } } } return this } // Resize path string , size: function(width, height) { // get bounding box of current situation var i, l, box = this.bbox() // recalculate position of all points according to new size for (i = this.value.length - 1; i >= 0; i--) { l = this.value[i][0] if (l == 'M' || l == 'L' || l == 'T') { this.value[i][1] = ((this.value[i][1] - box.x) * width) / box.width + box.x this.value[i][2] = ((this.value[i][2] - box.y) * height) / box.height + box.y } else if (l == 'H') { this.value[i][1] = ((this.value[i][1] - box.x) * width) / box.width + box.x } else if (l == 'V') { this.value[i][1] = ((this.value[i][1] - box.y) * height) / box.height + box.y } else if (l == 'C' || l == 'S' || l == 'Q') { this.value[i][1] = ((this.value[i][1] - box.x) * width) / box.width + box.x this.value[i][2] = ((this.value[i][2] - box.y) * height) / box.height + box.y this.value[i][3] = ((this.value[i][3] - box.x) * width) / box.width + box.x this.value[i][4] = ((this.value[i][4] - box.y) * height) / box.height + box.y if (l == 'C') { this.value[i][5] = ((this.value[i][5] - box.x) * width) / box.width + box.x this.value[i][6] = ((this.value[i][6] - box.y) * height) / box.height + box.y } } else if (l == 'A') { // resize radii this.value[i][1] = (this.value[i][1] * width) / box.width this.value[i][2] = (this.value[i][2] * height) / box.height // move position values this.value[i][6] = ((this.value[i][6] - box.x) * width) / box.width + box.x this.value[i][7] = ((this.value[i][7] - box.y) * height) / box.height + box.y } } return this } // Test if the passed path array use the same path data commands as this path array , equalCommands: function(pathArray) { var i, il, equalCommands pathArray = new SVG.PathArray(pathArray) equalCommands = this.value.length === pathArray.value.length for(i = 0, il = this.value.length; equalCommands && i < il; i++) { equalCommands = this.value[i][0] === pathArray.value[i][0] } return equalCommands } // Make path array morphable , morph: function(pathArray) { pathArray = new SVG.PathArray(pathArray) if(this.equalCommands(pathArray)) { this.destination = pathArray } else { this.destination = null } return this } // Get morphed path array at given position , at: function(pos) { // make sure a destination is defined if (!this.destination) return this var sourceArray = this.value , destinationArray = this.destination.value , array = [], pathArray = new SVG.PathArray() , i, il, j, jl // Animate has specified in the SVG spec // See: https://www.w3.org/TR/SVG11/paths.html#PathElement for (i = 0, il = sourceArray.length; i < il; i++) { array[i] = [sourceArray[i][0]] for(j = 1, jl = sourceArray[i].length; j < jl; j++) { array[i][j] = sourceArray[i][j] + (destinationArray[i][j] - sourceArray[i][j]) * pos } // For the two flags of the elliptical arc command, the SVG spec say: // Flags and booleans are interpolated as fractions between zero and one, with any non-zero value considered to be a value of one/true // Elliptical arc command as an array followed by corresponding indexes: // ['A', rx, ry, x-axis-rotation, large-arc-flag, sweep-flag, x, y] // 0 1 2 3 4 5 6 7 if(array[i][0] === 'A') { array[i][4] = +(array[i][4] != 0) array[i][5] = +(array[i][5] != 0) } } // Directly modify the value of a path array, this is done this way for performance pathArray.value = array return pathArray } // Absolutize and parse path to array , parse: function(array) { // if it's already a patharray, no need to parse it if (array instanceof SVG.PathArray) return array.valueOf() // prepare for parsing var i, x0, y0, s, seg, arr , x = 0 , y = 0 , paramCnt = { 'M':2, 'L':2, 'H':1, 'V':1, 'C':6, 'S':4, 'Q':4, 'T':2, 'A':7, 'Z':0 } if(typeof array == 'string'){ array = array .replace(SVG.regex.numbersWithDots, pathRegReplace) // convert 45.123.123 to 45.123 .123 .replace(SVG.regex.pathLetters, ' $& ') // put some room between letters and numbers .replace(SVG.regex.hyphen, '$1 -') // add space before hyphen .trim() // trim .split(SVG.regex.delimiter) // split into array }else{ array = array.reduce(function(prev, curr){ return [].concat.call(prev, curr) }, []) } // array now is an array containing all parts of a path e.g. ['M', '0', '0', 'L', '30', '30' ...] var arr = [] , p = new SVG.Point() , p0 = new SVG.Point() , index = 0 , len = array.length do{ // Test if we have a path letter if(SVG.regex.isPathLetter.test(array[index])){ s = array[index] ++index // If last letter was a move command and we got no new, it defaults to [L]ine }else if(s == 'M'){ s = 'L' }else if(s == 'm'){ s = 'l' } arr.push(pathHandlers[s].call(null, array.slice(index, (index = index + paramCnt[s.toUpperCase()])).map(parseFloat), p, p0 ) ) }while(len > index) return arr } // Get bounding box of path , bbox: function() { SVG.parser.path.setAttribute('d', this.toString()) return SVG.parser.path.getBBox() } }) // Module for unit convertions SVG.Number = SVG.invent({ // Initialize create: function(value, unit) { // initialize defaults this.value = 0 this.unit = unit || '' // parse value if (typeof value === 'number') { // ensure a valid numeric value this.value = isNaN(value) ? 0 : !isFinite(value) ? (value < 0 ? -3.4e+38 : +3.4e+38) : value } else if (typeof value === 'string') { unit = value.match(SVG.regex.numberAndUnit) if (unit) { // make value numeric this.value = parseFloat(unit[1]) // normalize if (unit[5] == '%') this.value /= 100 else if (unit[5] == 's') this.value *= 1000 // store unit this.unit = unit[5] } } else { if (value instanceof SVG.Number) { this.value = value.valueOf() this.unit = value.unit } } } // Add methods , extend: { // Stringalize toString: function() { return ( this.unit == '%' ? ~~(this.value * 1e8) / 1e6: this.unit == 's' ? this.value / 1e3 : this.value ) + this.unit } , toJSON: function() { return this.toString() } , // Convert to primitive valueOf: function() { return this.value } // Add number , plus: function(number) { number = new SVG.Number(number) return new SVG.Number(this + number, this.unit || number.unit) } // Subtract number , minus: function(number) { number = new SVG.Number(number) return new SVG.Number(this - number, this.unit || number.unit) } // Multiply number , times: function(number) { number = new SVG.Number(number) return new SVG.Number(this * number, this.unit || number.unit) } // Divide number , divide: function(number) { number = new SVG.Number(number) return new SVG.Number(this / number, this.unit || number.unit) } // Convert to different unit , to: function(unit) { var number = new SVG.Number(this) if (typeof unit === 'string') number.unit = unit return number } // Make number morphable , morph: function(number) { this.destination = new SVG.Number(number) if(number.relative) { this.destination.value += this.value } return this } // Get morphed number at given position , at: function(pos) { // Make sure a destination is defined if (!this.destination) return this // Generate new morphed number return new SVG.Number(this.destination) .minus(this) .times(pos) .plus(this) } } }) SVG.Element = SVG.invent({ // Initialize node create: function(node) { // make stroke value accessible dynamically this._stroke = SVG.defaults.attrs.stroke this._event = null // initialize data object this.dom = {} // create circular reference if (this.node = node) { this.type = node.nodeName this.node.instance = this // store current attribute value this._stroke = node.getAttribute('stroke') || this._stroke } } // Add class methods , extend: { // Move over x-axis x: function(x) { return this.attr('x', x) } // Move over y-axis , y: function(y) { return this.attr('y', y) } // Move by center over x-axis , cx: function(x) { return x == null ? this.x() + this.width() / 2 : this.x(x - this.width() / 2) } // Move by center over y-axis , cy: function(y) { return y == null ? this.y() + this.height() / 2 : this.y(y - this.height() / 2) } // Move element to given x and y values , move: function(x, y) { return this.x(x).y(y) } // Move element by its center , center: function(x, y) { return this.cx(x).cy(y) } // Set width of element , width: function(width) { return this.attr('width', width) } // Set height of element , height: function(height) { return this.attr('height', height) } // Set element size to given width and height , size: function(width, height) { var p = proportionalSize(this, width, height) return this .width(new SVG.Number(p.width)) .height(new SVG.Number(p.height)) } // Clone element , clone: function(parent, withData) { // write dom data to the dom so the clone can pickup the data this.writeDataToDom() // clone element and assign new id var clone = assignNewId(this.node.cloneNode(true)) // insert the clone in the given parent or after myself if(parent) parent.add(clone) else this.after(clone) return clone } // Remove element , remove: function() { if (this.parent()) this.parent().removeElement(this) return this } // Replace element , replace: function(element) { this.after(element).remove() return element } // Add element to given container and return self , addTo: function(parent) { return parent.put(this) } // Add element to given container and return container , putIn: function(parent) { return parent.add(this) } // Get / set id , id: function(id) { return this.attr('id', id) } // Checks whether the given point inside the bounding box of the element , inside: function(x, y) { var box = this.bbox() return x > box.x && y > box.y && x < box.x + box.width && y < box.y + box.height } // Show element , show: function() { return this.style('display', '') } // Hide element , hide: function() { return this.style('display', 'none') } // Is element visible? , visible: function() { return this.style('display') != 'none' } // Return id on string conversion , toString: function() { return this.attr('id') } // Return array of classes on the node , classes: function() { var attr = this.attr('class') return attr == null ? [] : attr.trim().split(SVG.regex.delimiter) } // Return true if class exists on the node, false otherwise , hasClass: function(name) { return this.classes().indexOf(name) != -1 } // Add class to the node , addClass: function(name) { if (!this.hasClass(name)) { var array = this.classes() array.push(name) this.attr('class', array.join(' ')) } return this } // Remove class from the node , removeClass: function(name) { if (this.hasClass(name)) { this.attr('class', this.classes().filter(function(c) { return c != name }).join(' ')) } return this } // Toggle the presence of a class on the node , toggleClass: function(name) { return this.hasClass(name) ? this.removeClass(name) : this.addClass(name) } // Get referenced element form attribute value , reference: function(attr) { return SVG.get(this.attr(attr)) } // Returns the parent element instance , parent: function(type) { var parent = this // check for parent if(!parent.node.parentNode) return null // get parent element parent = SVG.adopt(parent.node.parentNode) if(!type) return parent // loop trough ancestors if type is given while(parent && parent.node instanceof window.SVGElement){ if(typeof type === 'string' ? parent.matches(type) : parent instanceof type) return parent if(parent.node.parentNode.nodeName == '#document') return null // #720 parent = SVG.adopt(parent.node.parentNode) } } // Get parent document , doc: function() { return this instanceof SVG.Doc ? this : this.parent(SVG.Doc) } // return array of all ancestors of given type up to the root svg , parents: function(type) { var parents = [], parent = this do{ parent = parent.parent(type) if(!parent || !parent.node) break parents.push(parent) } while(parent.parent) return parents } // matches the element vs a css selector , matches: function(selector){ return matches(this.node, selector) } // Returns the svg node to call native svg methods on it , native: function() { return this.node } // Import raw svg , svg: function(svg) { // create temporary holder var well = document.createElement('svg') // act as a setter if svg is given if (svg && this instanceof SVG.Parent) { // dump raw svg well.innerHTML = '<svg>' + svg.replace(/\n/, '').replace(/<([\w:-]+)([^<]+?)\/>/g, '<$1$2></$1>') + '</svg>' // transplant nodes for (var i = 0, il = well.firstChild.childNodes.length; i < il; i++) this.node.appendChild(well.firstChild.firstChild) // otherwise act as a getter } else { // create a wrapping svg element in case of partial content well.appendChild(svg = document.createElement('svg')) // write svgjs data to the dom this.writeDataToDom() // insert a copy of this node svg.appendChild(this.node.cloneNode(true)) // return target element return well.innerHTML.replace(/^<svg>/, '').replace(/<\/svg>$/, '') } return this } // write svgjs data to the dom , writeDataToDom: function() { // dump variables recursively if(this.each || this.lines){ var fn = this.each ? this : this.lines(); fn.each(function(){ this.writeDataToDom() }) } // remove previously set data this.node.removeAttribute('svgjs:data') if(Object.keys(this.dom).length) this.node.setAttribute('svgjs:data', JSON.stringify(this.dom)) // see #428 return this } // set given data to the elements data property , setData: function(o){ this.dom = o return this } , is: function(obj){ return is(this, obj) } } }) SVG.easing = { '-': function(pos){return pos} , '<>':function(pos){return -Math.cos(pos * Math.PI) / 2 + 0.5} , '>': function(pos){return Math.sin(pos * Math.PI / 2)} , '<': function(pos){return -Math.cos(pos * Math.PI / 2) + 1} } SVG.morph = function(pos){ return function(from, to) { return new SVG.MorphObj(from, to).at(pos) } } SVG.Situation = SVG.invent({ create: function(o){ this.init = false this.reversed = false this.reversing = false this.duration = new SVG.Number(o.duration).valueOf() this.delay = new SVG.Number(o.delay).valueOf() this.start = +new Date() + this.delay this.finish = this.start + this.duration this.ease = o.ease // this.loop is incremented from 0 to this.loops // it is also incremented when in an infinite loop (when this.loops is true) this.loop = 0 this.loops = false this.animations = { // functionToCall: [list of morphable objects] // e.g. move: [SVG.Number, SVG.Number] } this.attrs = { // holds all attributes which are not represented from a function svg.js provides // e.g. someAttr: SVG.Number } this.styles = { // holds all styles which should be animated // e.g. fill-color: SVG.Color } this.transforms = [ // holds all transformations as transformation objects // e.g. [SVG.Rotate, SVG.Translate, SVG.Matrix] ] this.once = { // functions to fire at a specific position // e.g. "0.5": function foo(){} } } }) SVG.FX = SVG.invent({ create: function(element) { this._target = element this.situations = [] this.active = false this.situation = null this.paused = false this.lastPos = 0 this.pos = 0 // The absolute position of an animation is its position in the context of its complete duration (including delay and loops) // When performing a delay, absPos is below 0 and when performing a loop, its value is above 1 this.absPos = 0 this._speed = 1 } , extend: { /** * sets or returns the target of this animation * @param o object || number In case of Object it holds all parameters. In case of number its the duration of the animation * @param ease function || string Function which should be used for easing or easing keyword * @param delay Number indicating the delay before the animation starts * @return target || this */ animate: function(o, ease, delay){ if(typeof o == 'object'){ ease = o.ease delay = o.delay o = o.duration } var situation = new SVG.Situation({ duration: o || 1000, delay: delay || 0, ease: SVG.easing[ease || '-'] || ease }) this.queue(situation) return this } /** * sets a delay before the next element of the queue is called * @param delay Duration of delay in milliseconds * @return this.target() */ , delay: function(delay){ // The delay is performed by an empty situation with its duration // attribute set to the duration of the delay var situation = new SVG.Situation({ duration: delay, delay: 0, ease: SVG.easing['-'] }) return this.queue(situation) } /** * sets or returns the target of this animation * @param null || target SVG.Element which should be set as new target * @return target || this */ , target: function(target){ if(target && target instanceof SVG.Element){ this._target = target return this } return this._target } // returns the absolute position at a given time , timeToAbsPos: function(timestamp){ return (timestamp - this.situation.start) / (this.situation.duration/this._speed) } // returns the timestamp from a given absolute positon , absPosToTime: function(absPos){ return this.situation.duration/this._speed * absPos + this.situation.start } // starts the animationloop , startAnimFrame: function(){ this.stopAnimFrame() this.animationFrame = window.requestAnimationFrame(function(){ this.step() }.bind(this)) } // cancels the animationframe , stopAnimFrame: function(){ window.cancelAnimationFrame(this.animationFrame) } // kicks off the animation - only does something when the queue is currently not active and at least one situation is set , start: function(){ // dont start if already started if(!this.active && this.situation){ this.active = true this.startCurrent() } return this } // start the current situation , startCurrent: function(){ this.situation.start = +new Date + this.situation.delay/this._speed this.situation.finish = this.situation.start + this.situation.duration/this._speed return this.initAnimations().step() } /** * adds a function / Situation to the animation queue * @param fn function / situation to add * @return this */ , queue: function(fn){ if(typeof fn == 'function' || fn instanceof SVG.Situation) this.situations.push(fn) if(!this.situation) this.situation = this.situations.shift() return this } /** * pulls next element from the queue and execute it * @return this */ , dequeue: function(){ // stop current animation this.stop() // get next animation from queue this.situation = this.situations.shift() if(this.situation){ if(this.situation instanceof SVG.Situation) { this.start() } else { // If it is not a SVG.Situation, then it is a function, we execute it this.situation.call(this) } } return this } // updates all animations to the current state of the element // this is important when one property could be changed from another property , initAnimations: function() { var i, j, source var s = this.situation if(s.init) return this for(i in s.animations){ source = this.target()[i]() if(!Array.isArray(source)) { source = [source] } if(!Array.isArray(s.animations[i])) { s.animations[i] = [s.animations[i]] } //if(s.animations[i].length > source.length) { // source.concat = source.concat(s.animations[i].slice(source.length, s.animations[i].length)) //} for(j = source.length; j--;) { // The condition is because some methods return a normal number instead // of a SVG.Number if(s.animations[i][j] instanceof SVG.Number) source[j] = new SVG.Number(source[j]) s.animations[i][j] = source[j].morph(s.animations[i][j]) } } for(i in s.attrs){ s.attrs[i] = new SVG.MorphObj(this.target().attr(i), s.attrs[i]) } for(i in s.styles){ s.styles[i] = new SVG.MorphObj(this.target().style(i), s.styles[i]) } s.initialTransformation = this.target().matrixify() s.init = true return this } , clearQueue: function(){ this.situations = [] return this } , clearCurrent: function(){ this.situation = null return this } /** stops the animation immediately * @param jumpToEnd A Boolean indicating whether to complete the current animation immediately. * @param clearQueue A Boolean indicating whether to remove queued animation as well. * @return this */ , stop: function(jumpToEnd, clearQueue){ var active = this.active this.active = false if(clearQueue){ this.clearQueue() } if(jumpToEnd && this.situation){ // initialize the situation if it was not !active && this.startCurrent() this.atEnd() } this.stopAnimFrame() return this.clearCurrent() } /** resets the element to the state where the current element has started * @return this */ , reset: function(){ if(this.situation){ var temp = this.situation this.stop() this.situation = temp this.atStart() } return this } // Stop the currently-running animation, remove all queued animations, and complete all animations for the element. , finish: function(){ this.stop(true, false) while(this.dequeue().situation && this.stop(true, false)); this.clearQueue().clearCurrent() return this } // set the internal animation pointer at the start position, before any loops, and updates the visualisation , atStart: function() { return this.at(0, true) } // set the internal animation pointer at the end position, after all the loops, and updates the visualisation , atEnd: function() { if (this.situation.loops === true) { // If in a infinite loop, we end the current iteration this.situation.loops = this.situation.loop + 1 } if(typeof this.situation.loops == 'number') { // If performing a finite number of loops, we go after all the loops return this.at(this.situation.loops, true) } else { // If no loops, we just go at the end return this.at(1, true) } } // set the internal animation pointer to the specified position and updates the visualisation // if isAbsPos is true, pos is treated as an absolute position , at: function(pos, isAbsPos){ var durDivSpd = this.situation.duration/this._speed this.absPos = pos // If pos is not an absolute position, we convert it into one if (!isAbsPos) { if (this.situation.reversed) this.absPos = 1 - this.absPos this.absPos += this.situation.loop } this.situation.start = +new Date - this.absPos * durDivSpd this.situation.finish = this.situation.start + durDivSpd return this.step(true) } /** * sets or returns the speed of the animations * @param speed null || Number The new speed of the animations * @return Number || this */ , speed: function(speed){ if (speed === 0) return this.pause() if (speed) { this._speed = speed // We use an absolute position here so that speed can affect the delay before the animation return this.at(this.absPos, true) } else return this._speed } // Make loopable , loop: function(times, reverse) { var c = this.last() // store total loops c.loops = (times != null) ? times : true c.loop = 0 if(reverse) c.reversing = true return this } // pauses the animation , pause: function(){ this.paused = true this.stopAnimFrame() return this } // unpause the animation , play: function(){ if(!this.paused) return this this.paused = false // We use an absolute position here so that the delay before the animation can be paused return this.at(this.absPos, true) } /** * toggle or set the direction of the animation * true sets direction to backwards while false sets it to forwards * @param reversed Boolean indicating whether to reverse the animation or not (default: toggle the reverse status) * @return this */ , reverse: function(reversed){ var c = this.last() if(typeof reversed == 'undefined') c.reversed = !c.reversed else c.reversed = reversed return this } /** * returns a float from 0-1 indicating the progress of the current animation * @param eased Boolean indicating whether the returned position should be eased or not * @return number */ , progress: function(easeIt){ return easeIt ? this.situation.ease(this.pos) : this.pos } /** * adds a callback function which is called when the current animation is finished * @param fn Function which should be executed as callback * @return number */ , after: function(fn){ var c = this.last() , wrapper = function wrapper(e){ if(e.detail.situation == c){ fn.call(this, c) this.off('finished.fx', wrapper) // prevent memory leak } } this.target().on('finished.fx', wrapper) return this._callStart() } // adds a callback which is called whenever one animation step is performed , during: function(fn){ var c = this.last() , wrapper = function(e){ if(e.detail.situation == c){ fn.call(this, e.detail.pos, SVG.morph(e.detail.pos), e.detail.eased, c) } } // see above this.target().off('during.fx', wrapper).on('during.fx', wrapper) this.after(function(){ this.off('during.fx', wrapper) }) return this._callStart() } // calls after ALL animations in the queue are finished , afterAll: function(fn){ var wrapper = function wrapper(e){ fn.call(this) this.off('allfinished.fx', wrapper) } // see above this.target().off('allfinished.fx', wrapper).on('allfinished.fx', wrapper) return this._callStart() } // calls on every animation step for all animations , duringAll: function(fn){ var wrapper = function(e){ fn.call(this, e.detail.pos, SVG.morph(e.detail.pos), e.detail.eased, e.detail.situation) } this.target().off('during.fx', wrapper).on('during.fx', wrapper) this.afterAll(function(){ this.off('during.fx', wrapper) }) return this._callStart() } , last: function(){ return this.situations.length ? this.situations[this.situations.length-1] : this.situation } // adds one property to the animations , add: function(method, args, type){ this.last()[type || 'animations'][method] = args return this._callStart() } /** perform one step of the animation * @param ignoreTime Boolean indicating whether to ignore time and use position directly or recalculate position based on time * @return this */ , step: function(ignoreTime){ // convert current time to an absolute position if(!ignoreTime) this.absPos = this.timeToAbsPos(+new Date) // This part convert a