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Diffstat (limited to 'assets/javascripts/vendor/canvasutilities.js')
| -rw-r--r-- | assets/javascripts/vendor/canvasutilities.js | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/assets/javascripts/vendor/canvasutilities.js b/assets/javascripts/vendor/canvasutilities.js new file mode 100644 index 0000000..011ebb0 --- /dev/null +++ b/assets/javascripts/vendor/canvasutilities.js @@ -0,0 +1,145 @@ +var drawArrow = function(ctx, x1, y1, x2, y2, style, which, angle, d) { + 'use strict'; + // Ceason pointed to a problem when x1 or y1 were a string, and concatenation + // would happen instead of addition + if (typeof(x1) == 'string') x1 = parseInt(x1); + if (typeof(y1) == 'string') y1 = parseInt(y1); + if (typeof(x2) == 'string') x2 = parseInt(x2); + if (typeof(y2) == 'string') y2 = parseInt(y2); + style = typeof(style) != 'undefined' ? style : 3; + which = typeof(which) != 'undefined' ? which : 1; // end point gets arrow + angle = typeof(angle) != 'undefined' ? angle : Math.PI / 8; + d = typeof(d) != 'undefined' ? d : 10; + // default to using drawHead to draw the head, but if the style + // argument is a function, use it instead + var toDrawHead = typeof(style) != 'function' ? drawHead : style; + + // For ends with arrow we actually want to stop before we get to the arrow + // so that wide lines won't put a flat end on the arrow. + // + var dist = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); + var ratio = (dist - d / 3) / dist; + var tox, toy, fromx, fromy; + if (which & 1) { + tox = Math.round(x1 + (x2 - x1) * ratio); + toy = Math.round(y1 + (y2 - y1) * ratio); + } else { + tox = x2; + toy = y2; + } + if (which & 2) { + fromx = x1 + (x2 - x1) * (1 - ratio); + fromy = y1 + (y2 - y1) * (1 - ratio); + } else { + fromx = x1; + fromy = y1; + } + + // Draw the shaft of the arrow + ctx.beginPath(); + ctx.moveTo(fromx, fromy); + ctx.lineTo(tox, toy); + ctx.stroke(); + + // calculate the angle of the line + var lineangle = Math.atan2(y2 - y1, x2 - x1); + // h is the line length of a side of the arrow head + var h = Math.abs(d / Math.cos(angle)); + + if (which & 1) { // handle far end arrow head + var angle1 = lineangle + Math.PI + angle; + var topx = x2 + Math.cos(angle1) * h; + var topy = y2 + Math.sin(angle1) * h; + var angle2 = lineangle + Math.PI - angle; + var botx = x2 + Math.cos(angle2) * h; + var boty = y2 + Math.sin(angle2) * h; + toDrawHead(ctx, topx, topy, x2, y2, botx, boty, style); + } + if (which & 2) { // handle near end arrow head + var angle1 = lineangle + angle; + var topx = x1 + Math.cos(angle1) * h; + var topy = y1 + Math.sin(angle1) * h; + var angle2 = lineangle - angle; + var botx = x1 + Math.cos(angle2) * h; + var boty = y1 + Math.sin(angle2) * h; + toDrawHead(ctx, topx, topy, x1, y1, botx, boty, style); + } +} + +var drawHead = function(ctx, x0, y0, x1, y1, x2, y2, style) { + 'use strict'; + if (typeof(x0) == 'string') x0 = parseInt(x0); + if (typeof(y0) == 'string') y0 = parseInt(y0); + if (typeof(x1) == 'string') x1 = parseInt(x1); + if (typeof(y1) == 'string') y1 = parseInt(y1); + if (typeof(x2) == 'string') x2 = parseInt(x2); + if (typeof(y2) == 'string') y2 = parseInt(y2); + var radius = 3; + var twoPI = 2 * Math.PI; + + // all cases do this. + ctx.save(); + ctx.beginPath(); + ctx.moveTo(x0, y0); + ctx.lineTo(x1, y1); + ctx.lineTo(x2, y2); + switch (style) { + case 0: + // curved filled, add the bottom as an arcTo curve and fill + var backdist = Math.sqrt(((x2 - x0) * (x2 - x0)) + ((y2 - y0) * (y2 - y0))); + ctx.arcTo(x1, y1, x0, y0, .55 * backdist); + ctx.fill(); + break; + case 1: + // straight filled, add the bottom as a line and fill. + ctx.beginPath(); + ctx.moveTo(x0, y0); + ctx.lineTo(x1, y1); + ctx.lineTo(x2, y2); + ctx.lineTo(x0, y0); + ctx.fill(); + break; + case 2: + // unfilled head, just stroke. + ctx.stroke(); + break; + case 3: + //filled head, add the bottom as a quadraticCurveTo curve and fill + var cpx = (x0 + x1 + x2) / 3; + var cpy = (y0 + y1 + y2) / 3; + ctx.quadraticCurveTo(cpx, cpy, x0, y0); + ctx.fill(); + break; + case 4: + //filled head, add the bottom as a bezierCurveTo curve and fill + var cp1x, cp1y, cp2x, cp2y, backdist; + var shiftamt = 5; + if (x2 == x0) { + // Avoid a divide by zero if x2==x0 + backdist = y2 - y0; + cp1x = (x1 + x0) / 2; + cp2x = (x1 + x0) / 2; + cp1y = y1 + backdist / shiftamt; + cp2y = y1 - backdist / shiftamt; + } else { + backdist = Math.sqrt(((x2 - x0) * (x2 - x0)) + ((y2 - y0) * (y2 - y0))); + var xback = (x0 + x2) / 2; + var yback = (y0 + y2) / 2; + var xmid = (xback + x1) / 2; + var ymid = (yback + y1) / 2; + + var m = (y2 - y0) / (x2 - x0); + var dx = (backdist / (2 * Math.sqrt(m * m + 1))) / shiftamt; + var dy = m * dx; + cp1x = xmid - dx; + cp1y = ymid - dy; + cp2x = xmid + dx; + cp2y = ymid + dy; + } + + ctx.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x0, y0); + ctx.fill(); + break; + } + ctx.restore(); +} |
