import { format } from "./utils"; import roundRectPolyfill from "./roundRect"; export default (function () { "use strict"; var Path2D; Path2D = function (ctx, arg) { if (!ctx) { console.error("Path2D must be passed the context"); } if (typeof arg === "string") { // Initialize from string path. this.__pathString = arg; } else if (typeof arg === "object") { // Initialize by copying another path. this.__pathString = arg.__pathString; } else { // Initialize a new path. this.__pathString = ""; } this.ctx = ctx; this.__subPaths = []; // Array of path string/transform pairs. this.__currentPosition = { x: undefined, y: undefined }; }; Path2D.prototype.__matrixTransform = function (x, y) { return this.ctx.__matrixTransform(x, y); }; Path2D.prototype.addPath = function (path, transform = undefined) { this.__subPaths.push({ path: path, transform: transform }); }; Path2D.prototype.appendPath = function (path) { this.__pathString = this.__pathString + " " + path; } /** * Closes the current path */ Path2D.prototype.closePath = function () { this.appendPath("Z"); }; /** * Adds the move command to the current path element, * if the currentPathElement is not empty create a new path element */ Path2D.prototype.moveTo = function (x, y) { // creates a new subpath with the given point this.__currentPosition = { x: x, y: y }; this.appendPath( format("M {x} {y}", { x: this.__matrixTransform(x, y).x, y: this.__matrixTransform(x, y).y, }) ); }; /** * Adds a line to command */ Path2D.prototype.lineTo = function (x, y) { this.__currentPosition = { x: x, y: y }; if (this.__pathString.indexOf("M") > -1) { this.appendPath( format("L {x} {y}", { x: this.__matrixTransform(x, y).x, y: this.__matrixTransform(x, y).y, }) ); } else { this.appendPath( format("M {x} {y}", { x: this.__matrixTransform(x, y).x, y: this.__matrixTransform(x, y).y, }) ); } }; /** * Adds a rectangle to the path. */ Path2D.prototype.rect = function (x, y, width, height) { this.moveTo(x, y); this.lineTo(x + width, y); this.lineTo(x + width, y + height); this.lineTo(x, y + height); this.lineTo(x, y); }; /** * Adds a rounded rectangle to the path. */ Path2D.prototype.roundRect = roundRectPolyfill; /** * Add a bezier command */ Path2D.prototype.bezierCurveTo = function (cp1x, cp1y, cp2x, cp2y, x, y) { this.__currentPosition = { x: x, y: y }; this.appendPath( format("C {cp1x} {cp1y} {cp2x} {cp2y} {x} {y}", { cp1x: this.__matrixTransform(cp1x, cp1y).x, cp1y: this.__matrixTransform(cp1x, cp1y).y, cp2x: this.__matrixTransform(cp2x, cp2y).x, cp2y: this.__matrixTransform(cp2x, cp2y).y, x: this.__matrixTransform(x, y).x, y: this.__matrixTransform(x, y).y, }) ); }; /** * Adds a quadratic curve to command */ Path2D.prototype.quadraticCurveTo = function (cpx, cpy, x, y) { this.__currentPosition = { x: x, y: y }; this.appendPath( format("Q {cpx} {cpy} {x} {y}", { cpx: this.__matrixTransform(cpx, cpy).x, cpy: this.__matrixTransform(cpx, cpy).y, x: this.__matrixTransform(x, y).x, y: this.__matrixTransform(x, y).y, }) ); }; /** * Arc command! */ Path2D.prototype.arc = function ( x, y, radius, startAngle, endAngle, counterClockwise ) { // in canvas no circle is drawn if no angle is provided. if (startAngle === endAngle) { return; } startAngle = startAngle % (2 * Math.PI); endAngle = endAngle % (2 * Math.PI); if (startAngle === endAngle) { //circle time! subtract some of the angle so svg is happy (svg elliptical arc can't draw a full circle) endAngle = (endAngle + 2 * Math.PI - 0.001 * (counterClockwise ? -1 : 1)) % (2 * Math.PI); } var endX = x + radius * Math.cos(endAngle), endY = y + radius * Math.sin(endAngle), startX = x + radius * Math.cos(startAngle), startY = y + radius * Math.sin(startAngle), sweepFlag = counterClockwise ? 0 : 1, largeArcFlag = 0, diff = endAngle - startAngle; // https://github.com/gliffy/canvas2svg/issues/4 if (diff < 0) { diff += 2 * Math.PI; } if (counterClockwise) { largeArcFlag = diff > Math.PI ? 0 : 1; } else { largeArcFlag = diff > Math.PI ? 1 : 0; } var scaleX = Math.hypot( this.ctx.__transformMatrix.a, this.ctx.__transformMatrix.b ); var scaleY = Math.hypot( this.ctx.__transformMatrix.c, this.ctx.__transformMatrix.d ); this.lineTo(startX, startY); this.appendPath( format( "A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}", { rx: radius * scaleX, ry: radius * scaleY, xAxisRotation: 0, largeArcFlag: largeArcFlag, sweepFlag: sweepFlag, endX: this.__matrixTransform(endX, endY).x, endY: this.__matrixTransform(endX, endY).y, } ) ); this.__currentPosition = { x: endX, y: endY }; }; /** * Return a new normalized vector of given vector */ var normalize = function (vector) { var len = Math.sqrt(vector[0] * vector[0] + vector[1] * vector[1]); return [vector[0] / len, vector[1] / len]; }; /** * Adds the arcTo to the current path. Based on Webkit implementation from * https://github.com/WebKit/webkit/blob/main/Source/WebCore/platform/graphics/cairo/PathCairo.cpp * * @see http://www.w3.org/TR/2015/WD-2dcontext-20150514/#dom-context-2d-arcto */ Path2D.prototype.arcTo = function (x1, y1, x2, y2, radius) { // Let the point (x0, y0) be the last point in the subpath. var x0 = this.__currentPosition && this.__currentPosition.x; var y0 = this.__currentPosition && this.__currentPosition.y; // First ensure there is a subpath for (x1, y1). if (typeof x0 == "undefined" || typeof y0 == "undefined") { return; } // Negative values for radius must cause the implementation to throw an IndexSizeError exception. if (radius < 0) { throw new Error( "IndexSizeError: The radius provided (" + radius + ") is negative." ); } // If the point (x0, y0) is equal to the point (x1, y1), // or if the point (x1, y1) is equal to the point (x2, y2), // or if the radius radius is zero, // then the method must add the point (x1, y1) to the subpath, // and connect that point to the previous point (x0, y0) by a straight line. if ((x0 === x1 && y0 === y1) || (x1 === x2 && y1 === y2) || radius === 0) { this.lineTo(x1, y1); return; } const p1p0 = [x0 - x1, y0 - y1]; const p1p2 = [x2 - x1, y2 - y1]; const p1p0_length = Math.hypot(p1p0[0], p1p0[1]); const p1p2_length = Math.hypot(p1p2[0], p1p2[1]); const cos_phi = (p1p0[0] * p1p2[0] + p1p0[1] * p1p2[1]) / (p1p0_length * p1p2_length); // all points on a line logic if (cos_phi == -1) { this.lineTo(x1, y1); return; } if (cos_phi == 1) { // add infinite far away point const max_length = 65535; const factor_max = max_length / p1p0_length; const ep = [xp0 + factor_max * p1p0[0], y0 + factor_max * p1p0[1]]; this.lineTo(ep[0], ep[1]); return; } const tangent = radius / Math.tan(Math.acos(cos_phi) / 2); const factor_p1p0 = tangent / p1p0_length; const t_p1p0 = [x1 + factor_p1p0 * p1p0[0], y1 + factor_p1p0 * p1p0[1]]; let orth_p1p0 = [p1p0[1], -p1p0[0]]; const orth_p1p0_length = Math.hypot(orth_p1p0[0], orth_p1p0[1]); const factor_ra = radius / orth_p1p0_length; // angle between orth_p1p0 and p1p2 to get the right vector orthographic to p1p0 const cos_alpha = (orth_p1p0[0] * p1p2[0] + orth_p1p0[1] * p1p2[1]) / (orth_p1p0_length * p1p2_length); if (cos_alpha < 0) { orth_p1p0 = [-orth_p1p0[0], -orth_p1p0[1]]; } const p = [t_p1p0[0] + factor_ra * orth_p1p0[0], t_p1p0[1] + factor_ra * orth_p1p0[1]]; // calculate angles for addArc orth_p1p0 = [-orth_p1p0[0], -orth_p1p0[1]]; let sa = Math.acos(orth_p1p0[0] / orth_p1p0_length); if (orth_p1p0[1] < 0) { sa = 2 * Math.PI - sa; } // anticlockwise logic let anticlockwise = false; const factor_p1p2 = tangent / p1p2_length; const t_p1p2 = [x1 + factor_p1p2 * p1p2[0], y1 + factor_p1p2 * p1p2[1]]; const orth_p1p2 = [t_p1p2[0] - p[0], t_p1p2[1] - p[1]]; const orth_p1p2_length = Math.hypot(orth_p1p2[0], orth_p1p2[1]); let ea = Math.acos(orth_p1p2[0] / orth_p1p2_length); if (orth_p1p2[1] < 0) { ea = 2 * Math.PI - ea; } if (sa > ea && sa - ea < Math.PI) anticlockwise = true; if (sa < ea && ea - sa > Math.PI) anticlockwise = true; this.lineTo(t_p1p0[0], t_p1p0[1]) this.arc(p[0], p[1], radius, sa, ea, anticlockwise) }; /** * Ellipse command! */ Path2D.prototype.ellipse = function ( x, y, radiusX, radiusY, rotation, startAngle, endAngle, counterClockwise ) { if (startAngle === endAngle) { return; } var transformedCenter = this.__matrixTransform(x, y); x = transformedCenter.x; y = transformedCenter.y; var scale = this.ctx.__getTransformScale(); radiusX = radiusX * scale.x; radiusY = radiusY * scale.y; rotation = rotation + this.ctx.__getTransformRotation(); startAngle = startAngle % (2 * Math.PI); endAngle = endAngle % (2 * Math.PI); if (startAngle === endAngle) { endAngle = (endAngle + 2 * Math.PI - 0.001 * (counterClockwise ? -1 : 1)) % (2 * Math.PI); } var endX = x + Math.cos(-rotation) * radiusX * Math.cos(endAngle) + Math.sin(-rotation) * radiusY * Math.sin(endAngle), endY = y - Math.sin(-rotation) * radiusX * Math.cos(endAngle) + Math.cos(-rotation) * radiusY * Math.sin(endAngle), startX = x + Math.cos(-rotation) * radiusX * Math.cos(startAngle) + Math.sin(-rotation) * radiusY * Math.sin(startAngle), startY = y - Math.sin(-rotation) * radiusX * Math.cos(startAngle) + Math.cos(-rotation) * radiusY * Math.sin(startAngle), sweepFlag = counterClockwise ? 0 : 1, largeArcFlag = 0, diff = endAngle - startAngle; if (diff < 0) { diff += 2 * Math.PI; } if (counterClockwise) { largeArcFlag = diff > Math.PI ? 0 : 1; } else { largeArcFlag = diff > Math.PI ? 1 : 0; } // Transform is already applied, so temporarily remove since lineTo // will apply it again. var currentTransform = this.ctx.__transformMatrix; this.ctx.resetTransform(); this.lineTo(startX, startY); this.ctx.__transformMatrix = currentTransform; this.appendPath( 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, } ) ); this.__currentPosition = { x: endX, y: endY }; }; return Path2D; })();