Fixed clipping behavior and handling of save/restore around stroke and fill.
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762
context.js
762
context.js
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4
package-lock.json
generated
4
package-lock.json
generated
@ -1,6 +1,6 @@
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{
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"name": "svgcanvas",
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"version": "2.5.0",
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"name": "@aha-app/svgcanvas",
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"version": "2.5.0-a11",
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"lockfileVersion": 1,
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"requires": true,
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"dependencies": {
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@ -1,6 +1,6 @@
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{
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"name": "@aha-app/svgcanvas",
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"version": "2.5.0-a6",
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"version": "2.5.0-a11",
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"description": "svgcanvas",
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"main": "dist/svgcanvas.js",
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"scripts": {
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265
path2d.js
265
path2d.js
@ -1,4 +1,4 @@
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import { format } from './utils';
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import { format } from "./utils";
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export default (function () {
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"use strict";
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@ -9,10 +9,10 @@ export default (function () {
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if (!ctx) {
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console.error("Path2D must be passed the context");
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}
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if (typeof arg === 'string') {
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if (typeof arg === "string") {
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// Initialize from string path.
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this.__pathString = arg;
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} else if (typeof arg === 'object') {
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} else if (typeof arg === "object") {
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// Initialize by copying another path.
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this.__pathString = arg.__pathString;
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} else {
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@ -21,18 +21,19 @@ export default (function () {
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}
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this.ctx = ctx;
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this.__currentPosition = {x: undefined, y: undefined};
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}
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this.__currentPosition = { x: undefined, y: undefined };
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};
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Path2D.prototype.__matrixTransform = function(x, y) {
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Path2D.prototype.__matrixTransform = function (x, y) {
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return this.ctx.__matrixTransform(x, y);
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}
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};
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Path2D.prototype.addPath = function(path, transform) {
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if (transform) console.error("transform argument to addPath is not supported");
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Path2D.prototype.addPath = function (path, transform) {
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if (transform)
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console.error("transform argument to addPath is not supported");
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this.__pathString = this.__pathString + " " + path;
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}
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};
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/**
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* Closes the current path
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@ -45,31 +46,36 @@ export default (function () {
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* Adds the move command to the current path element,
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* if the currentPathElement is not empty create a new path element
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*/
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Path2D.prototype.moveTo = function (x,y) {
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Path2D.prototype.moveTo = function (x, y) {
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// creates a new subpath with the given point
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this.__currentPosition = {x: x, y: y};
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this.addPath(format("M {x} {y}", {
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this.__currentPosition = { x: x, y: y };
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this.addPath(
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format("M {x} {y}", {
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y
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}));
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y: this.__matrixTransform(x, y).y,
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})
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);
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};
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/**
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* Adds a line to command
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*/
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Path2D.prototype.lineTo = function (x, y) {
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this.__currentPosition = {x: x, y: y};
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if (this.__pathString.indexOf('M') > -1) {
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this.addPath(format("L {x} {y}", {
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this.__currentPosition = { x: x, y: y };
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if (this.__pathString.indexOf("M") > -1) {
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this.addPath(
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format("L {x} {y}", {
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y
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}));
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y: this.__matrixTransform(x, y).y,
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})
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);
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} else {
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this.addPath(format("M {x} {y}", {
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this.addPath(
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format("M {x} {y}", {
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y
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}));
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y: this.__matrixTransform(x, y).y,
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})
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);
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}
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};
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@ -77,73 +83,79 @@ export default (function () {
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* Adds a rectangle to the path.
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*/
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Path2D.prototype.rect = function (x, y, width, height) {
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if (this.__currentElement.nodeName !== "path") {
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this.beginPath();
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}
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this.moveTo(x, y);
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this.lineTo(x+width, y);
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this.lineTo(x+width, y+height);
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this.lineTo(x, y+height);
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this.lineTo(x + width, y);
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this.lineTo(x + width, y + height);
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this.lineTo(x, y + height);
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this.lineTo(x, y);
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this.closePath();
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};
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/**
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* Add a bezier command
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*/
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Path2D.prototype.bezierCurveTo = function (cp1x, cp1y, cp2x, cp2y, x, y) {
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this.__currentPosition = {x: x, y: y};
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this.addPath(format("C {cp1x} {cp1y} {cp2x} {cp2y} {x} {y}",
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{
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this.__currentPosition = { x: x, y: y };
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this.addPath(
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format("C {cp1x} {cp1y} {cp2x} {cp2y} {x} {y}", {
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cp1x: this.__matrixTransform(cp1x, cp1y).x,
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cp1y: this.__matrixTransform(cp1x, cp1y).y,
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cp2x: this.__matrixTransform(cp2x, cp2y).x,
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cp2y: this.__matrixTransform(cp2x, cp2y).y,
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y
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}));
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y: this.__matrixTransform(x, y).y,
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})
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);
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};
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/**
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* Adds a quadratic curve to command
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*/
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Path2D.prototype.quadraticCurveTo = function (cpx, cpy, x, y) {
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this.__currentPosition = {x: x, y: y};
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this.addPath(format("Q {cpx} {cpy} {x} {y}", {
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this.__currentPosition = { x: x, y: y };
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this.addPath(
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format("Q {cpx} {cpy} {x} {y}", {
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cpx: this.__matrixTransform(cpx, cpy).x,
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cpy: this.__matrixTransform(cpx, cpy).y,
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y
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}));
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y: this.__matrixTransform(x, y).y,
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})
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);
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};
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/**
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* Arc command!
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*/
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Path2D.prototype.arc = function (x, y, radius, startAngle, endAngle, counterClockwise) {
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Path2D.prototype.arc = function (
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x,
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y,
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radius,
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startAngle,
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endAngle,
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counterClockwise
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) {
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// in canvas no circle is drawn if no angle is provided.
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if (startAngle === endAngle) {
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return;
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}
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startAngle = startAngle % (2*Math.PI);
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endAngle = endAngle % (2*Math.PI);
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startAngle = startAngle % (2 * Math.PI);
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endAngle = endAngle % (2 * Math.PI);
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if (startAngle === endAngle) {
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//circle time! subtract some of the angle so svg is happy (svg elliptical arc can't draw a full circle)
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endAngle = ((endAngle + (2*Math.PI)) - 0.001 * (counterClockwise ? -1 : 1)) % (2*Math.PI);
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endAngle =
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(endAngle + 2 * Math.PI - 0.001 * (counterClockwise ? -1 : 1)) %
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(2 * Math.PI);
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}
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var endX = x+radius*Math.cos(endAngle),
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endY = y+radius*Math.sin(endAngle),
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startX = x+radius*Math.cos(startAngle),
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startY = y+radius*Math.sin(startAngle),
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var endX = x + radius * Math.cos(endAngle),
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endY = y + radius * Math.sin(endAngle),
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startX = x + radius * Math.cos(startAngle),
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startY = y + radius * Math.sin(startAngle),
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sweepFlag = counterClockwise ? 0 : 1,
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largeArcFlag = 0,
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diff = endAngle - startAngle;
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// https://github.com/gliffy/canvas2svg/issues/4
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if (diff < 0) {
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diff += 2*Math.PI;
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diff += 2 * Math.PI;
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}
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if (counterClockwise) {
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@ -152,25 +164,34 @@ export default (function () {
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largeArcFlag = diff > Math.PI ? 1 : 0;
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}
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var scaleX = Math.hypot(this.ctx.__transformMatrix.a, this.ctx.__transformMatrix.b);
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var scaleY = Math.hypot(this.ctx.__transformMatrix.c, this.ctx.__transformMatrix.d);
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var scaleX = Math.hypot(
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this.ctx.__transformMatrix.a,
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this.ctx.__transformMatrix.b
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);
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var scaleY = Math.hypot(
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this.ctx.__transformMatrix.c,
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this.ctx.__transformMatrix.d
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);
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this.lineTo(startX, startY);
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this.addPath(format("A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}",
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this.addPath(
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format(
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"A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}",
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{
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rx:radius * scaleX,
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ry:radius * scaleY,
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xAxisRotation:0,
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largeArcFlag:largeArcFlag,
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sweepFlag:sweepFlag,
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rx: radius * scaleX,
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ry: radius * scaleY,
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xAxisRotation: 0,
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largeArcFlag: largeArcFlag,
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sweepFlag: sweepFlag,
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endX: this.__matrixTransform(endX, endY).x,
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endY: this.__matrixTransform(endX, endY).y
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}));
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endY: this.__matrixTransform(endX, endY).y,
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}
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)
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);
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this.__currentPosition = {x: endX, y: endY};
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this.__currentPosition = { x: endX, y: endY };
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};
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/**
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* Return a new normalized vector of given vector
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*/
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@ -196,7 +217,9 @@ export default (function () {
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// Negative values for radius must cause the implementation to throw an IndexSizeError exception.
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if (radius < 0) {
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throw new Error("IndexSizeError: The radius provided (" + radius + ") is negative.");
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throw new Error(
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"IndexSizeError: The radius provided (" + radius + ") is negative."
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);
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}
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// If the point (x0, y0) is equal to the point (x1, y1),
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@ -204,9 +227,7 @@ export default (function () {
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// or if the radius radius is zero,
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// then the method must add the point (x1, y1) to the subpath,
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// and connect that point to the previous point (x0, y0) by a straight line.
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if (((x0 === x1) && (y0 === y1))
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|| ((x1 === x2) && (y1 === y2))
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|| (radius === 0)) {
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if ((x0 === x1 && y0 === y1) || (x1 === x2 && y1 === y2) || radius === 0) {
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this.lineTo(x1, y1);
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return;
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}
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@ -216,7 +237,10 @@ export default (function () {
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// and connect that point to the previous point (x0, y0) by a straight line.
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var unit_vec_p1_p0 = normalize([x0 - x1, y0 - y1]);
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var unit_vec_p1_p2 = normalize([x2 - x1, y2 - y1]);
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if (unit_vec_p1_p0[0] * unit_vec_p1_p2[1] === unit_vec_p1_p0[1] * unit_vec_p1_p2[0]) {
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if (
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unit_vec_p1_p0[0] * unit_vec_p1_p2[1] ===
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unit_vec_p1_p0[1] * unit_vec_p1_p2[0]
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) {
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this.lineTo(x1, y1);
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return;
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}
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@ -227,13 +251,15 @@ export default (function () {
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// The points at which this circle touches these two lines are called the start and end tangent points respectively.
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// note that both vectors are unit vectors, so the length is 1
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var cos = (unit_vec_p1_p0[0] * unit_vec_p1_p2[0] + unit_vec_p1_p0[1] * unit_vec_p1_p2[1]);
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var cos =
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unit_vec_p1_p0[0] * unit_vec_p1_p2[0] +
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unit_vec_p1_p0[1] * unit_vec_p1_p2[1];
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var theta = Math.acos(Math.abs(cos));
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// Calculate origin
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var unit_vec_p1_origin = normalize([
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unit_vec_p1_p0[0] + unit_vec_p1_p2[0],
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unit_vec_p1_p0[1] + unit_vec_p1_p2[1]
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unit_vec_p1_p0[1] + unit_vec_p1_p2[1],
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]);
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var len_p1_origin = radius / Math.sin(theta / 2);
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var x = x1 + len_p1_origin * unit_vec_p1_origin[0];
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@ -241,20 +267,15 @@ export default (function () {
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// Calculate start angle and end angle
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// rotate 90deg clockwise (note that y axis points to its down)
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var unit_vec_origin_start_tangent = [
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-unit_vec_p1_p0[1],
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unit_vec_p1_p0[0]
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];
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var unit_vec_origin_start_tangent = [-unit_vec_p1_p0[1], unit_vec_p1_p0[0]];
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// rotate 90deg counter clockwise (note that y axis points to its down)
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var unit_vec_origin_end_tangent = [
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unit_vec_p1_p2[1],
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-unit_vec_p1_p2[0]
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];
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var unit_vec_origin_end_tangent = [unit_vec_p1_p2[1], -unit_vec_p1_p2[0]];
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var getAngle = function (vector) {
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// get angle (clockwise) between vector and (1, 0)
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var x = vector[0];
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var y = vector[1];
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if (y >= 0) { // note that y axis points to its down
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if (y >= 0) {
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// note that y axis points to its down
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return Math.acos(x);
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} else {
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return -Math.acos(x);
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@ -264,19 +285,29 @@ export default (function () {
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var endAngle = getAngle(unit_vec_origin_end_tangent);
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// Connect the point (x0, y0) to the start tangent point by a straight line
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this.lineTo(x + unit_vec_origin_start_tangent[0] * radius,
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y + unit_vec_origin_start_tangent[1] * radius);
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this.lineTo(
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x + unit_vec_origin_start_tangent[0] * radius,
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y + unit_vec_origin_start_tangent[1] * radius
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);
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// Connect the start tangent point to the end tangent point by arc
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// and adding the end tangent point to the subpath.
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this.arc(x, y, radius, startAngle, endAngle);
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};
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/**
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* Ellipse command!
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*/
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Path2D.prototype.ellipse = function(x, y, radiusX, radiusY, rotation, startAngle, endAngle, counterClockwise) {
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Path2D.prototype.ellipse = function (
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x,
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y,
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radiusX,
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radiusY,
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rotation,
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startAngle,
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endAngle,
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counterClockwise
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) {
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if (startAngle === endAngle) {
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return;
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}
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@ -287,30 +318,40 @@ export default (function () {
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var scale = this.ctx.__getTransformScale();
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radiusX = radiusX * scale.x;
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radiusY = radiusY * scale.y;
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rotation = rotation + this.ctx.__getTransformRotation()
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rotation = rotation + this.ctx.__getTransformRotation();
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startAngle = startAngle % (2*Math.PI);
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endAngle = endAngle % (2*Math.PI);
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if(startAngle === endAngle) {
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endAngle = ((endAngle + (2*Math.PI)) - 0.001 * (counterClockwise ? -1 : 1)) % (2*Math.PI);
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startAngle = startAngle % (2 * Math.PI);
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endAngle = endAngle % (2 * Math.PI);
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if (startAngle === endAngle) {
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endAngle =
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(endAngle + 2 * Math.PI - 0.001 * (counterClockwise ? -1 : 1)) %
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(2 * Math.PI);
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}
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var endX = x + Math.cos(-rotation) * radiusX * Math.cos(endAngle)
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+ Math.sin(-rotation) * radiusY * Math.sin(endAngle),
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endY = y - Math.sin(-rotation) * radiusX * Math.cos(endAngle)
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+ Math.cos(-rotation) * radiusY * Math.sin(endAngle),
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startX = x + Math.cos(-rotation) * radiusX * Math.cos(startAngle)
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+ Math.sin(-rotation) * radiusY * Math.sin(startAngle),
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startY = y - Math.sin(-rotation) * radiusX * Math.cos(startAngle)
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+ Math.cos(-rotation) * radiusY * Math.sin(startAngle),
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var endX =
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x +
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Math.cos(-rotation) * radiusX * Math.cos(endAngle) +
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Math.sin(-rotation) * radiusY * Math.sin(endAngle),
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endY =
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y -
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Math.sin(-rotation) * radiusX * Math.cos(endAngle) +
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Math.cos(-rotation) * radiusY * Math.sin(endAngle),
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startX =
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x +
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Math.cos(-rotation) * radiusX * Math.cos(startAngle) +
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Math.sin(-rotation) * radiusY * Math.sin(startAngle),
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startY =
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y -
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Math.sin(-rotation) * radiusX * Math.cos(startAngle) +
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Math.cos(-rotation) * radiusY * Math.sin(startAngle),
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sweepFlag = counterClockwise ? 0 : 1,
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largeArcFlag = 0,
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diff = endAngle - startAngle;
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if(diff < 0) {
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diff += 2*Math.PI;
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if (diff < 0) {
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diff += 2 * Math.PI;
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||||
}
|
||||
|
||||
if(counterClockwise) {
|
||||
if (counterClockwise) {
|
||||
largeArcFlag = diff > Math.PI ? 0 : 1;
|
||||
} else {
|
||||
largeArcFlag = diff > Math.PI ? 1 : 0;
|
||||
@ -323,19 +364,23 @@ export default (function () {
|
||||
this.lineTo(startX, startY);
|
||||
this.ctx.__transformMatrix = currentTransform;
|
||||
|
||||
this.addPath(format("A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}",
|
||||
this.addPath(
|
||||
format(
|
||||
"A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}",
|
||||
{
|
||||
rx:radiusX,
|
||||
ry:radiusY,
|
||||
xAxisRotation:rotation*(180/Math.PI),
|
||||
largeArcFlag:largeArcFlag,
|
||||
sweepFlag:sweepFlag,
|
||||
endX:endX,
|
||||
endY:endY
|
||||
}));
|
||||
rx: radiusX,
|
||||
ry: radiusY,
|
||||
xAxisRotation: rotation * (180 / Math.PI),
|
||||
largeArcFlag: largeArcFlag,
|
||||
sweepFlag: sweepFlag,
|
||||
endX: endX,
|
||||
endY: endY,
|
||||
}
|
||||
)
|
||||
);
|
||||
|
||||
this.__currentPosition = {x: endX, y: endY};
|
||||
this.__currentPosition = { x: endX, y: endY };
|
||||
};
|
||||
|
||||
return Path2D;
|
||||
}());
|
||||
})();
|
||||
|
@ -19,7 +19,7 @@ export default function clip(ctx) {
|
||||
ctx.beginPath();
|
||||
ctx.rect(20, 30, 30, 10);
|
||||
ctx.rect(0, 0, 300, 300);
|
||||
// ctx.stroke(); // Uncomment for debugging clip.
|
||||
ctx.stroke();
|
||||
ctx.clip("evenodd");
|
||||
|
||||
// Draw line.
|
||||
|
Loading…
x
Reference in New Issue
Block a user