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authorTristan Zur <tzur@web.web.ccwn.org>2014-03-27 22:27:47 +0100
committerTristan Zur <tzur@web.web.ccwn.org>2014-03-27 22:27:47 +0100
commitb62676ca5d3d6f6ba3f019ea3f99722e165a98d8 (patch)
tree86722cb80f07d4569f90088eeaea2fc2f6e2ef94 /js/dojo-1.6/dojox/drawing/util/common.js
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+/*
+ Copyright (c) 2004-2011, The Dojo Foundation All Rights Reserved.
+ Available via Academic Free License >= 2.1 OR the modified BSD license.
+ see: http://dojotoolkit.org/license for details
+*/
+
+
+if(!dojo._hasResource["dojox.drawing.util.common"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
+dojo._hasResource["dojox.drawing.util.common"] = true;
+dojo.provide("dojox.drawing.util.common");
+dojo.require("dojox.math.round");
+
+(function(){
+
+ var uidMap = {};
+ var start = 0;
+ dojox.drawing.util.common = {
+ // summary:
+ // A collection of common methods used for DojoX Drawing.
+ // This singleton is accessible in most Drawing classes
+ // as this.util
+ //
+ // NOTE:
+ // A lot of functions use a EventObject
+ // as an argument. An attempt was made to accept
+ // either that object or a list of numbers. That wasn't
+ // finished (it didn't work well in all cases) but is
+ // likely to happen in the future.
+ // In cases where you are not sending a Mouse object,
+ // form your argument like so:
+ // var obj = {
+ // start:{
+ // x:Number, // start x
+ // y:Number // start y
+ // },
+ // x: Number, // end x
+ // y:Number // end y
+ // }
+ //
+ //
+ radToDeg: function(/*Numer*/n){
+ // summary:
+ // Convert the passed number to degrees.
+ return (n*180)/Math.PI; // Number
+ },
+
+ degToRad: function(/*Numer*/n){
+ // summary:
+ // Convert the passed number to radians.
+ return (n*Math.PI)/180; // Number
+ },
+
+ angle: function(/*EventObject*/obj, /* ? Float */snap){
+ // summary:
+ // Return angle based on mouse object
+ // arguments:
+ // obj: EventObject
+ // Manager.Mouse event.
+ // snap: Float
+ // Returns nearest angle within snap limits
+ //
+ //obj = this.argsToObj.apply(this, arguments);
+ if(snap){
+ snap = snap/180;
+ var radians = this.radians(obj),
+ seg = Math.PI * snap,
+ rnd = dojox.math.round(radians/seg),
+ new_radian = rnd*seg;
+ return dojox.math.round(this.radToDeg(new_radian)); // Whole Number
+
+ }else{
+ return this.radToDeg(this.radians(obj)); // Float
+ }
+ },
+
+ oppAngle: function(/*Angle*/ang){
+ (ang+=180) > 360 ? ang = ang - 360 : ang;
+ return ang;
+ },
+
+ radians: function(/*EventObject*/o){
+ // summary:
+ // Return the radians derived from the coordinates
+ // in the Mouse object.
+ //
+ //var o = this.argsToObj.apply(this, arguments);
+ return Math.atan2(o.start.y-o.y,o.x-o.start.x);
+ },
+
+ length: function(/*EventObject*/o){
+ // summary:
+ // Return the length derived from the coordinates
+ // in the Mouse object.
+ //
+ return Math.sqrt(Math.pow(o.start.x-o.x, 2)+Math.pow(o.start.y-o.y, 2));
+ },
+
+ lineSub: function(/*Number*/x1, /*Number*/y1, /*Number*/x2, /*Number*/y2, /*Number*/amt){
+ // summary:
+ // Subtract an amount from a line
+ // description:
+ // x1,y1,x2,y2 represents the Line. 'amt' represents the amount
+ // to subtract from it.
+ //
+ var len = this.distance(this.argsToObj.apply(this, arguments));
+ len = len < amt ? amt : len;
+ var pc = (len-amt)/len;
+ var x = x1 - (x1-x2) * pc;
+ var y = y1 - (y1-y2) * pc;
+ return {x:x, y:y}; // Object
+ },
+
+ argsToObj: function(){
+ // summary:
+ // Attempts to determine in a Mouse Object
+ // was passed or indiviual numbers. Returns
+ // an object.
+ //
+ var a = arguments;
+ if(a.length < 4){ return a[0]; }
+ return {
+ start:{
+ x:a[0],
+ y:a[1]
+ },
+ x:a[2],
+ y:a[3]//,
+ //snap:a[4]
+ }; // Object
+ },
+
+ distance: function(/*EventObject or x1,y1,x2,y2*/){
+ // summary:
+ // Return the length derived from the coordinates
+ // in the Mouse object. Different from util.length
+ // in that this always returns an absolute value.
+ //
+ var o = this.argsToObj.apply(this, arguments);
+ return Math.abs(Math.sqrt(Math.pow(o.start.x-o.x, 2)+Math.pow(o.start.y-o.y, 2))); // Number
+ },
+
+ slope:function(/*Object*/p1, /*Object*/p2){
+ // summary:
+ // Given two poits of a line, returns the slope.
+ if(!(p1.x-p2.x)){ return 0; }
+ return ((p1.y-p2.y)/(p1.x-p2.x)); // Number
+ },
+
+ pointOnCircle: function(/*Number*/cx, /*Number*/cy, /*Number*/radius, /*Number*/angle){
+ // summary:
+ // A *very* helpful method. If you know the center
+ // (or starting) point, length and angle, find the
+ // x,y point at the end of that line.
+ //
+ var radians = angle * Math.PI / 180.0;
+ var x = radius * Math.cos(radians);
+ var y = radius * Math.sin(radians);
+ return {
+ x:cx+x,
+ y:cy-y
+ }; // Object
+ },
+
+ constrainAngle: function(/*EventObject*/obj, /*Number*/min, /*Number*/max){
+ // summary:
+ // Ensures the angle in the Mouse Object is within the
+ // min and max limits. If not one of those limits is used.
+ // Returns an x,y point for the angle used.
+ //
+ var angle = this.angle(obj);
+ if(angle >= min && angle <= max){
+ return obj; // Object
+ }
+ var radius = this.length(obj);
+ var new_angle = angle > max ? max : min - angle < 100 ? min : max;
+ return this.pointOnCircle(obj.start.x,obj.start.y,radius, new_angle); // Object
+ },
+
+ snapAngle: function(/*EventObject*/obj, /*Float*/ca){
+ // summary:
+ // Snaps a line to the nearest angle
+ // obj: Mouse object (see dojox.drawing.Mouse)
+ // ca: Fractional amount to snap to
+ // A decimal number fraction of a half circle
+ // .5 would snap to 90 degrees
+ // .25 would snap to 45 degrees
+ // .125 would snap to 22.5 degrees, etc.
+ //
+ var radians = this.radians(obj),
+ radius = this.length(obj),
+ seg = Math.PI * ca,
+ rnd = Math.round(radians/seg),
+ new_radian = rnd*seg,
+ new_angle = this.radToDeg(new_radian),
+ pt = this.pointOnCircle(obj.start.x,obj.start.y,radius,new_angle);
+ return pt; // Object
+ },
+
+ // helpers
+ idSetStart: function(num){
+ start=num;
+ },
+
+ uid: function(/* ? String */str){
+ // summary:
+ // Creates a unique ID.
+ // arguments:
+ // str: String
+ // If provided, kept in a map, incremented
+ // and used in the id. Otherwise 'shape' is used.
+ //
+ str = str || "shape";
+ uidMap[str] = uidMap[str]===undefined ? start : uidMap[str] + 1;
+ return str + uidMap[str]; // String
+ },
+
+ abbr: function(type){
+ // summary:
+ // Converts a namespace (typically a tool or a stencil) into
+ // an abbreviation
+ return type.substring(type.lastIndexOf(".")+1).charAt(0).toLowerCase()
+ + type.substring(type.lastIndexOf(".")+2);
+ },
+ mixin: function(o1, o2){
+ // TODO: make faster
+ //return dojo.mixin(dojo.clone(o1), dojo.clone(o2));
+ },
+
+ objects:{}, //private?
+ register: function(/*Object*/obj){
+ // summary:
+ // Since util is the only Singleton in Drawing (besides
+ // keys) it is used to help connect the Drawing object
+ // the Toolbar. Since multiple drawings can be on one
+ // page, this function serves a little more use than
+ // on first apearance.
+ this.objects[obj.id] = obj;
+ },
+ byId: function(/*String*/id){
+ // summary:
+ // Get an object that was registered with util.register
+ //
+ return this.objects[id];
+ },
+ attr: function(/* Object */ elem, /* property */ prop, /* ? value */ value, squelchErrors){
+ // summary:
+ // Helper function to attach attributes to SVG and VML raw nodes.
+ //
+
+ if(!elem){ return false; }
+ try{
+
+ // util is a crappy check, but we need to tell the diff
+ // between a Drawing shape and a GFX shape
+ if(elem.shape && elem.util){
+ elem = elem.shape;
+ }
+
+ if(!value && prop=="id" && elem.target){
+
+ var n = elem.target;
+ while(!dojo.attr(n, "id")){
+ n = n.parentNode;
+ }
+ return dojo.attr(n, "id");
+ }
+
+ if(elem.rawNode || elem.target){
+ var args = Array.prototype.slice.call(arguments);
+ args[0] = elem.rawNode || elem.target;
+ return dojo.attr.apply(dojo, args);
+ }
+ return dojo.attr(elem, "id");
+
+
+
+ }catch(e){
+ if(!squelchErrors){
+ // For debugging only. These errors actually cause errors in IE's console
+ //console.error("BAD ATTR: prop:", prop, "el:", elem)
+ //console.error(e)
+ //console.trace();
+ }
+ return false;
+ }
+ }
+ };
+
+})();
+
+}