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Graphics.js
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executable file
·2397 lines (2256 loc) · 86.2 KB
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/*
* Graphics
* Visit http://createjs.com/ for window.documentation, updates and examples.
*
* Copyright (c) 2010 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated window.documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* @module EaselJS
*/
// namespace:
this.createjs = this.createjs||{};
(function() {
"use strict";
// constructor:
/**
* The Graphics class exposes an easy to use API for generating vector drawing instructions and drawing them to a
* specified context. Note that you can use Graphics without any dependency on the EaselJS framework by calling {{#crossLink "Graphics/draw"}}{{/crossLink}}
* directly, or it can be used with the {{#crossLink "Shape"}}{{/crossLink}} object to draw vector graphics within the
* context of an EaselJS display list.
*
* There are two approaches to working with Graphics object: calling methods on a Graphics instance (the "Graphics API"), or
* instantiating Graphics command objects and adding them to the graphics queue via {{#crossLink "Graphics/append"}}{{/crossLink}}.
* The former abstracts the latter, simplifying beginning and ending paths, fills, and strokes.
*
* var g = new createjs.Graphics();
* g.setStrokeStyle(1);
* g.beginStroke("#000000");
* g.beginFill("red");
* g.drawCircle(0,0,30);
*
* All drawing methods in Graphics return the Graphics instance, so they can be chained together. For example,
* the following line of code would generate the instructions to draw a rectangle with a red stroke and blue fill:
*
* myGraphics.beginStroke("red").beginFill("blue").drawRect(20, 20, 100, 50);
*
* Each graphics API call generates a command object (see below). The last command to be created can be accessed via
* {{#crossLink "Graphics/command:property"}}{{/crossLink}}:
*
* var fillCommand = myGraphics.beginFill("red").command;
* // ... later, update the fill style/color:
* fillCommand.style = "blue";
* // or change it to a bitmap fill:
* fillCommand.bitmap(myImage);
*
* For more direct control of rendering, you can instantiate and append command objects to the graphics queue directly. In this case, you
* need to manage path creation manually, and ensure that fill/stroke is applied to a defined path:
*
* // start a new path. Graphics.beginCmd is a reusable BeginPath instance:
* myGraphics.append(createjs.Graphics.beginCmd);
* // we need to define the path before applying the fill:
* var circle = new createjs.Graphics.Circle(0,0,30);
* myGraphics.append(circle);
* // fill the path we just defined:
* var fill = new createjs.Graphics.Fill("red");
* myGraphics.append(fill);
*
* These approaches can be used together, for example to insert a custom command:
*
* myGraphics.beginFill("red");
* var customCommand = new CustomSpiralCommand(etc);
* myGraphics.append(customCommand);
* myGraphics.beginFill("blue");
* myGraphics.drawCircle(0, 0, 30);
*
* See {{#crossLink "Graphics/append"}}{{/crossLink}} for more info on creating custom commands.
*
* <h4>Tiny API</h4>
* The Graphics class also includes a "tiny API", which is one or two-letter methods that are shortcuts for all of the
* Graphics methods. These methods are great for creating compact instructions, and is used by the Toolkit for CreateJS
* to generate readable code. All tiny methods are marked as protected, so you can view them by enabling protected
* descriptions in the docs.
*
* <table>
* <tr><td><b>Tiny</b></td><td><b>Method</b></td><td><b>Tiny</b></td><td><b>Method</b></td></tr>
* <tr><td>mt</td><td>{{#crossLink "Graphics/moveTo"}}{{/crossLink}} </td>
* <td>lt</td> <td>{{#crossLink "Graphics/lineTo"}}{{/crossLink}}</td></tr>
* <tr><td>a/at</td><td>{{#crossLink "Graphics/arc"}}{{/crossLink}} / {{#crossLink "Graphics/arcTo"}}{{/crossLink}} </td>
* <td>bt</td><td>{{#crossLink "Graphics/bezierCurveTo"}}{{/crossLink}} </td></tr>
* <tr><td>qt</td><td>{{#crossLink "Graphics/quadraticCurveTo"}}{{/crossLink}} (also curveTo)</td>
* <td>r</td><td>{{#crossLink "Graphics/rect"}}{{/crossLink}} </td></tr>
* <tr><td>cp</td><td>{{#crossLink "Graphics/closePath"}}{{/crossLink}} </td>
* <td>c</td><td>{{#crossLink "Graphics/clear"}}{{/crossLink}} </td></tr>
* <tr><td>f</td><td>{{#crossLink "Graphics/beginFill"}}{{/crossLink}} </td>
* <td>lf</td><td>{{#crossLink "Graphics/beginLinearGradientFill"}}{{/crossLink}} </td></tr>
* <tr><td>rf</td><td>{{#crossLink "Graphics/beginRadialGradientFill"}}{{/crossLink}} </td>
* <td>bf</td><td>{{#crossLink "Graphics/beginBitmapFill"}}{{/crossLink}} </td></tr>
* <tr><td>ef</td><td>{{#crossLink "Graphics/endFill"}}{{/crossLink}} </td>
* <td>ss / sd</td><td>{{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} / {{#crossLink "Graphics/setStrokeDash"}}{{/crossLink}} </td></tr>
* <tr><td>s</td><td>{{#crossLink "Graphics/beginStroke"}}{{/crossLink}} </td>
* <td>ls</td><td>{{#crossLink "Graphics/beginLinearGradientStroke"}}{{/crossLink}} </td></tr>
* <tr><td>rs</td><td>{{#crossLink "Graphics/beginRadialGradientStroke"}}{{/crossLink}} </td>
* <td>bs</td><td>{{#crossLink "Graphics/beginBitmapStroke"}}{{/crossLink}} </td></tr>
* <tr><td>es</td><td>{{#crossLink "Graphics/endStroke"}}{{/crossLink}} </td>
* <td>dr</td><td>{{#crossLink "Graphics/drawRect"}}{{/crossLink}} </td></tr>
* <tr><td>rr</td><td>{{#crossLink "Graphics/drawRoundRect"}}{{/crossLink}} </td>
* <td>rc</td><td>{{#crossLink "Graphics/drawRoundRectComplex"}}{{/crossLink}} </td></tr>
* <tr><td>dc</td><td>{{#crossLink "Graphics/drawCircle"}}{{/crossLink}} </td>
* <td>de</td><td>{{#crossLink "Graphics/drawEllipse"}}{{/crossLink}} </td></tr>
* <tr><td>dp</td><td>{{#crossLink "Graphics/drawPolyStar"}}{{/crossLink}} </td>
* <td>p</td><td>{{#crossLink "Graphics/decodePath"}}{{/crossLink}} </td></tr>
* </table>
*
* Here is the above example, using the tiny API instead.
*
* myGraphics.s("red").f("blue").r(20, 20, 100, 50);
*
* @class Graphics
* @constructor
**/
function Graphics() {
// public properties
/**
* Holds a reference to the last command that was created or appended. For example, you could retain a reference
* to a Fill command in order to dynamically update the color later by using:
*
* var myFill = myGraphics.beginFill("red").command;
* // update color later:
* myFill.style = "yellow";
*
* @property command
* @type Object
**/
this.command = null;
// private properties
/**
* @property _stroke
* @protected
* @type {Stroke}
**/
this._stroke = null;
/**
* @property _strokeStyle
* @protected
* @type {StrokeStyle}
**/
this._strokeStyle = null;
/**
* @property _oldStrokeStyle
* @protected
* @type {StrokeStyle}
**/
this._oldStrokeStyle = null;
/**
* @property _strokeDash
* @protected
* @type {StrokeDash}
**/
this._strokeDash = null;
/**
* @property _oldStrokeDash
* @protected
* @type {StrokeDash}
**/
this._oldStrokeDash = null;
/**
* @property _strokeIgnoreScale
* @protected
* @type Boolean
**/
this._strokeIgnoreScale = false;
/**
* @property _fill
* @protected
* @type {Fill}
**/
this._fill = null;
/**
* @property _instructions
* @protected
* @type {Array}
**/
this._instructions = [];
/**
* Indicates the last instruction index that was committed.
* @property _commitIndex
* @protected
* @type {Number}
**/
this._commitIndex = 0;
/**
* Uncommitted instructions.
* @property _activeInstructions
* @protected
* @type {Array}
**/
this._activeInstructions = [];
/**
* This indicates that there have been changes to the activeInstruction list since the last updateInstructions call.
* @property _dirty
* @protected
* @type {Boolean}
* @default false
**/
this._dirty = false;
/**
* Index to draw from if a store operation has happened.
* @property _storeIndex
* @protected
* @type {Number}
* @default 0
**/
this._storeIndex = 0;
// setup:
this.clear();
}
var p = Graphics.prototype;
var G = Graphics; // shortcut
/**
* <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
* See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
* for details.
*
* There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
*
* @method initialize
* @protected
* @deprecated
*/
// p.initialize = function() {}; // searchable for devs wondering where it is.
// static public methods:
/**
* Returns a CSS compatible color string based on the specified RGB numeric color values in the format
* "rgba(255,255,255,1.0)", or if alpha is null then in the format "rgb(255,255,255)". For example,
*
* createjs.Graphics.getRGB(50, 100, 150, 0.5);
* // Returns "rgba(50,100,150,0.5)"
*
* It also supports passing a single hex color value as the first param, and an optional alpha value as the second
* param. For example,
*
* createjs.Graphics.getRGB(0xFF00FF, 0.2);
* // Returns "rgba(255,0,255,0.2)"
*
* @method getRGB
* @static
* @param {Number} r The red component for the color, between 0 and 0xFF (255).
* @param {Number} g The green component for the color, between 0 and 0xFF (255).
* @param {Number} b The blue component for the color, between 0 and 0xFF (255).
* @param {Number} [alpha] The alpha component for the color where 0 is fully transparent and 1 is fully opaque.
* @return {String} A CSS compatible color string based on the specified RGB numeric color values in the format
* "rgba(255,255,255,1.0)", or if alpha is null then in the format "rgb(255,255,255)".
**/
Graphics.getRGB = function(r, g, b, alpha) {
if (r != null && b == null) {
alpha = g;
b = r&0xFF;
g = r>>8&0xFF;
r = r>>16&0xFF;
}
if (alpha == null) {
return "rgb("+r+","+g+","+b+")";
} else {
return "rgba("+r+","+g+","+b+","+alpha+")";
}
};
/**
* Returns a CSS compatible color string based on the specified HSL numeric color values in the format "hsla(360,100,100,1.0)",
* or if alpha is null then in the format "hsl(360,100,100)".
*
* createjs.Graphics.getHSL(150, 100, 70);
* // Returns "hsl(150,100,70)"
*
* @method getHSL
* @static
* @param {Number} hue The hue component for the color, between 0 and 360.
* @param {Number} saturation The saturation component for the color, between 0 and 100.
* @param {Number} lightness The lightness component for the color, between 0 and 100.
* @param {Number} [alpha] The alpha component for the color where 0 is fully transparent and 1 is fully opaque.
* @return {String} A CSS compatible color string based on the specified HSL numeric color values in the format
* "hsla(360,100,100,1.0)", or if alpha is null then in the format "hsl(360,100,100)".
**/
Graphics.getHSL = function(hue, saturation, lightness, alpha) {
if (alpha == null) {
return "hsl("+(hue%360)+","+saturation+"%,"+lightness+"%)";
} else {
return "hsla("+(hue%360)+","+saturation+"%,"+lightness+"%,"+alpha+")";
}
};
// static properties:
/**
* A reusable instance of {{#crossLink "Graphics/BeginPath"}}{{/crossLink}} to avoid
* unnecessary instantiation.
* @property beginCmd
* @type {Graphics.BeginPath}
* @static
**/
// defined at the bottom of this file.
/**
* Map of Base64 characters to values. Used by {{#crossLink "Graphics/decodePath"}}{{/crossLink}}.
* @property BASE_64
* @static
* @final
* @readonly
* @type {Object}
**/
Graphics.BASE_64 = {"A":0,"B":1,"C":2,"D":3,"E":4,"F":5,"G":6,"H":7,"I":8,"J":9,"K":10,"L":11,"M":12,"N":13,"O":14,"P":15,"Q":16,"R":17,"S":18,"T":19,"U":20,"V":21,"W":22,"X":23,"Y":24,"Z":25,"a":26,"b":27,"c":28,"d":29,"e":30,"f":31,"g":32,"h":33,"i":34,"j":35,"k":36,"l":37,"m":38,"n":39,"o":40,"p":41,"q":42,"r":43,"s":44,"t":45,"u":46,"v":47,"w":48,"x":49,"y":50,"z":51,"0":52,"1":53,"2":54,"3":55,"4":56,"5":57,"6":58,"7":59,"8":60,"9":61,"+":62,"/":63};
/**
* Maps numeric values for the caps parameter of {{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} to
* corresponding string values. This is primarily for use with the tiny API. The mappings are as follows: 0 to
* "butt", 1 to "round", and 2 to "square".
* For example, to set the line caps to "square":
*
* myGraphics.ss(16, 2);
*
* @property STROKE_CAPS_MAP
* @static
* @final
* @readonly
* @type {Array}
**/
Graphics.STROKE_CAPS_MAP = ["butt", "round", "square"];
/**
* Maps numeric values for the joints parameter of {{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} to
* corresponding string values. This is primarily for use with the tiny API. The mappings are as follows: 0 to
* "miter", 1 to "round", and 2 to "bevel".
* For example, to set the line joints to "bevel":
*
* myGraphics.ss(16, 0, 2);
*
* @property STROKE_JOINTS_MAP
* @static
* @final
* @readonly
* @type {Array}
**/
Graphics.STROKE_JOINTS_MAP = ["miter", "round", "bevel"];
/**
* @property _ctx
* @static
* @protected
* @type {CanvasRenderingContext2D}
**/
var canvas = (createjs.createCanvas?createjs.createCanvas():window.document.createElement("canvas"));
if (canvas.getContext) {
Graphics._ctx = canvas.getContext("2d");
canvas.width = canvas.height = 1;
}
// getter / setters:
/**
* Use the {{#crossLink "Graphics/instructions:property"}}{{/crossLink}} property instead.
* @method getInstructions
* @return {Array}
* @deprecated
**/
p.getInstructions = function() {
this._updateInstructions();
return this._instructions;
};
/**
* Returns the graphics instructions array. Each entry is a graphics command object (ex. Graphics.Fill, Graphics.Rect)
* Modifying the returned array directly is not recommended, and is likely to result in unexpected behaviour.
*
* This property is mainly intended for introspection of the instructions (ex. for graphics export).
* @property instructions
* @type {Array}
* @readonly
**/
try {
Object.defineProperties(p, {
instructions: { get: p.getInstructions }
});
} catch (e) {}
// public methods:
/**
* Returns true if this Graphics instance has no drawing commands.
* @method isEmpty
* @return {Boolean} Returns true if this Graphics instance has no drawing commands.
**/
p.isEmpty = function() {
return !(this._instructions.length || this._activeInstructions.length);
};
/**
* Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
* Returns true if the draw was handled (useful for overriding functionality).
*
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method draw
* @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
* @param {Object} data Optional data that is passed to graphics command exec methods. When called from a Shape instance, the shape passes itself as the data parameter. This can be used by custom graphic commands to insert contextual data.
**/
p.draw = function(ctx, data) {
this._updateInstructions();
var instr = this._instructions;
for (var i=this._storeIndex, l=instr.length; i<l; i++) {
instr[i].exec(ctx, data);
}
};
/**
* Draws only the path described for this Graphics instance, skipping any non-path instructions, including fill and
* stroke descriptions. Used for <code>DisplayObject.mask</code> to draw the clipping path, for example.
*
* NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
* @method drawAsPath
* @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
**/
p.drawAsPath = function(ctx) {
this._updateInstructions();
var instr, instrs = this._instructions;
for (var i=this._storeIndex, l=instrs.length; i<l; i++) {
// the first command is always a beginPath command.
if ((instr = instrs[i]).path !== false) { instr.exec(ctx); }
}
};
// public methods that map directly to context 2D calls:
/**
* Moves the drawing point to the specified position. A tiny API method "mt" also exists.
* @method moveTo
* @param {Number} x The x coordinate the drawing point should move to.
* @param {Number} y The y coordinate the drawing point should move to.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls).
* @chainable
**/
p.moveTo = function(x, y) {
return this.append(new G.MoveTo(x,y), true);
};
/**
* Draws a line from the current drawing point to the specified position, which become the new current drawing
* point. Note that you *must* call {{#crossLink "Graphics/moveTo"}}{{/crossLink}} before the first `lineTo()`.
* A tiny API method "lt" also exists.
*
* For detailed information, read the
* <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#complex-shapes-(paths)">
* whatwg spec</a>.
* @method lineTo
* @param {Number} x The x coordinate the drawing point should draw to.
* @param {Number} y The y coordinate the drawing point should draw to.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.lineTo = function(x, y) {
return this.append(new G.LineTo(x,y));
};
/**
* Draws an arc with the specified control points and radius. For detailed information, read the
* <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-arcto">
* whatwg spec</a>. A tiny API method "at" also exists.
* @method arcTo
* @param {Number} x1
* @param {Number} y1
* @param {Number} x2
* @param {Number} y2
* @param {Number} radius
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.arcTo = function(x1, y1, x2, y2, radius) {
return this.append(new G.ArcTo(x1, y1, x2, y2, radius));
};
/**
* Draws an arc defined by the radius, startAngle and endAngle arguments, centered at the position (x, y). For
* example, to draw a full circle with a radius of 20 centered at (100, 100):
*
* arc(100, 100, 20, 0, Math.PI*2);
*
* For detailed information, read the
* <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-arc">whatwg spec</a>.
* A tiny API method "a" also exists.
* @method arc
* @param {Number} x
* @param {Number} y
* @param {Number} radius
* @param {Number} startAngle Measured in radians.
* @param {Number} endAngle Measured in radians.
* @param {Boolean} anticlockwise
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.arc = function(x, y, radius, startAngle, endAngle, anticlockwise) {
return this.append(new G.Arc(x, y, radius, startAngle, endAngle, anticlockwise));
};
/**
* Draws a quadratic curve from the current drawing point to (x, y) using the control point (cpx, cpy). For detailed
* information, read the <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-quadraticcurveto">
* whatwg spec</a>. A tiny API method "qt" also exists.
* @method quadraticCurveTo
* @param {Number} cpx
* @param {Number} cpy
* @param {Number} x
* @param {Number} y
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.quadraticCurveTo = function(cpx, cpy, x, y) {
return this.append(new G.QuadraticCurveTo(cpx, cpy, x, y));
};
/**
* Draws a bezier curve from the current drawing point to (x, y) using the control points (cp1x, cp1y) and (cp2x,
* cp2y). For detailed information, read the
* <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-beziercurveto">
* whatwg spec</a>. A tiny API method "bt" also exists.
* @method bezierCurveTo
* @param {Number} cp1x
* @param {Number} cp1y
* @param {Number} cp2x
* @param {Number} cp2y
* @param {Number} x
* @param {Number} y
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.bezierCurveTo = function(cp1x, cp1y, cp2x, cp2y, x, y) {
return this.append(new G.BezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y));
};
/**
* Draws a rectangle at (x, y) with the specified width and height using the current fill and/or stroke.
* For detailed information, read the
* <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-rect">
* whatwg spec</a>. A tiny API method "r" also exists.
* @method rect
* @param {Number} x
* @param {Number} y
* @param {Number} w Width of the rectangle
* @param {Number} h Height of the rectangle
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.rect = function(x, y, w, h) {
return this.append(new G.Rect(x, y, w, h));
};
/**
* Closes the current path, effectively drawing a line from the current drawing point to the first drawing point specified
* since the fill or stroke was last set. A tiny API method "cp" also exists.
* @method closePath
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.closePath = function() {
return this._activeInstructions.length ? this.append(new G.ClosePath()) : this;
};
// public methods that roughly map to Adobe Flash/Animate graphics APIs:
/**
* Clears all drawing instructions, effectively resetting this Graphics instance. Any line and fill styles will need
* to be redefined to draw shapes following a clear call. A tiny API method "c" also exists.
* @method clear
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.clear = function() {
this._instructions.length = this._activeInstructions.length = this._commitIndex = 0;
this._strokeStyle = this._oldStrokeStyle = this._stroke = this._fill = this._strokeDash = this._oldStrokeDash = null;
this._dirty = this._strokeIgnoreScale = false;
return this;
};
/**
* Begins a fill with the specified color. This ends the current sub-path. A tiny API method "f" also exists.
* @method beginFill
* @param {String} color A CSS compatible color value (ex. "red", "#FF0000", or "rgba(255,0,0,0.5)"). Setting to
* null will result in no fill.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.beginFill = function(color) {
return this._setFill(color ? new G.Fill(color) : null);
};
/**
* Begins a linear gradient fill defined by the line (x0, y0) to (x1, y1). This ends the current sub-path. For
* example, the following code defines a black to white vertical gradient ranging from 20px to 120px, and draws a
* square to display it:
*
* myGraphics.beginLinearGradientFill(["#000","#FFF"], [0, 1], 0, 20, 0, 120).drawRect(20, 20, 120, 120);
*
* A tiny API method "lf" also exists.
* @method beginLinearGradientFill
* @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define a gradient
* drawing from red to blue.
* @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, 0.9] would draw
* the first color to 10% then interpolating to the second color at 90%.
* @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size.
* @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size.
* @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size.
* @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.beginLinearGradientFill = function(colors, ratios, x0, y0, x1, y1) {
return this._setFill(new G.Fill().linearGradient(colors, ratios, x0, y0, x1, y1));
};
/**
* Begins a radial gradient fill. This ends the current sub-path. For example, the following code defines a red to
* blue radial gradient centered at (100, 100), with a radius of 50, and draws a circle to display it:
*
* myGraphics.beginRadialGradientFill(["#F00","#00F"], [0, 1], 100, 100, 0, 100, 100, 50).drawCircle(100, 100, 50);
*
* A tiny API method "rf" also exists.
* @method beginRadialGradientFill
* @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
* a gradient drawing from red to blue.
* @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
* 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
* @param {Number} x0 Center position of the inner circle that defines the gradient.
* @param {Number} y0 Center position of the inner circle that defines the gradient.
* @param {Number} r0 Radius of the inner circle that defines the gradient.
* @param {Number} x1 Center position of the outer circle that defines the gradient.
* @param {Number} y1 Center position of the outer circle that defines the gradient.
* @param {Number} r1 Radius of the outer circle that defines the gradient.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.beginRadialGradientFill = function(colors, ratios, x0, y0, r0, x1, y1, r1) {
return this._setFill(new G.Fill().radialGradient(colors, ratios, x0, y0, r0, x1, y1, r1));
};
/**
* Begins a pattern fill using the specified image. This ends the current sub-path. A tiny API method "bf" also
* exists.
* @method beginBitmapFill
* @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use
* as the pattern. Must be loaded prior to creating a bitmap fill, or the fill will be empty.
* @param {String} repetition Optional. Indicates whether to repeat the image in the fill area. One of "repeat",
* "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat". Note that Firefox does not support "repeat-x" or
* "repeat-y" (latest tests were in FF 20.0), and will default to "repeat".
* @param {Matrix2D} matrix Optional. Specifies a transformation matrix for the bitmap fill. This transformation
* will be applied relative to the parent transform.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.beginBitmapFill = function(image, repetition, matrix) {
return this._setFill(new G.Fill(null,matrix).bitmap(image, repetition));
};
/**
* Ends the current sub-path, and begins a new one with no fill. Functionally identical to <code>beginFill(null)</code>.
* A tiny API method "ef" also exists.
* @method endFill
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.endFill = function() {
return this.beginFill();
};
/**
* Sets the stroke style. Like all drawing methods, this can be chained, so you can define
* the stroke style and color in a single line of code like so:
*
* myGraphics.setStrokeStyle(8,"round").beginStroke("#F00");
*
* A tiny API method "ss" also exists.
* @method setStrokeStyle
* @param {Number} thickness The width of the stroke.
* @param {String | Number} [caps=0] Indicates the type of caps to use at the end of lines. One of butt,
* round, or square. Defaults to "butt". Also accepts the values 0 (butt), 1 (round), and 2 (square) for use with
* the tiny API.
* @param {String | Number} [joints=0] Specifies the type of joints that should be used where two lines meet.
* One of bevel, round, or miter. Defaults to "miter". Also accepts the values 0 (miter), 1 (round), and 2 (bevel)
* for use with the tiny API.
* @param {Number} [miterLimit=10] If joints is set to "miter", then you can specify a miter limit ratio which
* controls at what point a mitered joint will be clipped.
* @param {Boolean} [ignoreScale=false] If true, the stroke will be drawn at the specified thickness regardless
* of active transformations.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.setStrokeStyle = function(thickness, caps, joints, miterLimit, ignoreScale) {
this._updateInstructions(true);
this._strokeStyle = this.command = new G.StrokeStyle(thickness, caps, joints, miterLimit, ignoreScale);
// ignoreScale lives on Stroke, not StrokeStyle, so we do a little trickery:
if (this._stroke) { this._stroke.ignoreScale = ignoreScale; }
this._strokeIgnoreScale = ignoreScale;
return this;
};
/**
* Sets or clears the stroke dash pattern.
*
* myGraphics.setStrokeDash([20, 10], 0);
*
* A tiny API method `sd` also exists.
* @method setStrokeDash
* @param {Array} [segments] An array specifying the dash pattern, alternating between line and gap.
* For example, `[20,10]` would create a pattern of 20 pixel lines with 10 pixel gaps between them.
* Passing null or an empty array will clear the existing stroke dash.
* @param {Number} [offset=0] The offset of the dash pattern. For example, you could increment this value to create a "marching ants" effect.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.setStrokeDash = function(segments, offset) {
this._updateInstructions(true);
this._strokeDash = this.command = new G.StrokeDash(segments, offset);
return this;
};
/**
* Begins a stroke with the specified color. This ends the current sub-path. A tiny API method "s" also exists.
* @method beginStroke
* @param {String} color A CSS compatible color value (ex. "#FF0000", "red", or "rgba(255,0,0,0.5)"). Setting to
* null will result in no stroke.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.beginStroke = function(color) {
return this._setStroke(color ? new G.Stroke(color) : null);
};
/**
* Begins a linear gradient stroke defined by the line (x0, y0) to (x1, y1). This ends the current sub-path. For
* example, the following code defines a black to white vertical gradient ranging from 20px to 120px, and draws a
* square to display it:
*
* myGraphics.setStrokeStyle(10).
* beginLinearGradientStroke(["#000","#FFF"], [0, 1], 0, 20, 0, 120).drawRect(20, 20, 120, 120);
*
* A tiny API method "ls" also exists.
* @method beginLinearGradientStroke
* @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
* a gradient drawing from red to blue.
* @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
* 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
* @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size.
* @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size.
* @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size.
* @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.beginLinearGradientStroke = function(colors, ratios, x0, y0, x1, y1) {
return this._setStroke(new G.Stroke().linearGradient(colors, ratios, x0, y0, x1, y1));
};
/**
* Begins a radial gradient stroke. This ends the current sub-path. For example, the following code defines a red to
* blue radial gradient centered at (100, 100), with a radius of 50, and draws a rectangle to display it:
*
* myGraphics.setStrokeStyle(10)
* .beginRadialGradientStroke(["#F00","#00F"], [0, 1], 100, 100, 0, 100, 100, 50)
* .drawRect(50, 90, 150, 110);
*
* A tiny API method "rs" also exists.
* @method beginRadialGradientStroke
* @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
* a gradient drawing from red to blue.
* @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
* 0.9] would draw the first color to 10% then interpolating to the second color at 90%, then draw the second color
* to 100%.
* @param {Number} x0 Center position of the inner circle that defines the gradient.
* @param {Number} y0 Center position of the inner circle that defines the gradient.
* @param {Number} r0 Radius of the inner circle that defines the gradient.
* @param {Number} x1 Center position of the outer circle that defines the gradient.
* @param {Number} y1 Center position of the outer circle that defines the gradient.
* @param {Number} r1 Radius of the outer circle that defines the gradient.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.beginRadialGradientStroke = function(colors, ratios, x0, y0, r0, x1, y1, r1) {
return this._setStroke(new G.Stroke().radialGradient(colors, ratios, x0, y0, r0, x1, y1, r1));
};
/**
* Begins a pattern fill using the specified image. This ends the current sub-path. Note that unlike bitmap fills,
* strokes do not currently support a matrix parameter due to limitations in the canvas API. A tiny API method "bs"
* also exists.
* @method beginBitmapStroke
* @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use
* as the pattern. Must be loaded prior to creating a bitmap fill, or the fill will be empty.
* @param {String} [repetition=repeat] Optional. Indicates whether to repeat the image in the fill area. One of
* "repeat", "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat".
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.beginBitmapStroke = function(image, repetition) {
// NOTE: matrix is not supported for stroke because transforms on strokes also affect the drawn stroke width.
return this._setStroke(new G.Stroke().bitmap(image, repetition));
};
/**
* Ends the current sub-path, and begins a new one with no stroke. Functionally identical to <code>beginStroke(null)</code>.
* A tiny API method "es" also exists.
* @method endStroke
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.endStroke = function() {
return this.beginStroke();
};
/**
* Maps the familiar ActionScript <code>curveTo()</code> method to the functionally similar {{#crossLink "Graphics/quadraticCurveTo"}}{{/crossLink}}
* method.
* @method curveTo
* @param {Number} cpx
* @param {Number} cpy
* @param {Number} x
* @param {Number} y
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.curveTo = p.quadraticCurveTo;
/**
*
* Maps the familiar ActionScript <code>drawRect()</code> method to the functionally similar {{#crossLink "Graphics/rect"}}{{/crossLink}}
* method.
* @method drawRect
* @param {Number} x
* @param {Number} y
* @param {Number} w Width of the rectangle
* @param {Number} h Height of the rectangle
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.drawRect = p.rect;
/**
* Draws a rounded rectangle with all corners with the specified radius.
* @method drawRoundRect
* @param {Number} x
* @param {Number} y
* @param {Number} w
* @param {Number} h
* @param {Number} radius Corner radius.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.drawRoundRect = function(x, y, w, h, radius) {
return this.drawRoundRectComplex(x, y, w, h, radius, radius, radius, radius);
};
/**
* Draws a rounded rectangle with different corner radii. Supports positive and negative corner radii. A tiny API
* method "rc" also exists.
* @method drawRoundRectComplex
* @param {Number} x The horizontal coordinate to draw the round rect.
* @param {Number} y The vertical coordinate to draw the round rect.
* @param {Number} w The width of the round rect.
* @param {Number} h The height of the round rect.
* @param {Number} radiusTL Top left corner radius.
* @param {Number} radiusTR Top right corner radius.
* @param {Number} radiusBR Bottom right corner radius.
* @param {Number} radiusBL Bottom left corner radius.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.drawRoundRectComplex = function(x, y, w, h, radiusTL, radiusTR, radiusBR, radiusBL) {
return this.append(new G.RoundRect(x, y, w, h, radiusTL, radiusTR, radiusBR, radiusBL));
};
/**
* Draws a circle with the specified radius at (x, y).
*
* var g = new createjs.Graphics();
* g.setStrokeStyle(1);
* g.beginStroke(createjs.Graphics.getRGB(0,0,0));
* g.beginFill(createjs.Graphics.getRGB(255,0,0));
* g.drawCircle(0,0,3);
*
* var s = new createjs.Shape(g);
* s.x = 100;
* s.y = 100;
*
* stage.addChild(s);
* stage.update();
*
* A tiny API method "dc" also exists.
* @method drawCircle
* @param {Number} x x coordinate center point of circle.
* @param {Number} y y coordinate center point of circle.
* @param {Number} radius Radius of circle.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.drawCircle = function(x, y, radius) {
return this.append(new G.Circle(x, y, radius));
};
/**
* Draws an ellipse (oval) with a specified width (w) and height (h). Similar to {{#crossLink "Graphics/drawCircle"}}{{/crossLink}},
* except the width and height can be different. A tiny API method "de" also exists.
* @method drawEllipse
* @param {Number} x The left coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}}
* which draws from center.
* @param {Number} y The top coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}}
* which draws from the center.
* @param {Number} w The height (horizontal diameter) of the ellipse. The horizontal radius will be half of this
* number.
* @param {Number} h The width (vertical diameter) of the ellipse. The vertical radius will be half of this number.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.drawEllipse = function(x, y, w, h) {
return this.append(new G.Ellipse(x, y, w, h));
};
/**
* Draws a star if pointSize is greater than 0, or a regular polygon if pointSize is 0 with the specified number of
* points. For example, the following code will draw a familiar 5 pointed star shape centered at 100, 100 and with a
* radius of 50:
*
* myGraphics.beginFill("#FF0").drawPolyStar(100, 100, 50, 5, 0.6, -90);
* // Note: -90 makes the first point vertical
*
* A tiny API method "dp" also exists.
*
* @method drawPolyStar
* @param {Number} x Position of the center of the shape.
* @param {Number} y Position of the center of the shape.
* @param {Number} radius The outer radius of the shape.
* @param {Number} sides The number of points on the star or sides on the polygon.
* @param {Number} pointSize The depth or "pointy-ness" of the star points. A pointSize of 0 will draw a regular
* polygon (no points), a pointSize of 1 will draw nothing because the points are infinitely pointy.
* @param {Number} angle The angle of the first point / corner. For example a value of 0 will draw the first point
* directly to the right of the center.
* @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
* @chainable
**/
p.drawPolyStar = function(x, y, radius, sides, pointSize, angle) {
return this.append(new G.PolyStar(x, y, radius, sides, pointSize, angle));
};
// TODO: deprecated.
/**
* Removed in favour of using custom command objects with {{#crossLink "Graphics/append"}}{{/crossLink}}.
* @method inject
* @deprecated
**/
/**
* Appends a graphics command object to the graphics queue. Command objects expose an "exec" method
* that accepts two parameters: the Context2D to operate on, and an arbitrary data object passed into
* {{#crossLink "Graphics/draw"}}{{/crossLink}}. The latter will usually be the Shape instance that called draw.
*
* This method is used internally by Graphics methods, such as drawCircle, but can also be used directly to insert
* built-in or custom graphics commands. For example:
*
* // attach data to our shape, so we can access it during the draw:
* myShape.color = "red";
*