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  • ¶

    State factory

    Scrawl-canvas uses State objects to keep track of Cell object CanvasRenderingContext2D rendering engine state.

    Every entity object also has a State object. Before an entity is ‘stamped’ onto a Cell <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.
  • ¶

    Demos:

    • All Canvas demos make use of the State object.
  • ¶

    Imports

    import { constructors, entity, styles } from '../core/library.js';
    import { isa_obj, xt, xtGet } from '../core/utilities.js';
    
    import baseMix from '../mixin/base.js';
  • ¶

    State constructor

    const State = function (items = {}) {
    
        this.set(this.defs);
        this.lineDash = [];
        this.set(items);
    
        return this;
    };
  • ¶

    State prototype

    let P = State.prototype = Object.create(Object.prototype);
    P.type = 'State';
  • ¶

    Mixins

    P = baseMix(P);
  • ¶

    State attributes

    • Attributes defined in the base mixin: name.
    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), rgba(255,255,255,1), white, etc
    • COLORNAME String
    • GRADIENTNAME String
    • RADIALGRADIENTNAME String
    • PATTERNNAME String
        fillStyle: 'rgba(0,0,0,1)',
        strokeStyle: 'rgba(0,0,0,1)',
  • ¶
    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 (<canvas>) 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), rgba(255,255,255,1), white, etc
    • COLORNAME String
        shadowColor: 'rgba(0,0,0,0)',
  • ¶
    Font styling

    font, textAlign, textBaseline - the Canvas API standards for using fonts on a canvas are near-useless, and often lead to a sub-par display of text. The Scrawl-canvas Phrase entity uses the following attributes internally, but has its own set of attributes for defining the font styling used by its text.

        font: '12px sans-serif',
        textAlign: 'left',
        textBaseline: 'top',
  • ¶
    CSS/SVG filters

    filter - the Canvas 2D engine supports the filter attribute 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',
    };
  • ¶

    Packet management

    P.processPacketOut = function (key, value, includes) {
    
        let result = true;
    
        switch (key) {
    
            case 'lineDash' : 
    
                if (!value.length) {
    
                    result = (includes.indexOf('lineDash') >= 0) ? true : false;
                }
                break;
    
            default : 
    
                if (includes.indexOf(key) < 0 && value === this.defs[key]) result = false;
        }
        return result;
    };
    
    P.finalizePacketOut = function (copy, items) {
    
        let 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

    P.set = function (items = {}) {
    
        if(Object.keys(items).length) {
            
            let key, i, iz,
                keys = Object.keys(items),
                d = this.defs;
    
            for (i = 0, iz = keys.length; i < iz; i++) {
    
                key = keys[i];
    
                if (key !== 'name') {
    
                    if (typeof d[key] !== 'undefined') this[key] = items[key];
                }
            }
        }
        return this;
    };
    
    P.get = function (item) {
    
        let undef, d, i;
    
        d = this.defs[item];
    
        if (typeof d !== 'undefined') {
        
            i = this[item];
            return (typeof i !== 'undefined') ? i : d;
        }
        else return undef;
    };
    
    let G = P.getters,
        S = P.setters,
        D = P.deltaSetters;
    
    S.fillStyle = function (item) {
    
        let temp;
    
        if (isa_obj(item) && item.lib === 'styles') this.fillStyle = item;
        else{
    
            temp = styles[item];
    
            if (temp) this.fillStyle = temp;
            else this.fillStyle = item;
        }
    };
    
    S.strokeStyle = function (item) {
    
        let temp;
    
        if (isa_obj(item) && item.lib === 'styles') this.strokeStyle = item;
        else{
    
            temp = styles[item];
    
            if (temp) this.strokeStyle = temp;
            else this.strokeStyle = item;
        }
    };
  • ¶

    Prototype functions

  • ¶

    Internal arrays used by a number of Style functions

    P.allKeys = Object.keys(P.defs);
    P.mainKeys = ['globalAlpha', 'globalCompositeOperation', 'shadowOffsetX', 'shadowOffsetY', 'shadowBlur', 'filter'];
    P.lineKeys = ['lineWidth', 'lineCap', 'lineJoin', 'lineDash', 'lineDashOffset', 'miterLimit'];
    P.styleKeys = ['fillStyle', 'strokeStyle', 'shadowColor'];
    P.textKeys = ['font'];
  • ¶

    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 mainKeys = this.mainKeys,
            lineKeys = this.lineKeys,
            styleKeys = this.styleKeys,
            textKeys = this.textKeys,
            k, style, scaled, i, iz, j, jz,
            linedashFlag, desired, current,
            defs = this.defs,
            result = {};
    
        let getItem = function (source, key) {
            return (typeof source[key] != 'undefined') ? source[key] : defs[key];
        };
    
        if (ent.substring) ent = entity[ent];
  • ¶

    ‘globalAlpha’, ‘globalCompositeOperation’, ‘shadowOffsetX’, ‘shadowOffsetY’, ‘shadowBlur’, ‘filter’

        for (i = 0, iz = mainKeys.length; i < iz; i++) {
    
            k = mainKeys[i];
            desired = getItem(this, k);
            current = getItem(engineState, k);
    
            if (current !== desired) result[k] = desired;
        }
  • ¶

    ‘lineWidth’, ‘lineCap’, ‘lineJoin’, ‘lineDash’, ‘lineDashOffset’, ‘miterLimit’

        if (this.lineWidth || engineState.lineWidth) {
    
            for (i = 0, iz = lineKeys.length; i < iz; i++) {
    
                k = lineKeys[i];
                desired = getItem(this, k);
                current = getItem(engineState, k);
    
                if (k == 'lineDash') {
    
                    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 == 'lineWidth') {
    
                    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’, ‘strokeStyle’, ‘shadowColor’

        for (i = 0, iz = styleKeys.length; i < iz; i++) {
    
            k = styleKeys[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 === '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’

        if (ent.type === 'Phrase') {
    
            for (i = 0, iz = textKeys.length; i < iz; i++) {
    
                k = textKeys[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 keys = this.allKeys,
            key;
    
        for (let i = 0, iz = keys.length; i < iz; i++) {
    
            key = keys[i];
            this[key] = engine[key];
        }
    
        this.lineDash = (xt(engine.lineDash)) ? engine.lineDash : [];
        this.lineDashOffset = xtGet(engine.lineDashOffset, 0);
        engine.textAlign = this.textAlign = 'left';
        engine.textBaseline = this.textBaseline = 'top';
    
        return this;
    };
  • ¶

    Factory

    Only used internally by Cell and entity factory functions

    const makeState = function (items) {
    
        return new State(items);
    };
    
    constructors.State = State;
  • ¶

    Exports

    export {
        makeState,
    };