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scrawl-canvas

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Responsive, interactive and more accessible HTML5 canvas elements. Scrawl-canvas is a JavaScript library designed to make using the HTML5 canvas element easier, and more fun

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// # Rectangle factory // A factory for generating rectangular shape-based entitys, including round-cornered rectangles // #### Imports import { constructors } from '../core/library.js'; import { addStrings, doCreate, mergeOver, Ωempty } from '../helper/utilities.js'; import baseMix from '../mixin/base.js'; import shapeMix from '../mixin/shape-basic.js'; // Shared constants import { ENTITY, RECTANGLE, ZERO_PATH } from '../helper/shared-vars.js'; // Local constants const RADIUS_ARRAY_ALL = ['radiusTLX', 'radiusTRX', 'radiusBRX', 'radiusBLX', 'radiusTLY', 'radiusTRY', 'radiusBRY', 'radiusBLY'], RADIUS_ARRAY_BOTTOM = ['radiusBRX', 'radiusBRY', 'radiusBLX', 'radiusBLY'], RADIUS_ARRAY_BOTTOM_LEFT = ['radiusBLX', 'radiusBLY'], RADIUS_ARRAY_BOTTOM_LEFT_X = ['radiusBLX'], RADIUS_ARRAY_BOTTOM_LEFT_Y = ['radiusBLY'], RADIUS_ARRAY_BOTTOM_RIGHT = ['radiusBRX', 'radiusBRY'], RADIUS_ARRAY_BOTTOM_RIGHT_X = ['radiusBRX'], RADIUS_ARRAY_BOTTOM_RIGHT_Y = ['radiusBRY'], RADIUS_ARRAY_BOTTOM_X = ['radiusBRX', 'radiusBLX'], RADIUS_ARRAY_BOTTOM_Y = ['radiusBRY', 'radiusBLY'], RADIUS_ARRAY_LEFT = ['radiusTLX', 'radiusTLY', 'radiusBLX', 'radiusBLY'], RADIUS_ARRAY_LEFT_X = ['radiusTLX', 'radiusBLX'], RADIUS_ARRAY_LEFT_Y = ['radiusTLY', 'radiusBLY'], RADIUS_ARRAY_RIGHT = ['radiusTRX', 'radiusTRY', 'radiusBRX', 'radiusBRY'], RADIUS_ARRAY_RIGHT_X = ['radiusTRX', 'radiusBRX'], RADIUS_ARRAY_RIGHT_Y = ['radiusTRY', 'radiusBRY'], RADIUS_ARRAY_TOP = ['radiusTLX', 'radiusTLY', 'radiusTRX', 'radiusTRY'], RADIUS_ARRAY_TOP_LEFT = ['radiusTLX', 'radiusTLY'], RADIUS_ARRAY_TOP_LEFT_X = ['radiusTLX'], RADIUS_ARRAY_TOP_LEFT_Y = ['radiusTLY'], RADIUS_ARRAY_TOP_RIGHT = ['radiusTRX', 'radiusTRY'], RADIUS_ARRAY_TOP_RIGHT_X = ['radiusTRX'], RADIUS_ARRAY_TOP_RIGHT_Y = ['radiusTRY'], RADIUS_ARRAY_TOP_X = ['radiusTLX', 'radiusTRX'], RADIUS_ARRAY_TOP_Y = ['radiusTLY', 'radiusTRY'], RADIUS_ARRAY_X = ['radiusTLX', 'radiusTRX', 'radiusBRX', 'radiusBLX'], RADIUS_ARRAY_Y = ['radiusTLY', 'radiusTRY', 'radiusBRY', 'radiusBLY'], T_RECTANGLE = 'Rectangle'; // #### Rectangle constructor const Rectangle = function (items = Ωempty) { this.shapeInit(items); this.currentRectangleWidth = 1; this.currentRectangleHeight = 1; return this; }; // #### Rectangle prototype const P = Rectangle.prototype = doCreate(); P.type = T_RECTANGLE; P.lib = ENTITY; P.isArtefact = true; P.isAsset = false; // #### Mixins baseMix(P); shapeMix(P); // #### Rectangle attributes const defaultAttributes = { rectangleWidth: 10, rectangleHeight: 10, radiusTLX: 0, radiusTLY: 0, radiusTRX: 0, radiusTRY: 0, radiusBRX: 0, radiusBRY: 0, radiusBLX: 0, radiusBLY: 0, offshootA: 0.55, offshootB: 0, }; P.defs = mergeOver(P.defs, defaultAttributes); // #### Packet management // No additional packet functionality required // #### Clone management // No additional clone functionality required // #### Kill management // No additional kill functionality required // #### Get, Set, deltaSet const S = P.setters, D = P.deltaSetters; S.radius = function (item) { this.setRectHelper(item, RADIUS_ARRAY_ALL); }; S.radiusX = function (item) { this.setRectHelper(item, RADIUS_ARRAY_X); }; S.radiusY = function (item) { this.setRectHelper(item, RADIUS_ARRAY_Y); }; S.radiusT = function (item) { this.setRectHelper(item, RADIUS_ARRAY_TOP); }; S.radiusB = function (item) { this.setRectHelper(item, RADIUS_ARRAY_BOTTOM); }; S.radiusL = function (item) { this.setRectHelper(item, RADIUS_ARRAY_LEFT); }; S.radiusR = function (item) { this.setRectHelper(item, RADIUS_ARRAY_RIGHT); }; S.radiusTX = function (item) { this.setRectHelper(item, RADIUS_ARRAY_TOP_X); }; S.radiusBX = function (item) { this.setRectHelper(item, RADIUS_ARRAY_BOTTOM_X); }; S.radiusLX = function (item) { this.setRectHelper(item, RADIUS_ARRAY_LEFT_X); }; S.radiusRX = function (item) { this.setRectHelper(item, RADIUS_ARRAY_RIGHT_X); }; S.radiusTY = function (item) { this.setRectHelper(item, RADIUS_ARRAY_TOP_Y); }; S.radiusBY = function (item) { this.setRectHelper(item, RADIUS_ARRAY_BOTTOM_Y); }; S.radiusLY = function (item) { this.setRectHelper(item, RADIUS_ARRAY_LEFT_Y); }; S.radiusRY = function (item) { this.setRectHelper(item, RADIUS_ARRAY_RIGHT_Y); }; S.radiusTL = function (item) { this.setRectHelper(item, RADIUS_ARRAY_TOP_LEFT); }; S.radiusTR = function (item) { this.setRectHelper(item, RADIUS_ARRAY_TOP_RIGHT); }; S.radiusBL = function (item) { this.setRectHelper(item, RADIUS_ARRAY_BOTTOM_LEFT); }; S.radiusBR = function (item) { this.setRectHelper(item, RADIUS_ARRAY_BOTTOM_RIGHT); }; S.radiusTLX = function (item) { this.setRectHelper(item, RADIUS_ARRAY_TOP_LEFT_X); }; S.radiusTLY = function (item) { this.setRectHelper(item, RADIUS_ARRAY_TOP_LEFT_Y); }; S.radiusTRX = function (item) { this.setRectHelper(item, RADIUS_ARRAY_TOP_RIGHT_X); }; S.radiusTRY = function (item) { this.setRectHelper(item, RADIUS_ARRAY_TOP_RIGHT_Y); }; S.radiusBRX = function (item) { this.setRectHelper(item, RADIUS_ARRAY_BOTTOM_RIGHT_X); }; S.radiusBRY = function (item) { this.setRectHelper(item, RADIUS_ARRAY_BOTTOM_RIGHT_Y); }; S.radiusBLX = function (item) { this.setRectHelper(item, RADIUS_ARRAY_BOTTOM_LEFT_X); }; S.radiusBLY = function (item) { this.setRectHelper(item, RADIUS_ARRAY_BOTTOM_LEFT_Y); }; D.radius = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_ALL); }; D.radiusX = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_X); }; D.radiusY = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_Y); }; D.radiusT = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_TOP); }; D.radiusB = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_BOTTOM); }; D.radiusL = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_LEFT); }; D.radiusR = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_RIGHT); }; D.radiusTX = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_TOP_X); }; D.radiusBX = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_BOTTOM_X); }; D.radiusLX = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_LEFT_X); }; D.radiusRX = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_RIGHT_X); }; D.radiusTY = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_TOP_Y); }; D.radiusBY = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_BOTTOM_Y); }; D.radiusLY = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_LEFT_Y); }; D.radiusRY = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_RIGHT_Y); }; D.radiusTL = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_TOP_LEFT); }; D.radiusTR = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_TOP_RIGHT); }; D.radiusBL = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_BOTTOM_LEFT); }; D.radiusBR = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_BOTTOM_RIGHT); }; D.radiusTLX = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_TOP_LEFT_X); }; D.radiusTLY = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_TOP_LEFT_Y); }; D.radiusTRX = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_TOP_RIGHT_X); }; D.radiusTRY = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_TOP_RIGHT_Y); }; D.radiusBRX = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_BOTTOM_RIGHT_X); }; D.radiusBRY = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_BOTTOM_RIGHT_Y); }; D.radiusBLX = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_BOTTOM_LEFT_X); }; D.radiusBLY = function (item) { this.deltaRectHelper(item, RADIUS_ARRAY_BOTTOM_LEFT_Y); }; S.offshootA = function (item) { this.offshootA = item; this.updateDirty(); }; S.offshootB = function (item) { this.offshootB = item; this.updateDirty(); }; D.offshootA = function (item) { if (item.toFixed) { this.offshootA += item; this.updateDirty(); } }; D.offshootB = function (item) { if (item.toFixed) { this.offshootB += item; this.updateDirty(); } }; S.rectangleWidth = function (val) { if (val != null) { this.rectangleWidth = val; this.dirtyDimensions = true; this.dirtyFilterIdentifier = true; } }; S.rectangleHeight = function (val) { if (val != null) { this.rectangleHeight = val; this.dirtyDimensions = true; this.dirtyFilterIdentifier = true; } }; D.rectangleWidth = function (val) { this.rectangleWidth = addStrings(this.rectangleWidth, val); this.dirtyDimensions = true; this.dirtyFilterIdentifier = true; }; D.rectangleHeight = function (val) { this.rectangleHeight = addStrings(this.rectangleHeight, val); this.dirtyDimensions = true; this.dirtyFilterIdentifier = true; }; // #### Prototype functions // `setRectHelper` - internal setter helper function P.setRectHelper = function (item, corners) { this.updateDirty(); corners.forEach(corner => { this[corner] = item; }, this); }; // `deltaRectHelper` - internal setter helper function P.deltaRectHelper = function (item, corners) { this.updateDirty(); corners.forEach(corner => { this[corner] = addStrings(this[corner], item); }, this); }; // `cleanSpecies` - internal helper function - called by `prepareStamp` P.cleanSpecies = function () { this.dirtySpecies = false; this.pathDefinition = this.makeRectanglePath(); }; // `cleanDimensions` - internal helper function called by `prepareStamp` // + Unlike other Shape entitys, Rectangles have settable dimensions `rectangleWidth` and `rectangleWidth`. P.cleanDimensions = function () { this.dirtyDimensions = false; const host = this.getHost(); if (host) { const hostDims = (host.currentDimensions) ? host.currentDimensions : [host.w, host.h], oldW = this.currentRectangleWidth || 1, oldH = this.currentRectangleHeight || 1; let w = this.rectangleWidth, h = this.rectangleHeight; if (w.substring) w = (parseFloat(w) / 100) * hostDims[0]; if (h.substring) h = (parseFloat(h) / 100) * hostDims[1]; const mimic = this.mimic; let mimicDims; if (mimic && mimic.name && this.useMimicDimensions) mimicDims = mimic.currentDimensions; if (mimicDims) { this.currentRectangleWidth = (this.addOwnDimensionsToMimic) ? mimicDims[0] + w : mimicDims[0]; this.currentRectangleHeight = (this.addOwnDimensionsToMimic) ? mimicDims[1] + h : mimicDims[1]; } else { this.currentRectangleWidth = w; this.currentRectangleHeight = h; } this.currentDimensions[0] = this.currentRectangleWidth; this.currentDimensions[1] = this.currentRectangleHeight; this.dirtyStart = true; this.dirtyHandle = true; this.dirtyOffset = true; if (oldW !== this.currentRectangleWidth || oldH !== this.currentRectangleHeight) this.dirtyPositionSubscribers = true; if (this.mimicked && this.mimicked.length) this.dirtyMimicDimensions = true; } else this.dirtyDimensions = true; }; // `makeRectanglePath` - internal helper function - called by `cleanSpecies` P.makeRectanglePath = function () { if (this.dirtyDimensions) this.cleanDimensions() const width = this.currentRectangleWidth, height = this.currentRectangleHeight; const A = this.offshootA, B = this.offshootB; let _tlx = this.radiusTLX, _tly = this.radiusTLY, _trx = this.radiusTRX, _try = this.radiusTRY, _brx = this.radiusBRX, _bry = this.radiusBRY, _blx = this.radiusBLX, _bly = this.radiusBLY; if (_tlx.substring || _tly.substring || _trx.substring || _try.substring || _brx.substring || _bry.substring || _blx.substring || _bly.substring) { _tlx = (_tlx.substring) ? (parseFloat(_tlx) / 100) * width : _tlx; _tly = (_tly.substring) ? (parseFloat(_tly) / 100) * height : _tly; _trx = (_trx.substring) ? (parseFloat(_trx) / 100) * width : _trx; _try = (_try.substring) ? (parseFloat(_try) / 100) * height : _try; _brx = (_brx.substring) ? (parseFloat(_brx) / 100) * width : _brx; _bry = (_bry.substring) ? (parseFloat(_bry) / 100) * height : _bry; _blx = (_blx.substring) ? (parseFloat(_blx) / 100) * width : _blx; _bly = (_bly.substring) ? (parseFloat(_bly) / 100) * height : _bly; } let myData = ZERO_PATH; if (width - _tlx - _trx !== 0) myData += `h${width - _tlx - _trx}`; if (_trx + _try !== 0) myData += `c${_trx * A},${_try * B} ${_trx - (_trx * B)},${_try - (_try * A)}, ${_trx},${_try}`; if (height - _try - _bry !== 0) myData += `v${height - _try - _bry}`; if (_brx + _bry !== 0) myData += `c${-_brx * B},${_bry * A} ${-_brx + (_brx * A)},${_bry - (_bry * B)} ${-_brx},${_bry}`; if (-width + _blx + _brx !== 0) myData += `h${-width + _blx + _brx}`; if (_blx + _bly !== 0) myData += `c${-_blx * A},${-_bly * B} ${-_blx + (_blx * B)},${-_bly + (_bly * A)} ${-_blx},${-_bly}`; if (-height + _tly + _bly !== 0) myData += `v${-height + _tly + _bly}`; if (_tlx + _tly !== 0) myData += `c${_tlx * B},${-_tly * A} ${_tlx - (_tlx * A)},${-_tly + (_tly * B)} ${_tlx},${-_tly}`; myData += 'z'; return myData; }; P.calculateLocalPathAdditionalActions = function () { let scale = this.scale; if (scale < 0.001) scale = 0.001; const [x, y] = this.localBox; this.pathDefinition = this.pathDefinition.replace(ZERO_PATH, `m${-x / scale},${-y / scale}`); this.pathCalculatedOnce = false; // ALWAYS, when invoking `calculateLocalPath` from `calculateLocalPathAdditionalActions`, include the second argument, set to `true`! Failure to do this leads to an infinite loop which will make your machine weep. // + We need to recalculate the local path to take into account the offset required to put the Rectangle entity's start coordinates at the top-left of the local box, and to recalculate the data used by other artefacts to place themselves on, or move along, its path. this.calculateLocalPath(this.pathDefinition, true); }; // #### Factories // ##### makeRectangle // Essentially this Shape looks like a Block with rounded corners // // Rectangle Shapes are unique in that they require width and height dimensions, supplied in the __rectangleWidth__ and __rectangleHeight__ attributes. // // Internally, Scrawl-canvas uses quadratic curves to construct the corners. The _bend_ of these corners is set by the quadratic's control point which doesn't have its own coordinate but is rather calculated using two float Number variables: __offshootA__ (default: `0.55`) and __offshootB__ (default: `0`) - change these values to make the corners more or less bendy. // // Each corner of the rectangle can be rounded using __radius__ values. Like the ___oval Shape___, the corner has both a horizontal `x` radius and a vertical `y` radius. Thus to draw a rectangle, we need to supply a total of 8 radius measurements: // + __radiusTLX__ - the __T__op __L__eft corner's `x` radius // + __radiusTLY__ - the __T__op __L__eft corner's `y` radius // + __radiusTRX__ - the __T__op __R__ight corner's `x` radius // + __radiusTRY__ - the __T__op __R__ight corner's `y` radius // + __radiusBRX__ - the __B__ottom __R__ight corner's `x` radius // + __radiusBRY__ - the __B__ottom __R__ight corner's `y` radius // + __radiusBLX__ - the __B__ottom __L__eft corner's `x` radius // + __radiusBLY__ - the __B__ottom __L__eft corner's `y` radius // // For convenience a lot of ___pseudo-attributes___ are supplied, which make defining the radius of each corner a bit easier. We achieve this by adding a letter or combination of letters to the word `'radius'`: // + ___radius___ - all 8 radius values are set to the given distance (measured in px) // + ___radiusX___ - the 4 `x` radius values // + ___radiusY___ - the 4 `y` radius values // + ___radiusT___ - the 4 `top` radius values // + ___radiusTX___ - both `x` radius values for the `top` corners // + ___radiusTY___ - both `y` radius values for the `top` corners // + ___radiusB___ - the 4 `bottom` radius values // + ___radiusBX___ - both `x` radius values for the `bottom` corners // + ___radiusBY___ - both `y` radius values for the `bottom` corners // + ___radiusL___ - the 4 `left` radius values // + ___radiusLX___ - both `x` radius values for the `left` corners // + ___radiusLY___ - both `y` radius values for the `left` corners // + ___radiusR___ - the 4 `right` radius values // + ___radiusRX___ - both `x` radius values for the `right` corners // + ___radiusRY___ - both `y` radius values for the `right` corners // + ___radiusTL___ - both radius values for the `top left` corner // + ___radiusTR___ - both radius values for the `top right` corner // + ___radiusBL___ - both radius values for the `bottom left` corner // + ___radiusBR___ - both radius values for the `bottom right` corner // // ``` // scrawl.makeRectangle({ // // name: 'tab', // // startX: 20, // startY: 200, // // rectangleWidth: 120, // rectangleHeight: 80, // // radiusT: 20, // radiusB: 0, // // fillStyle: 'lightblue', // method: 'fillAndDraw', // }); // ``` export const makeRectangle = function (items) { if (!items) return false; items.species = RECTANGLE; return new Rectangle(items); }; constructors.Rectangle = Rectangle;