咱們已經介紹使用canvas的api,而且作了刮刮卡實例的開發;咱們知道canvas的操做必須經過js處理。javascript
Canvas的介紹使用地址: http://my.oschina.net/u/2352644/blog/501231 css
咱們在上面地址處理中作了簡單刮刮卡的效果實現,下面咱們有2件事要接着去作:html
一.刮刮卡效果更貼切實際應用的修改升級java
二.咱們對svg進行初級瞭解node
這裏是對上面canvas的補充內容,請首先預覽上篇博客!web
一.刮刮卡效果更貼切實際應用的修改升級chrome
1.最粗糙的刮刮卡實現代碼express
<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1"> <style type="text/css"> *{ margin:0; padding:0;} .box{position: relative;; width: 300px;height: 200px;} .box .chi{ position: absolute;; left: 0px;top: 0px;width: 300px;height: 200px;line-height: 200px;text-align: center;font-size: 50px;z-index: 9;} .box #myCanvas{position: absolute;; left: 0px;top: 0px;z-index: 99;cursor: pointer;} </style> <title>demo</title> </head> <body> <div class="box"> <canvas id="myCanvas" height="200" width="300"></canvas> <div class="chi" id="conb"></div> </div> <div id="posi"></div> </body> <script type="text/javascript"> window.onload=function(){ var con=['一等獎','二等獎','三等獎','未中獎']; var conb= document.getElementById("conb"); conb.innerHTML=con[Math.floor(Math.random()*4)]; var arcr=10; var canvas = document.getElementById("myCanvas"); //獲取canvas var context = canvas.getContext('2d'); //canvas追加2d畫圖anvas = document.getElementById("canvas"); context.fillStyle="#000"; context.fillRect(0,0,300,200); var posi = document.getElementById("posi"); var isdown=false; canvas.onmousedown=function(event){ isdown=true; }; context.fillStyle="#fff"; context.globalCompositeOperation ="destination-out"; canvas.onmousemove=function(event){ if(isdown){ posi.innerHTML="座標x:"+event.layerX+";"+"座標u:"+event.layerY; context.arc(event.layerX,event.layerY,arcr,0,2*Math.PI); context.fill(); }; }; canvas.onmouseup=function(event){ if(isdown){ isdown=false; var imgdata=context.getImageData(0,0,300,200); var len=imgdata.data.length; var rgbaarr=[]; for(var i=0;i<len;i+=4){ var temp=imgdata.data[i]+" "+imgdata.data[i+1]+" "+imgdata.data[i+2]+" "+imgdata.data[i+3]; rgbaarr.push(temp); }; if(percent("0 0 0 255",rgbaarr)/rgbaarr.length<0.2){ alert(con[Math.floor(Math.random()*4)]); }; }; }; function percent(obj,arr){ var count=0; for(var i=0;i<arr.length;i++){ if(arr[i]==obj){count+=1;} }; return count; }; }; </script> </html>
2.實現更加靈活的可控性apache
哪些部分能夠提取出變量的設置處理?canvas
咱們把總體修改,針對功能加入註釋處理,而後針對可控實現作出下面自定義處理:
var arcr=10; var wcanvas=canvas.width; var hcanvas=canvas.height; var perc=0.4;
颳去的繪製圓形半徑,canvas的寬高,參考百分比。
咱們遮蓋顏色是黑色,咱們也在自定義設置:
var coverback="#000";
咱們知道在分析數組返回的是rgba的數據,a就是透明度,咱們這裏不透明就是255,咱們若是是黑色,那麼16位顏色就是
#000,對應的rgba就是0 0 0;咱們針對16位建立一個轉化函數,獲得rgba值:
function colorRgb(color16){ var reg = /^#([0-9a-fA-f]{3}|[0-9a-fA-f]{6})$/; var sColor = color16.toLowerCase(); if(sColor && reg.test(sColor)){ if(sColor.length === 4){ var sColorNew = "#"; for(var i=1; i<4; i+=1){ sColorNew += sColor.slice(i,i+1).concat(sColor.slice(i,i+1)); } sColor = sColorNew; } //處理六位的顏色值 var sColorChange = []; for(var i=1; i<7; i+=2){ sColorChange.push(parseInt("0x"+sColor.slice(i,i+2))); } return sColorChange.join(" ")+" "+"255"; }else{ return sColor; } };
調用輸出測試:
alert(colorRgb(coverback));
咱們最後修改後,代碼以下,對樣式作了簡單調整:
<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1"> <style type="text/css"> *{ margin:0; padding:0;} .box{position: relative;; width: 200px;height: 100px;margin: 200px;} .box .chi{ position: absolute;; left: 0px;top: 0px;width: 200px;height: 100px;line-height: 100px;text-align: center;font-size: 50px;z-index: 9;} .box #myCanvas{position: absolute;; left: 0px;top: 0px;z-index: 99;cursor: pointer;} </style> <title>demo</title> </head> <body> <div class="box"> <canvas id="myCanvas" height="100" width="200"></canvas> <div class="chi" id="conb"></div> </div> <div id="posi"></div> </body> <script type="text/javascript"> window.onload=function(){ //獲取對象 var conb= document.getElementById("conb"); var canvas = document.getElementById("myCanvas"); var posi = document.getElementById("posi"); //公共定義 var arcr=10; var wcanvas=canvas.width; var hcanvas=canvas.height; var perc=0.4; var coverback="#000"; var rgbareal=colorRgb(coverback); //隨機獎項 var con=['一等獎','二等獎','三等獎','未中獎']; conb.innerHTML=con[Math.floor(Math.random()*4)]; //基本畫布獲取和遮蓋實現 var context = canvas.getContext('2d'); //canvas追加2d畫圖anvas = document.getElementById("canvas"); context.fillStyle=coverback; context.fillRect(0,0,wcanvas,hcanvas); //颳去事件處理 var isdown=false; canvas.onmousedown=function(event){ isdown=true; }; context.fillStyle="#fff"; context.globalCompositeOperation ="destination-out"; canvas.onmousemove=function(event){ if(isdown){ posi.innerHTML="座標x:"+event.layerX+";"+"座標u:"+event.layerY; context.arc(event.layerX,event.layerY,arcr,0,2*Math.PI); context.fill(); }; }; canvas.onmouseup=function(event){ if(isdown){ isdown=false; var imgdata=context.getImageData(0,0,wcanvas,hcanvas); var len=imgdata.data.length; var rgbaarr=[]; for(var i=0;i<len;i+=4){ var temp=imgdata.data[i]+" "+imgdata.data[i+1]+" "+imgdata.data[i+2]+" "+imgdata.data[i+3]; rgbaarr.push(temp); }; if(percent(rgbareal,rgbaarr)/rgbaarr.length<perc){ alert(con[Math.floor(Math.random()*4)]); }; }; }; //操做函數 function percent(obj,arr){ var count=0; for(var i=0;i<arr.length;i++){ if(arr[i]==obj){count+=1;} }; return count; }; function colorRgb(color16){ var reg = /^#([0-9a-fA-f]{3}|[0-9a-fA-f]{6})$/; var sColor = color16.toLowerCase(); if(sColor && reg.test(sColor)){ if(sColor.length === 4){ var sColorNew = "#"; for(var i=1; i<4; i+=1){ sColorNew += sColor.slice(i,i+1).concat(sColor.slice(i,i+1)); } sColor = sColorNew; } //處理六位的顏色值 var sColorChange = []; for(var i=1; i<7; i+=2){ sColorChange.push(parseInt("0x"+sColor.slice(i,i+2))); } return sColorChange.join(" ")+" "+"255"; }else{ return sColor; } }; }; </script> </html>
3.隨機獎項的可控處理
var con=['一等獎','二等獎','三等獎','未中獎']; conb.innerHTML=con[Math.floor(Math.random()*4)];
獎項設置,如今的出現比例格式25%;這樣的話抽獎客戶就樂壞了,咱們要對獎項作概率處理,咱們把一等獎出現機率設置爲0.05;二等獎是0.1;三等獎0.15,未中獎0.7,爲了簡單咱們就作這樣簡單模擬處理:
//隨機獎項 var con=['一等獎','二等獎','三等獎','未中獎']; var percentcon=[0.05,0.1,0.15,0.7]; var all=100; var allcon=[]; for(var i=0;i<percentcon.length;i++){ for(var j=0;j<percentcon[i]*all;j++){ allcon.push(con[i]); }; }; conb.innerHTML=allcon[Math.floor(Math.random()*all)];
咱們新的獎項存放數組長度變爲100個,而後根據比例存入對應數量,一樣獲取值也會0-100之間,代碼修改以下:
<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1"> <style type="text/css"> *{ margin:0; padding:0;} .box{position: relative;; width: 200px;height: 100px;margin: 200px;} .box .chi{ position: absolute;; left: 0px;top: 0px;width: 200px;height: 100px;line-height: 100px;text-align: center;font-size: 50px;z-index: 9;} .box #myCanvas{position: absolute;; left: 0px;top: 0px;z-index: 99;cursor: pointer;} </style> <title>demo</title> </head> <body> <div class="box"> <canvas id="myCanvas" height="100" width="200"></canvas> <div class="chi" id="conb"></div> </div> <div id="posi"></div> </body> <script type="text/javascript"> window.onload=function(){ //獲取對象 var conb= document.getElementById("conb"); var canvas = document.getElementById("myCanvas"); var posi = document.getElementById("posi"); //公共定義 var arcr=10; var wcanvas=canvas.width; var hcanvas=canvas.height; var perc=0.4; var coverback="#000"; var rgbareal=colorRgb(coverback); //隨機獎項 var con=['一等獎','二等獎','三等獎','未中獎']; var percentcon=[0.05,0.1,0.15,0.7]; var all=100; var allcon=[]; for(var i=0;i<percentcon.length;i++){ for(var j=0;j<percentcon[i]*all;j++){ allcon.push(con[i]); }; }; conb.innerHTML=allcon[Math.floor(Math.random()*all)]; //基本畫布獲取和遮蓋實現 var context = canvas.getContext('2d'); //canvas追加2d畫圖anvas = document.getElementById("canvas"); context.fillStyle=coverback; context.fillRect(0,0,wcanvas,hcanvas); //颳去事件處理 var isdown=false; canvas.onmousedown=function(event){ isdown=true; }; context.fillStyle="#fff"; context.globalCompositeOperation ="destination-out"; canvas.onmousemove=function(event){ if(isdown){ posi.innerHTML="座標x:"+event.layerX+";"+"座標u:"+event.layerY; context.arc(event.layerX,event.layerY,arcr,0,2*Math.PI); context.fill(); }; }; canvas.onmouseup=function(event){ if(isdown){ isdown=false; var imgdata=context.getImageData(0,0,wcanvas,hcanvas); var len=imgdata.data.length; var rgbaarr=[]; for(var i=0;i<len;i+=4){ var temp=imgdata.data[i]+" "+imgdata.data[i+1]+" "+imgdata.data[i+2]+" "+imgdata.data[i+3]; rgbaarr.push(temp); }; if(percent(rgbareal,rgbaarr)/rgbaarr.length<perc){ alert(allcon[Math.floor(Math.random()*all))]); }; }; }; //操做函數 function percent(obj,arr){ var count=0; for(var i=0;i<arr.length;i++){ if(arr[i]==obj){count+=1;} }; return count; }; function colorRgb(color16){ var reg = /^#([0-9a-fA-f]{3}|[0-9a-fA-f]{6})$/; var sColor = color16.toLowerCase(); if(sColor && reg.test(sColor)){ if(sColor.length === 4){ var sColorNew = "#"; for(var i=1; i<4; i+=1){ sColorNew += sColor.slice(i,i+1).concat(sColor.slice(i,i+1)); } sColor = sColorNew; } //處理六位的顏色值 var sColorChange = []; for(var i=1; i<7; i+=2){ sColorChange.push(parseInt("0x"+sColor.slice(i,i+2))); } return sColorChange.join(" ")+" "+"255"; }else{ return sColor; } }; }; </script> </html>
4.可用刮獎次數設定,實用完善處理
咱們預設就設置爲3次,刮完3次後提示次數用完。
原理:問題來了,既然有次數限制,那麼就得觸發次數減小,何時減小?就是彈出具體獎項的時候-1;一樣若是次數減到0,就提示次數用完。
咱們的次數處理都是擡起事件的alert部分添加:
<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1"> <style type="text/css"> *{ margin:0; padding:0;} .box{position: relative;; width: 200px;height: 100px;margin: 200px;} .box .chi{ position: absolute;; left: 0px;top: 0px;width: 200px;height: 100px;line-height: 100px;text-align: center;font-size: 50px;z-index: 9;} .box #canvas{position: absolute;; left: 0px;top: 0px;z-index: 99;cursor: pointer;} </style> <title>demo</title> </head> <body> <div class="box" id="box"> <!-- <canvas id="myCanvas" height="100" width="200"></canvas> --> <div class="chi" id="conb"></div> </div> <div id="posi"></div> </body> <script type="text/javascript"> window.onload=function(){ //可用次數處理 var ablecount=3; //獲取對象 var box = document.getElementById("box"); var conb= document.getElementById("conb"); var posi = document.getElementById("posi"); var canvas; var context; //公共定義 var arcr=10; var wcanvas; var hcanvas; var perc=0.4; var coverback="#000"; var rgbareal=colorRgb(coverback); //隨機獎項 var con=['一等獎','二等獎','三等獎','未中獎']; var percentcon=[0.05,0.1,0.15,0.7]; var all=100; var allcon=[]; for(var i=0;i<percentcon.length;i++){ for(var j=0;j<percentcon[i]*all;j++){ allcon.push(con[i]); }; }; var realj=""; init(); function init(){ canvas=document.createElement("canvas"); canvas.id="canvas"; canvas.width=200; canvas.height=100; box.appendChild(canvas); //基本畫布獲取和遮蓋實現 context = canvas.getContext('2d'); //canvas追加2d畫圖anvas = document.getElementById("canvas"); context.fillStyle=coverback; wcanvas=canvas.width; hcanvas=canvas.height; conb.innerHTML=allcon[Math.floor(Math.random()*all)]; realj=conb.innerHTML; context.clearRect(0,0,wcanvas,hcanvas); context.fillRect(0,0,wcanvas,hcanvas); context.fillStyle="#fff"; context.globalCompositeOperation ="destination-out"; //颳去事件處理 var isdown=false; canvas.onmousedown=function(event){ isdown=true; }; canvas.onmousemove=function(event){ if(isdown){ posi.innerHTML="座標x:"+event.layerX+";"+"座標u:"+event.layerY; context.arc(event.layerX,event.layerY,arcr,0,2*Math.PI); context.fill(); }; }; canvas.onmouseup=function(event){ if(isdown){ isdown=false; var imgdata=context.getImageData(0,0,wcanvas,hcanvas); var len=imgdata.data.length; var rgbaarr=[]; for(var i=0;i<len;i+=4){ var temp=imgdata.data[i]+" "+imgdata.data[i+1]+" "+imgdata.data[i+2]+" "+imgdata.data[i+3]; rgbaarr.push(temp); }; if(percent(rgbareal,rgbaarr)/rgbaarr.length<perc){ ablecount-=1; if(ablecount<0){ alert("明日再戰"); }else{ alert(realj); var idcanvas= document.getElementById("canvas"); box.removeChild(idcanvas); init(); }; }; }; }; }; //操做函數 function percent(obj,arr){ var count=0; for(var i=0;i<arr.length;i++){ if(arr[i]==obj){count+=1;} }; return count; }; function colorRgb(color16){ var reg = /^#([0-9a-fA-f]{3}|[0-9a-fA-f]{6})$/; var sColor = color16.toLowerCase(); if(sColor && reg.test(sColor)){ if(sColor.length === 4){ var sColorNew = "#"; for(var i=1; i<4; i+=1){ sColorNew += sColor.slice(i,i+1).concat(sColor.slice(i,i+1)); } sColor = sColorNew; } //處理六位的顏色值 var sColorChange = []; for(var i=1; i<7; i+=2){ sColorChange.push(parseInt("0x"+sColor.slice(i,i+2))); } return sColorChange.join(" ")+" "+"255"; }else{ return sColor; } }; }; </script> </html>
咱們對canvas作了動態插入處理,每次刮完就會刪除已有,插入新的canvas,而後添加颳去事件和賦值新的獎項。
二.canvas的降級處理,兼容低級ie
採用的excanvas.js實現
excanvas.js 複製下載:
// Copyright 2006 Google Inc. // Download by http://www.codefans.net // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // Known Issues: // // * Patterns are not implemented. // * Radial gradient are not implemented. The VML version of these look very // different from the canvas one. // * Clipping paths are not implemented. // * Coordsize. The width and height attribute have higher priority than the // width and height style values which isn't correct. // * Painting mode isn't implemented. // * Canvas width/height should is using content-box by default. IE in // Quirks mode will draw the canvas using border-box. Either change your // doctype to HTML5 // (http://www.whatwg.org/specs/web-apps/current-work/#the-doctype) // or use Box Sizing Behavior from WebFX // (http://webfx.eae.net/dhtml/boxsizing/boxsizing.html) // * Optimize. There is always room for speed improvements. // only add this code if we do not already have a canvas implementation if (!window.CanvasRenderingContext2D) { (function () { // alias some functions to make (compiled) code shorter var m = Math; var mr = m.round; var ms = m.sin; var mc = m.cos; // this is used for sub pixel precision var Z = 10; var Z2 = Z / 2; var G_vmlCanvasManager_ = { init: function (opt_doc) { var doc = opt_doc || document; if (/MSIE/.test(navigator.userAgent) && !window.opera) { var self = this; doc.attachEvent("onreadystatechange", function () { self.init_(doc); }); } }, init_: function (doc) { if (doc.readyState == "complete") { // create xmlns if (!doc.namespaces["g_vml_"]) { doc.namespaces.add("g_vml_", "urn:schemas-microsoft-com:vml"); } // setup default css var ss = doc.createStyleSheet(); ss.cssText = "canvas{display:inline-block;overflow:hidden;" + // default size is 300x150 in Gecko and Opera "text-align:left;width:300px;height:150px}" + "g_vml_\\:*{behavior:url(#default#VML)}"; // find all canvas elements var els = doc.getElementsByTagName("canvas"); for (var i = 0; i < els.length; i++) { if (!els[i].getContext) { this.initElement(els[i]); } } } }, fixElement_: function (el) { // in IE before version 5.5 we would need to add HTML: to the tag name // but we do not care about IE before version 6 var outerHTML = el.outerHTML; var newEl = el.ownerDocument.createElement(outerHTML); // if the tag is still open IE has created the children as siblings and // it has also created a tag with the name "/FOO" if (outerHTML.slice(-2) != "/>") { var tagName = "/" + el.tagName; var ns; // remove content while ((ns = el.nextSibling) && ns.tagName != tagName) { ns.removeNode(); } // remove the incorrect closing tag if (ns) { ns.removeNode(); } } el.parentNode.replaceChild(newEl, el); return newEl; }, /** * Public initializes a canvas element so that it can be used as canvas * element from now on. This is called automatically before the page is * loaded but if you are creating elements using createElement you need to * make sure this is called on the element. * @param {HTMLElement} el The canvas element to initialize. * @return {HTMLElement} the element that was created. */ initElement: function (el) { el = this.fixElement_(el); el.getContext = function () { if (this.context_) { return this.context_; } return this.context_ = new CanvasRenderingContext2D_(this); }; // do not use inline function because that will leak memory el.attachEvent('onpropertychange', onPropertyChange); el.attachEvent('onresize', onResize); var attrs = el.attributes; if (attrs.width && attrs.width.specified) { // TODO: use runtimeStyle and coordsize // el.getContext().setWidth_(attrs.width.nodeValue); el.style.width = attrs.width.nodeValue + "px"; } else { el.width = el.clientWidth; } if (attrs.height && attrs.height.specified) { // TODO: use runtimeStyle and coordsize // el.getContext().setHeight_(attrs.height.nodeValue); el.style.height = attrs.height.nodeValue + "px"; } else { el.height = el.clientHeight; } //el.getContext().setCoordsize_() return el; } }; function onPropertyChange(e) { var el = e.srcElement; switch (e.propertyName) { case 'width': el.style.width = el.attributes.width.nodeValue + "px"; el.getContext().clearRect(); break; case 'height': el.style.height = el.attributes.height.nodeValue + "px"; el.getContext().clearRect(); break; } } function onResize(e) { var el = e.srcElement; if (el.firstChild) { el.firstChild.style.width = el.clientWidth + 'px'; el.firstChild.style.height = el.clientHeight + 'px'; } } G_vmlCanvasManager_.init(); // precompute "00" to "FF" var dec2hex = []; for (var i = 0; i < 16; i++) { for (var j = 0; j < 16; j++) { dec2hex[i * 16 + j] = i.toString(16) + j.toString(16); } } function createMatrixIdentity() { return [ [1, 0, 0], [0, 1, 0], [0, 0, 1] ]; } function matrixMultiply(m1, m2) { var result = createMatrixIdentity(); for (var x = 0; x < 3; x++) { for (var y = 0; y < 3; y++) { var sum = 0; for (var z = 0; z < 3; z++) { sum += m1[x][z] * m2[z][y]; } result[x][y] = sum; } } return result; } function copyState(o1, o2) { o2.fillStyle = o1.fillStyle; o2.lineCap = o1.lineCap; o2.lineJoin = o1.lineJoin; o2.lineWidth = o1.lineWidth; o2.miterLimit = o1.miterLimit; o2.shadowBlur = o1.shadowBlur; o2.shadowColor = o1.shadowColor; o2.shadowOffsetX = o1.shadowOffsetX; o2.shadowOffsetY = o1.shadowOffsetY; o2.strokeStyle = o1.strokeStyle; o2.arcScaleX_ = o1.arcScaleX_; o2.arcScaleY_ = o1.arcScaleY_; } function processStyle(styleString) { var str, alpha = 1; styleString = String(styleString); if (styleString.substring(0, 3) == "rgb") { var start = styleString.indexOf("(", 3); var end = styleString.indexOf(")", start + 1); var guts = styleString.substring(start + 1, end).split(","); str = "#"; for (var i = 0; i < 3; i++) { str += dec2hex[Number(guts[i])]; } if ((guts.length == 4) && (styleString.substr(3, 1) == "a")) { alpha = guts[3]; } } else { str = styleString; } return [str, alpha]; } function processLineCap(lineCap) { switch (lineCap) { case "butt": return "flat"; case "round": return "round"; case "square": default: return "square"; } } /** * This class implements CanvasRenderingContext2D interface as described by * the WHATWG. * @param {HTMLElement} surfaceElement The element that the 2D context should * be associated with */ function CanvasRenderingContext2D_(surfaceElement) { this.m_ = createMatrixIdentity(); this.mStack_ = []; this.aStack_ = []; this.currentPath_ = []; // Canvas context properties this.strokeStyle = "#000"; this.fillStyle = "#000"; this.lineWidth = 1; this.lineJoin = "miter"; this.lineCap = "butt"; this.miterLimit = Z * 1; this.globalAlpha = 1; this.canvas = surfaceElement; var el = surfaceElement.ownerDocument.createElement('div'); el.style.width = surfaceElement.clientWidth + 'px'; el.style.height = surfaceElement.clientHeight + 'px'; el.style.overflow = 'hidden'; el.style.position = 'absolute'; surfaceElement.appendChild(el); this.element_ = el; this.arcScaleX_ = 1; this.arcScaleY_ = 1; } var contextPrototype = CanvasRenderingContext2D_.prototype; contextPrototype.clearRect = function() { this.element_.innerHTML = ""; this.currentPath_ = []; }; contextPrototype.beginPath = function() { // TODO: Branch current matrix so that save/restore has no effect // as per safari docs. this.currentPath_ = []; }; contextPrototype.moveTo = function(aX, aY) { this.currentPath_.push({type: "moveTo", x: aX, y: aY}); this.currentX_ = aX; this.currentY_ = aY; }; contextPrototype.lineTo = function(aX, aY) { this.currentPath_.push({type: "lineTo", x: aX, y: aY}); this.currentX_ = aX; this.currentY_ = aY; }; contextPrototype.bezierCurveTo = function(aCP1x, aCP1y, aCP2x, aCP2y, aX, aY) { this.currentPath_.push({type: "bezierCurveTo", cp1x: aCP1x, cp1y: aCP1y, cp2x: aCP2x, cp2y: aCP2y, x: aX, y: aY}); this.currentX_ = aX; this.currentY_ = aY; }; contextPrototype.quadraticCurveTo = function(aCPx, aCPy, aX, aY) { // the following is lifted almost directly from // http://developer.mozilla.org/en/docs/Canvas_tutorial:Drawing_shapes var cp1x = this.currentX_ + 2.0 / 3.0 * (aCPx - this.currentX_); var cp1y = this.currentY_ + 2.0 / 3.0 * (aCPy - this.currentY_); var cp2x = cp1x + (aX - this.currentX_) / 3.0; var cp2y = cp1y + (aY - this.currentY_) / 3.0; this.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, aX, aY); }; contextPrototype.arc = function(aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise) { aRadius *= Z; var arcType = aClockwise ? "at" : "wa"; var xStart = aX + (mc(aStartAngle) * aRadius) - Z2; var yStart = aY + (ms(aStartAngle) * aRadius) - Z2; var xEnd = aX + (mc(aEndAngle) * aRadius) - Z2; var yEnd = aY + (ms(aEndAngle) * aRadius) - Z2; // IE won't render arches drawn counter clockwise if xStart == xEnd. if (xStart == xEnd && !aClockwise) { xStart += 0.125; // Offset xStart by 1/80 of a pixel. Use something // that can be represented in binary } this.currentPath_.push({type: arcType, x: aX, y: aY, radius: aRadius, xStart: xStart, yStart: yStart, xEnd: xEnd, yEnd: yEnd}); }; contextPrototype.rect = function(aX, aY, aWidth, aHeight) { this.moveTo(aX, aY); this.lineTo(aX + aWidth, aY); this.lineTo(aX + aWidth, aY + aHeight); this.lineTo(aX, aY + aHeight); this.closePath(); }; contextPrototype.strokeRect = function(aX, aY, aWidth, aHeight) { // Will destroy any existing path (same as FF behaviour) this.beginPath(); this.moveTo(aX, aY); this.lineTo(aX + aWidth, aY); this.lineTo(aX + aWidth, aY + aHeight); this.lineTo(aX, aY + aHeight); this.closePath(); this.stroke(); }; contextPrototype.fillRect = function(aX, aY, aWidth, aHeight) { // Will destroy any existing path (same as FF behaviour) this.beginPath(); this.moveTo(aX, aY); this.lineTo(aX + aWidth, aY); this.lineTo(aX + aWidth, aY + aHeight); this.lineTo(aX, aY + aHeight); this.closePath(); this.fill(); }; contextPrototype.createLinearGradient = function(aX0, aY0, aX1, aY1) { var gradient = new CanvasGradient_("gradient"); return gradient; }; contextPrototype.createRadialGradient = function(aX0, aY0, aR0, aX1, aY1, aR1) { var gradient = new CanvasGradient_("gradientradial"); gradient.radius1_ = aR0; gradient.radius2_ = aR1; gradient.focus_.x = aX0; gradient.focus_.y = aY0; return gradient; }; contextPrototype.drawImage = function (image, var_args) { var dx, dy, dw, dh, sx, sy, sw, sh; // to find the original width we overide the width and height var oldRuntimeWidth = image.runtimeStyle.width; var oldRuntimeHeight = image.runtimeStyle.height; image.runtimeStyle.width = 'auto'; image.runtimeStyle.height = 'auto'; // get the original size var w = image.width; var h = image.height; // and remove overides image.runtimeStyle.width = oldRuntimeWidth; image.runtimeStyle.height = oldRuntimeHeight; if (arguments.length == 3) { dx = arguments[1]; dy = arguments[2]; sx = sy = 0; sw = dw = w; sh = dh = h; } else if (arguments.length == 5) { dx = arguments[1]; dy = arguments[2]; dw = arguments[3]; dh = arguments[4]; sx = sy = 0; sw = w; sh = h; } else if (arguments.length == 9) { sx = arguments[1]; sy = arguments[2]; sw = arguments[3]; sh = arguments[4]; dx = arguments[5]; dy = arguments[6]; dw = arguments[7]; dh = arguments[8]; } else { throw "Invalid number of arguments"; } var d = this.getCoords_(dx, dy); var w2 = sw / 2; var h2 = sh / 2; var vmlStr = []; var W = 10; var H = 10; // For some reason that I've now forgotten, using divs didn't work vmlStr.push(' <g_vml_:group', ' coordsize="', Z * W, ',', Z * H, '"', ' coordorigin="0,0"' , ' style="width:', W, ';height:', H, ';position:absolute;'); // If filters are necessary (rotation exists), create them // filters are bog-slow, so only create them if abbsolutely necessary // The following check doesn't account for skews (which don't exist // in the canvas spec (yet) anyway. if (this.m_[0][0] != 1 || this.m_[0][1]) { var filter = []; // Note the 12/21 reversal filter.push("M11='", this.m_[0][0], "',", "M12='", this.m_[1][0], "',", "M21='", this.m_[0][1], "',", "M22='", this.m_[1][1], "',", "Dx='", mr(d.x / Z), "',", "Dy='", mr(d.y / Z), "'"); // Bounding box calculation (need to minimize displayed area so that // filters don't waste time on unused pixels. var max = d; var c2 = this.getCoords_(dx + dw, dy); var c3 = this.getCoords_(dx, dy + dh); var c4 = this.getCoords_(dx + dw, dy + dh); max.x = Math.max(max.x, c2.x, c3.x, c4.x); max.y = Math.max(max.y, c2.y, c3.y, c4.y); vmlStr.push("padding:0 ", mr(max.x / Z), "px ", mr(max.y / Z), "px 0;filter:progid:DXImageTransform.Microsoft.Matrix(", filter.join(""), ", sizingmethod='clip');"); } else { vmlStr.push("top:", mr(d.y / Z), "px;left:", mr(d.x / Z), "px;"); } vmlStr.push(' ">' , '<g_vml_:image src="', image.src, '"', ' style="width:', Z * dw, ';', ' height:', Z * dh, ';"', ' cropleft="', sx / w, '"', ' croptop="', sy / h, '"', ' cropright="', (w - sx - sw) / w, '"', ' cropbottom="', (h - sy - sh) / h, '"', ' />', '</g_vml_:group>'); this.element_.insertAdjacentHTML("BeforeEnd", vmlStr.join("")); }; contextPrototype.stroke = function(aFill) { var lineStr = []; var lineOpen = false; var a = processStyle(aFill ? this.fillStyle : this.strokeStyle); var color = a[0]; var opacity = a[1] * this.globalAlpha; var W = 10; var H = 10; lineStr.push('<g_vml_:shape', ' fillcolor="', color, '"', ' filled="', Boolean(aFill), '"', ' style="position:absolute;width:', W, ';height:', H, ';"', ' coordorigin="0 0" coordsize="', Z * W, ' ', Z * H, '"', ' stroked="', !aFill, '"', ' strokeweight="', this.lineWidth, '"', ' strokecolor="', color, '"', ' path="'); var newSeq = false; var min = {x: null, y: null}; var max = {x: null, y: null}; for (var i = 0; i < this.currentPath_.length; i++) { var p = this.currentPath_[i]; if (p.type == "moveTo") { lineStr.push(" m "); var c = this.getCoords_(p.x, p.y); lineStr.push(mr(c.x), ",", mr(c.y)); } else if (p.type == "lineTo") { lineStr.push(" l "); var c = this.getCoords_(p.x, p.y); lineStr.push(mr(c.x), ",", mr(c.y)); } else if (p.type == "close") { lineStr.push(" x "); } else if (p.type == "bezierCurveTo") { lineStr.push(" c "); var c = this.getCoords_(p.x, p.y); var c1 = this.getCoords_(p.cp1x, p.cp1y); var c2 = this.getCoords_(p.cp2x, p.cp2y); lineStr.push(mr(c1.x), ",", mr(c1.y), ",", mr(c2.x), ",", mr(c2.y), ",", mr(c.x), ",", mr(c.y)); } else if (p.type == "at" || p.type == "wa") { lineStr.push(" ", p.type, " "); var c = this.getCoords_(p.x, p.y); var cStart = this.getCoords_(p.xStart, p.yStart); var cEnd = this.getCoords_(p.xEnd, p.yEnd); lineStr.push(mr(c.x - this.arcScaleX_ * p.radius), ",", mr(c.y - this.arcScaleY_ * p.radius), " ", mr(c.x + this.arcScaleX_ * p.radius), ",", mr(c.y + this.arcScaleY_ * p.radius), " ", mr(cStart.x), ",", mr(cStart.y), " ", mr(cEnd.x), ",", mr(cEnd.y)); } // TODO: Following is broken for curves due to // move to proper paths. // Figure out dimensions so we can do gradient fills // properly if(c) { if (min.x == null || c.x < min.x) { min.x = c.x; } if (max.x == null || c.x > max.x) { max.x = c.x; } if (min.y == null || c.y < min.y) { min.y = c.y; } if (max.y == null || c.y > max.y) { max.y = c.y; } } } lineStr.push(' ">'); if (typeof this.fillStyle == "object") { var focus = {x: "50%", y: "50%"}; var width = (max.x - min.x); var height = (max.y - min.y); var dimension = (width > height) ? width : height; focus.x = mr((this.fillStyle.focus_.x / width) * 100 + 50) + "%"; focus.y = mr((this.fillStyle.focus_.y / height) * 100 + 50) + "%"; var colors = []; // inside radius (%) if (this.fillStyle.type_ == "gradientradial") { var inside = (this.fillStyle.radius1_ / dimension * 100); // percentage that outside radius exceeds inside radius var expansion = (this.fillStyle.radius2_ / dimension * 100) - inside; } else { var inside = 0; var expansion = 100; } var insidecolor = {offset: null, color: null}; var outsidecolor = {offset: null, color: null}; // We need to sort 'colors' by percentage, from 0 > 100 otherwise ie // won't interpret it correctly this.fillStyle.colors_.sort(function (cs1, cs2) { return cs1.offset - cs2.offset; }); for (var i = 0; i < this.fillStyle.colors_.length; i++) { var fs = this.fillStyle.colors_[i]; colors.push( (fs.offset * expansion) + inside, "% ", fs.color, ","); if (fs.offset > insidecolor.offset || insidecolor.offset == null) { insidecolor.offset = fs.offset; insidecolor.color = fs.color; } if (fs.offset < outsidecolor.offset || outsidecolor.offset == null) { outsidecolor.offset = fs.offset; outsidecolor.color = fs.color; } } colors.pop(); lineStr.push('<g_vml_:fill', ' color="', outsidecolor.color, '"', ' color2="', insidecolor.color, '"', ' type="', this.fillStyle.type_, '"', ' focusposition="', focus.x, ', ', focus.y, '"', ' colors="', colors.join(""), '"', ' opacity="', opacity, '" />'); } else if (aFill) { lineStr.push('<g_vml_:fill color="', color, '" opacity="', opacity, '" />'); } else { lineStr.push( '<g_vml_:stroke', ' opacity="', opacity,'"', ' joinstyle="', this.lineJoin, '"', ' miterlimit="', this.miterLimit, '"', ' endcap="', processLineCap(this.lineCap) ,'"', ' weight="', this.lineWidth, 'px"', ' color="', color,'" />' ); } lineStr.push("</g_vml_:shape>"); this.element_.insertAdjacentHTML("beforeEnd", lineStr.join("")); //this.currentPath_ = []; }; contextPrototype.fill = function() { this.stroke(true); }; contextPrototype.closePath = function() { this.currentPath_.push({type: "close"}); }; /** * @private */ contextPrototype.getCoords_ = function(aX, aY) { return { x: Z * (aX * this.m_[0][0] + aY * this.m_[1][0] + this.m_[2][0]) - Z2, y: Z * (aX * this.m_[0][1] + aY * this.m_[1][1] + this.m_[2][1]) - Z2 } }; contextPrototype.save = function() { var o = {}; copyState(this, o); this.aStack_.push(o); this.mStack_.push(this.m_); this.m_ = matrixMultiply(createMatrixIdentity(), this.m_); }; contextPrototype.restore = function() { copyState(this.aStack_.pop(), this); this.m_ = this.mStack_.pop(); }; contextPrototype.translate = function(aX, aY) { var m1 = [ [1, 0, 0], [0, 1, 0], [aX, aY, 1] ]; this.m_ = matrixMultiply(m1, this.m_); }; contextPrototype.rotate = function(aRot) { var c = mc(aRot); var s = ms(aRot); var m1 = [ [c, s, 0], [-s, c, 0], [0, 0, 1] ]; this.m_ = matrixMultiply(m1, this.m_); }; contextPrototype.scale = function(aX, aY) { this.arcScaleX_ *= aX; this.arcScaleY_ *= aY; var m1 = [ [aX, 0, 0], [0, aY, 0], [0, 0, 1] ]; this.m_ = matrixMultiply(m1, this.m_); }; /******** STUBS ********/ contextPrototype.clip = function() { // TODO: Implement }; contextPrototype.arcTo = function() { // TODO: Implement }; contextPrototype.createPattern = function() { return new CanvasPattern_; }; // Gradient / Pattern Stubs function CanvasGradient_(aType) { this.type_ = aType; this.radius1_ = 0; this.radius2_ = 0; this.colors_ = []; this.focus_ = {x: 0, y: 0}; } CanvasGradient_.prototype.addColorStop = function(aOffset, aColor) { aColor = processStyle(aColor); this.colors_.push({offset: 1-aOffset, color: aColor}); }; function CanvasPattern_() {} // set up externs G_vmlCanvasManager = G_vmlCanvasManager_; CanvasRenderingContext2D = CanvasRenderingContext2D_; CanvasGradient = CanvasGradient_; CanvasPattern = CanvasPattern_; })(); } // if