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apexcharts

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A JavaScript Chart Library

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/*! * svg.js - A lightweight library for manipulating and animating SVG. * @version 2.6.6 * https://svgdotjs.github.io/ * * @copyright Wout Fierens <wout@mick-wout.com> * @license MIT * * BUILT: Thu Aug 30 2018 11:37:58 GMT+0200 (GMT+02:00) */; (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) { // Find global reference - uses 'this' by default when available, // falls back to 'window' otherwise (for bundlers like Webpack) var globalRef = (typeof this !== 'undefined') ? this : window // The main wrapping element var SVG = globalRef.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 true // !!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])) { // make sure to use a clone return array.map(function (el) { return el.slice() }) } else if (array[0].x != null) { // allow point objects to be passed return array.map(function (el) { return [el.x, el.y] }) } } 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 () { if (!SVG.parser.draw) { SVG.prepare() } 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 () { if (!SVG.parser.draw) { SVG.prepare() } 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) { // 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 || parent.node.parentNode.nodeName == '#document') return null // #759, #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)