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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/ */; (function (root, factory) { /* istanbul ignore next */ if (typeof define === 'function' && define.amd) { define(function () { return factory(root, root.document) }) /* below check fixes #412 */ } else if (typeof exports === 'object' && typeof module !== 'undefined') { 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.dev' // 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 // Get list of modules modules = [].slice.call(arguments) // Get object with extensions methods = modules.pop() for (var i = modules.length - 1; i >= 0; i--) { if (modules[i]) { for (var 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 il = array.length, result = [] for (var i = 0; i < il; i++) { result.push(block(array[i])) } return result }, // Filter function filter: function (array, block) { var il = array.length, result = [] for (var i = 0; i < il; i++) { if (block(array[i])) { result.push(array[i]) } } return result }, 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, { // 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) }, }) // 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 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]] }, Q: function (c, p) { p.x = c[2] p.y = c[3] return ['Q', c[0], c[1], c[2], c[3]] }, S: function (c, p) { p.x = c[2] p.y = c[3] return ['S', c[0], c[1], c[2], c[3]] }, Z: function (c, p, p0) { p.x = p0.x p.y = p0.y return ['Z'] }, } 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) } } if(pathHandlers && typeof pathHandlers[i] === 'function') { // this check fixes jest unit tests 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 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(), il, jl // Animate has specified in the SVG spec // See: https://www.w3.org/TR/SVG11/paths.html#PathElement for (var i = 0, il = sourceArray.length; i < il; i++) { array[i] = [sourceArray[i][0]] for (var 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) }, // 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() */ /** * 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 source var s = this.situation if (s.init) return this for (var 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 (var 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 (var i in s.attrs) { s.attrs[i] = new SVG.MorphObj(this.target().attr(i), s.attrs[i]) } for (var 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() }, 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() }, 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 an absolute position to a position if (this.situation.loops !== false) { var absPos, absPosInt, lastLoop // If the absolute position is below 0, we just treat it as if it was 0 absPos = Math.max(this.absPos, 0) absPosInt = Math.floor(absPos) if (this.situation.loops === true || absPosInt < this.situation.loops) { this.pos = absPos - absPosInt lastLoop = this.situation.loop this.situation.loop = absPosInt } else { this.absPos = this.situation.loops this.pos = 1 // The -1 here is because we don't want to toggle reversed when all the loops have been completed lastLoop = this.situation.loop - 1 this.situation.loop = this.situation.loops } if (this.situation.reversing) { // Toggle reversed if an odd number of loops as occured since the last call of step this.situation.reversed = this.situation.reversed != Boolean((this.situation.loop - lastLoop) % 2) } } else { // If there are no loop, the absolute position must not be above 1 this.absPos = Math.min(this.absPos, 1) this.pos = this.absPos } // while the absolute position can be below 0, the position must not be below 0 if (this.pos < 0) this.pos = 0 if (this.situation.reversed) this.pos = 1 - this.pos // apply easing var eased = this.situation.ease(this.pos) // call once-callbacks for (var i in this.situation.once) { if (i > this.lastPos && i <= eased) { this.situation.once[i].call(this.target(), this.pos, eased) delete this.situation.once[i] } } // fire during callback with position, eased position and current situation as parameter if (this.active) this.target().fire('during', {pos: this.pos, eased: eased, fx: this, situation: this.situation}) // the user may call stop or finish in the during callback // so make sure that we still have a valid situation if (!this.situation) { return this } // apply the actual animation to every property this.eachAt() // do final code when situation is finished if ((this.pos == 1 && !this.situation.reversed) || (this.situation.reversed && this.pos == 0)) { // stop animation callback this.stopAnimFrame() // fire finished callback with current situation as parameter this.target().fire('finished', {fx: this, situation: this.situation}) if (!this.situations.length) { this.target().fire('allfinished') // Recheck the length since the user may call animate in the afterAll callback if (!this.situations.length) { this.target().off('.fx') // there shouldnt be any binding left, but to make sure... this.active = false } } // start next animation if (this.active) this.dequeue() else this.clearCurrent() } else if (!this.paused && this.active) { // we continue animating when we are not at the end this.startAnimFrame() } // save last eased position for once callback triggering this.lastPos = eased return this }, // calculates the step for every property and calls block with it eachAt: function () { var len, at, self = this, target = this.target(), s = this.situation // apply animations which can be called trough a method for (var i in s.animations) { at = [].concat(s.animations[i]).map(function (el) { return typeof el !== 'string' && el.at ? el.at(s.ease(self.pos), self.pos) : el }) target[i].apply(target, at) } // apply animation which has to be applied with attr() for (var i in s.attrs) { at = [i].concat(s.attrs[i]).map(function (el) { return typeof el !== 'string' && el.at ? el.at(s.ease(self.pos), self.pos) : el }) target.attr.apply(target, at) } // apply animation which has to be applied with style() for (var i in s.styles) { at = [i].concat(s.styles[i]).map(function (el) { return typeof el !== 'string' && el.at ? el.at(s.ease(self.pos), self.pos) : el }) target.style.apply(target, at) } // animate initialTransformation which has to be chained if (s.transforms.length) { // get initial initialTransformation at = s.initialTransformation for (var i = 0, len = s.transforms.length; i < len; i++) { // get next transformation in chain var a = s.transforms[i] // multiply matrix directly if (a instanceof SVG.Matrix) { if (a.relative) { at = at.multiply(new SVG.Matrix().morph(a).at(s.ease(this.pos))) } else { at = at.morph(a).at(s.ease(this.pos)) } continue } // when transformation is absolute we have to reset the needed transformation first if (!a.relative) { a.undo(at.extract()) } // and reapply it after at = at.multiply(a.at(s.ease(this.pos))) } // set new matrix on element target.matrix(at) } return this }, // adds an once-callback which is called at a specific position and never again once: function (pos, fn, isEased) { var c = this.last() if (!isEased) pos = c.ease(pos) c.once[pos] = fn return this }, _callStart: function () { setTimeout(function () { this.start() }.bind(this), 0) return this } }, parent: SVG.Element, // Add method to parent elements construct: { // Get fx module or create a new one, then animate with given duration and ease animate: function (o, ease, delay) { return (this.fx || (this.fx = new SVG.FX(this))).animate(o, ease, delay) }, delay: function (delay) { return (this.fx || (this.fx = new SVG.FX(this))).delay(delay) }, stop: function (jumpToEnd, clearQueue) { if (this.fx) { this.fx.stop(jumpToEnd, clearQueue) } return this }, finish: function () { if (this.fx) { this.fx.finish() } return this }, } }) // MorphObj is used whenever no morphable object is given SVG.MorphObj = SVG.invent({ create: function (from, to) { // prepare color for morphing if (SVG.Color.isColor(to)) return new SVG.Color(from).morph(to) // check if we have a list of values if (SVG.regex.delimiter.test(from)) { // prepare path for morphing if (SVG.regex.pathLetters.test(from)) return new SVG.PathArray(from).morph(to) // prepare value list for morphing else return new SVG.Array(from).morph(to) } // prepare number for morphing if (SVG.regex.numberAndUnit.test(to)) return new SVG.Number(from).morph(to) // prepare for plain morphing this.value = from this.destination = to }, extend: { at: function (pos, real) { return real < 1 ? this.value : this.destination }, valueOf: function () { return this.value } } }) SVG.extend(SVG.FX, { // Add animatable attributes attr: function (a, v, relative) { // apply attributes individually if (typeof a === 'object') { for (var key in a) { this.attr(key, a[key]) } } else { this.add(a, v, 'attrs') } return this }, // Add animatable plot plot: function (a, b, c, d) { // Lines can be plotted with 4 arguments if (arguments.length == 4) { return this.plot([a, b, c, d]) } return this.add('plot', new (this.target().morphArray)(a)) }, }) SVG.Box = SVG.invent({ create: function (x, y, width, height) { if (typeof x === 'object' && !(x instanceof SVG.Element)) { // chromes getBoundingClientRect has no x and y property return SVG.Box.call(this, x.left != null ? x.left : x.x, x.top != null ? x.top : x.y, x.width, x.height) } else if (arguments.length == 4) { this.x = x this.y = y this.width = width this.height = height } // add center, right, bottom... fullBox(this) } }) SVG.BBox = SVG.invent({ // Initialize create: function (element) { SVG.Box.apply(this, [].slice.call(arguments)) // get values if element is given if (element instanceof SVG.Element) { var box // yes this is ugly, but Firefox can be a pain when it comes to elements that are not yet rendered try { if (!document.documentElement.contains) { // This is IE - it does not support contains() for top-level SVGs var topParent = element.node while (topParent.parentNode) { topParent = topParent.parentNode } if (topParent != document) throw new Error('Element not in the dom') } else { // the element is NOT in the dom, throw error // disabling the check below which fixes issue #76 // if (!document.documentElement.contains(element.node)) throw new Exception('Element not in the dom') } // find native bbox box = element.node.getBBox() } catch (e) { if (element instanceof SVG.Shape) { if (!SVG.parser.draw) { // fixes apexcharts/vue-apexcharts #14 SVG.prepare() } var clone = element.clone(SVG.parser.draw.instance).show() if(clone && clone.node && typeof clone.node.getBBox === 'function') { // this check fixes jest unit tests box = clone.node.getBBox() } if(clone && typeof clone.remove === 'function') { clone.remove() } } else { box = { x: element.node.clientLeft, y: element.node.clientTop, width: element.node.clientWidth, height: element.node.clientHeight } } } SVG.Box.call(this, box) } }, // Define ancestor inherit: SVG.Box, // Define Parent parent: SVG.Element, // Constructor construct: { // Get bounding box bbox: function () { return new SVG.BBox(this) } } }) SVG.BBox.prototype.constructor = SVG.BBox SVG.Matrix = SVG.invent({ // Initialize create: function (source) { var base = arrayToMatrix([1, 0, 0, 1, 0, 0]) // ensure source as object source = source === null ? base : source instanceof SVG.Element ? source.matrixify() : typeof source === 'string' ? arrayToMatrix(source.split(SVG.regex.delimiter).map(parseFloat)) : arguments.length == 6 ? arrayToMatrix([].slice.call(arguments)) : Array.isArray(source) ? arrayToMatrix(source) : source && typeof source === 'object' ? source : base // merge source for (var i = abcdef.length - 1; i >= 0; --i) { this[abcdef[i]] = source[abcdef[i]] != null ? source[abcdef[i]] : base[abcdef[i]] } }, // Add methods extend: { // Extract individual transformations extract: function () { // find delta transform points var px = deltaTransformPoint(this, 0, 1), py = deltaTransformPoint(this, 1, 0), skewX = 180 / Math.PI * Math.atan2(px.y, px.x) - 90 return { // translation x: this.e, y: this.f, transformedX: (this.e * Math.cos(skewX * Math.PI / 180) + this.f * Math.sin(skewX * Math.PI / 180)) / Math.sqrt(this.a * this.a + this.b * this.b), transformedY: (this.f * Math.cos(skewX * Math.PI / 180) + this.e * Math.sin(-skewX * Math.PI / 180)) / Math.sqrt(this.c * this.c + this.d * this.d), // rotation rotation: skewX, a: this.a, b: this.b, c: this.c, d: this.d,