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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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// # State factory // Scrawl-canvas uses State objects to keep track of Cell object [CanvasRenderingContext2D](https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D) rendering engine state. // // Every entity object also has a State object. Before an entity is 'stamped' onto a Cell &lt;canvas> their State objects are compared, to draw up a list of changes required by the entity to bring the engine's state into alignment. // + State objects are not stored in the Scrawl-canvas library; they can only be accessed through their Cell or entity object. // + State objects __can be shared__ between entity Objects, either by setting one entity object's state attribute to another entity's State object, or by setting a `sharedState` flag in the argument object when cloning a new entity from an existing one. // + Entitys can skip the engine comparison step during their Display cycle stamp functionality by setting their `noCanvasEngineUpdates` flag to true. // + State attributes can be updated directly on the Entity or Cell using those object's normal `set` and `deltaSet` functions. // + State objects will be saved, cloned and killed as part of the Cell or entity save/clone/kill functionality. // #### Imports import { constructors, entity } from '../core/library.js'; import { doCreate, xt, xtGet } from '../helper/utilities.js'; import baseMix from '../mixin/base.js'; // Shared constants import { AUTO, BLACK, DEFAULT_FONT, FONT_USERS, HIGH, LEFT, LINE_DASH, LTR, NONE, NORMAL, PX0, SOURCE_OVER, STATE_ALL_KEYS, STATE_LABEL_KEYS, T_COLOR, TOP, UNDEF } from '../helper/shared-vars.js'; // Local constants const BUTT = 'butt', LINE_WIDTH = 'lineWidth', MITER = 'miter', STATE_LINE_KEYS = ['lineCap', 'lineDash', 'lineDashOffset', 'lineJoin', 'lineWidth', 'miterLimit'], STATE_MAIN_KEYS = ['filter', 'globalAlpha', 'globalCompositeOperation', 'imageSmoothingEnabled', 'imageSmoothingQuality'], STATE_SHADOW_KEYS = ['shadowBlur', 'shadowOffsetX', 'shadowOffsetY'], STATE_STYLE_KEYS = ['fillStyle', 'shadowColor', 'strokeStyle'], T_STATE = 'State'; // #### State constructor const State = function () { this.set(this.defs); this.lineDash = []; return this; }; // #### State prototype const P = State.prototype = doCreate(); P.type = T_STATE; // #### Mixins baseMix(P); // #### State attributes P.defs = { // ##### Fills and Strokes // __fillStyle__ and __strokeStyle__ - color, gradient or pattern used to outline or fill a entity. Can be: // + CSS format color String - `#fff`, `#ffffff`, `rgb(255 255 255)`, `rgb(255,255,255)`, `rgba(255,255,255,1)`, `white`, etc // + COLORNAME String // + GRADIENTNAME String // + RADIALGRADIENTNAME String // + CONICGRADIENTNAME String // + PATTERNNAME String fillStyle: BLACK, strokeStyle: BLACK, // ##### Miscellaneous engine settings // __globalAlpha__ - entity transparency - a value between 0 and 1, where 0 is completely transparent and 1 is completely opaque globalAlpha: 1, // __globalCompositeOperation__ - compositing method for applying the entity to an existing Cell (&lt;canvas&gt;) display. Permitted values include // + 'source-over' // + 'source-atop' // + 'source-in' // + 'source-out' // + 'destination-over' // + 'destination-atop' // + 'destination-in' // + 'destination-out' // + 'lighter' // + 'darker' // + 'copy' // + 'xor' // + any other permitted value - be aware that different browsers may render these operations in different ways, and some options are not supported by all browsers. globalCompositeOperation: SOURCE_OVER, // ##### Stroke line styling // __lineWidth__ - in pixels lineWidth: 1, // __lineCap__ - how the ends of lines will display. Permitted values include: // + 'butt' // + 'round' // + 'square' lineCap: BUTT, // __lineJoin__ - how line joints will display. Permitted values include: // + 'miter' // + 'round' // + 'bevel' lineJoin: MITER, // __lineDash__ - an array of integer Numbers representing line and gap values (in pixels), for example [5,2,2,2] for a long-short dash pattern lineDash: null, // __lineDashOffset__ - distance along the entity's outline at which to start the line dash. Changing this value can be used to create a 'marching ants effect lineDashOffset: 0, // __miterLimit__ - affecting the 'pointiness' of the line join where two lines join at an acute angle miterLimit: 10, // ##### Shadow styling // If these attributes are set to values different from their defaults, then the shadowing effect will have consequences on how the entity displays. Scrawl-canvas uses a 2-step procedure to displaying both an entity's fill and stroke, applying one before the other - `method` __fillThenDraw__, __drawThenFill__. The shadow will be applied for both operations, which leads to the second operation applying a shadow over the first operation. // // If this is not the desired effect - we want the stroke and fill to display as a unified whole, with the shadow underneath them both - we can use `method` __fillAndDraw__, __drawAndFill__. // // The __clear__ `method` will also include any shadow effect. // __shadowOffsetX__, __shadowOffsetY__ - horizontal and vertical offsets for a entity's shadow, in Number pixels shadowOffsetX: 0, shadowOffsetY: 0, // __shadowBlur__ - the blur width for a entity's shadow, in Number pixels shadowBlur: 0, // __shadowColor__ - the color used for an entity's shadow effect. Can be: // + CSS format color String - `#fff`, `#ffffff`, `rgb(255 255 255)`, `rgb(255,255,255)`, `rgba(255,255,255,1)`, `white`, etc // + COLORNAME String shadowColor: BLACK, // ##### Font styling // __font__ - CSS compatible font string. Note that the canvas context engine will ignore a lot of the more esoteric values that can be included in the font string. font: DEFAULT_FONT, // __direction__ - string from `ltr` (default), `rtl`, `inherit`. Needs to be set appropriately for the font being used eg: Hebrew, Arabic require `rtl` direction. direction: LTR, // __fontKerning__ - string from `auto`, `normal` (default), `none`. Support across browsers varies by interpretation of the standard, if supported at all. fontKerning: NORMAL, // __textRendering__ - string from `auto` (default), `optimizeSpeed`, `optimizeLegibility`, `geometricPrecision`. Support across browsers varies by interpretation of the standard, if supported at all. textRendering: AUTO, // __letterSpacing__ - pixel string. Default is `0px` letterSpacing: PX0, // __wordSpacing__ - pixel string. Default is `0px` wordSpacing: PX0, // __fontStretch__, __fontVariantCaps__ - string. Note that these text-related attributes have patchy support across rendering engines. fontStretch: NORMAL, fontVariantCaps: NORMAL, // ##### CSS/SVG filters // __filter__ - the Canvas 2D engine supports the [filter attribute](https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/filter) on an experimental basis, thus it is not guaranteed to work in all browsers and devices. The filter attribute takes a String value (default: 'none') defining one or more filter functions to be applied to the entity as it is stamped on the canvas. // + Be aware that entitys can also take a `filters` Array - this represents an array of Scrawl-canvas filters to be applied to the entity (or group or Cell). The two filter systems are completely separate - combine their effects at your own risk! filter: NONE, // ##### Image smoothing // __imageSmoothingEnabled__ - switch image smoothing on or off, on a per-entity basis imageSmoothingEnabled: true, // __imageSmoothingQuality__ - when image smoothing is enabled, determine the quality of image smoothing to apply to the entity. imageSmoothingQuality: HIGH, // ##### Other attributes // The following Canvas 2D engine attributes are actively ignored by Scrawl-canvas. Local text positioning is handled by the entity handles and associated layout functionality. textAlign: LEFT, textBaseline: TOP, }; // #### Packet management P.processPacketOut = function (key, value, incs) { let result = true; switch (key) { case LINE_DASH : if (!value.length) { result = (incs.includes(LINE_DASH)) ? true : false; } break; default : if (!incs.includes(key) && value === this.defs[key]) result = false; } return result; }; P.finalizePacketOut = function (copy) { const fill = copy.fillStyle, stroke = copy.strokeStyle; if (fill && !fill.substring) copy.fillStyle = fill.name; if (stroke && !stroke.substring) copy.strokeStyle = stroke.name; return copy; }; // #### Clone management // Handled by Cell and entity objects, not by the State object // #### Kill management // Handled by Cell and entity objects, not by the State object // #### Get, Set, deltaSet const G = P.getters, S = P.setters; G.canvasFont = function () { return this.font; }; S.canvasFont = function (item) { this.font = item; }; // #### Prototype functions // `getChanges` is the key function performed by State objects. This is where the entity's state is compared to a Cell engine's current state, to identify which engine attributes need to change to bring it into alignment with the entity object's requirements P.getChanges = function (ent, engineState) { let k, scaled, i, iz, j, jz, linedashFlag, desired, current; const defs = this.defs, result = {}; const getItem = function (source, key) { return (typeof source[key] !== UNDEF) ? source[key] : defs[key]; }; if (ent.substring) ent = entity[ent]; // 'filter', 'globalAlpha', 'globalCompositeOperation', 'imageSmoothingEnabled', 'imageSmoothingQuality' for (i = 0, iz = STATE_MAIN_KEYS.length; i < iz; i++) { k = STATE_MAIN_KEYS[i]; desired = getItem(this, k); current = getItem(engineState, k); if (current !== desired) result[k] = desired; } // 'shadowBlur', 'shadowOffsetX', 'shadowOffsetY' for (i = 0, iz = STATE_SHADOW_KEYS.length; i < iz; i++) { k = STATE_SHADOW_KEYS[i]; desired = getItem(this, k); current = getItem(engineState, k); if (ent.scaleShadow) { scaled = (desired || 0) * (ent.scale || 1); if (scaled !== current) result[k] = scaled; } else { if (desired !== current) result[k] = desired; } } // 'lineCap', 'lineDash', 'lineDashOffset', 'lineJoin', 'lineWidth', 'miterLimit' if (this.lineWidth || engineState.lineWidth) { for (i = 0, iz = STATE_LINE_KEYS.length; i < iz; i++) { k = STATE_LINE_KEYS[i]; desired = getItem(this, k); current = getItem(engineState, k); if (k === LINE_DASH) { if (desired.length || current.length) { if (desired.length !== current.length) result.lineDash = desired; else { linedashFlag = false; for (j = 0, jz = desired.length; j < jz; j++) { if (desired[j] !== current[j]) { linedashFlag = true; break; } } if (linedashFlag) result.lineDash = desired; } } } else if (k === LINE_WIDTH) { if (ent.scaleOutline) { scaled = (desired || 1) * (ent.scale || 1); if (scaled !== current) result.lineWidth = scaled; } else { if (desired !== current) result.lineWidth = desired; } } else if (current !== desired) result[k] = desired } } // 'fillStyle', 'shadowColor', 'strokeStyle' for (i = 0, iz = STATE_STYLE_KEYS.length; i < iz; i++) { k = STATE_STYLE_KEYS[i]; current = getItem(engineState, k); desired = getItem(this, k); // string colors - only update if necessary if (desired.substring && current !== desired) result[k] = desired; // Color object colors need to be extracted before they can be compared and, if necessary, updated else if (desired.type === T_COLOR) { desired = desired.getData(); if (current !== desired) result[k] = desired; } // gradient and pattern objects - get freshly deployed with each entity stamp else result[k] = desired; } // 'font', 'direction', 'fontKerning', 'textRendering', 'letterSpacing', 'wordSpacing' if (FONT_USERS.includes(ent.type)) { for (i = 0, iz = STATE_LABEL_KEYS.length; i < iz; i++) { k = STATE_LABEL_KEYS[i]; desired = getItem(this, k); current = getItem(engineState, k); if (current !== desired) result[k] = desired; } } return result; }; // The `setStateFromEngine` function takes a CanvasRenderingContext2D engine object and updates its own attributes to match the engine's current state. P.setStateFromEngine = function (engine) { let key; for (let i = 0, iz = STATE_ALL_KEYS.length; i < iz; i++) { key = STATE_ALL_KEYS[i]; this[key] = engine[key]; } this.lineDash = (xt(engine.lineDash)) ? engine.lineDash : []; this.lineDashOffset = xtGet(engine.lineDashOffset, 0); // Actively ignore the following attributes engine.textAlign = LEFT; this.textAlign = LEFT; engine.textBaseline = TOP; this.textBaseline = TOP; return this; }; // #### Factory // Only used internally by Cell and entity factory functions export const makeState = function (items) { if (!items) return false; return new State(items); }; constructors.State = State;