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Current File : /home/jalalj2hb/www/ftm-admin/bower_components/kineticjs/src/Canvas.js

(function() {
    // calculate pixel ratio
    var canvas = Kinetic.Util.createCanvasElement(),
        context = canvas.getContext('2d'),
        // if using a mobile device, calculate the pixel ratio.  Otherwise, just use
        // 1.  For desktop browsers, if the user has zoom enabled, it affects the pixel ratio
        // and causes artifacts on the canvas.  As of 02/26/2014, there doesn't seem to be a way
        // to reliably calculate the browser zoom for modern browsers, which is why we just set
        // the pixel ratio to 1 for desktops
        _pixelRatio = Kinetic.UA.mobile ? (function() {
            var devicePixelRatio = window.devicePixelRatio || 1,
            backingStoreRatio = context.webkitBackingStorePixelRatio
                || context.mozBackingStorePixelRatio
                || context.msBackingStorePixelRatio
                || context.oBackingStorePixelRatio
                || context.backingStorePixelRatio
                || 1;
            return devicePixelRatio / backingStoreRatio;
        })() : 1;

    /**
     * Canvas Renderer constructor
     * @constructor
     * @abstract
     * @memberof Kinetic
     * @param {Number} width
     * @param {Number} height
     * @param {Number} pixelRatio KineticJS automatically handles pixel ratio adustments in order to render crisp drawings 
     *  on all devices. Most desktops, low end tablets, and low end phones, have device pixel ratios
     *  of 1.  Some high end tablets and phones, like iPhones and iPads (not the mini) have a device pixel ratio 
     *  of 2.  Some Macbook Pros, and iMacs also have a device pixel ratio of 2.  Some high end Android devices have pixel 
     *  ratios of 2 or 3.  Some browsers like Firefox allow you to configure the pixel ratio of the viewport.  Unless otherwise
     *  specificed, the pixel ratio will be defaulted to the actual device pixel ratio.  You can override the device pixel
     *  ratio for special situations, or, if you don't want the pixel ratio to be taken into account, you can set it to 1.
     */
    Kinetic.Canvas = function(config) {
        this.init(config);
    };

    Kinetic.Canvas.prototype = {
        init: function(config) {
            config = config || {};

            var pixelRatio = config.pixelRatio || Kinetic.pixelRatio || _pixelRatio;

            this.pixelRatio = pixelRatio;
            this._canvas = Kinetic.Util.createCanvasElement();

            // set inline styles
            this._canvas.style.padding = 0;
            this._canvas.style.margin = 0;
            this._canvas.style.border = 0;
            this._canvas.style.background = 'transparent';
            this._canvas.style.position = 'absolute';
            this._canvas.style.top = 0;
            this._canvas.style.left = 0;
        },
        /**
         * get canvas context
         * @method
         * @memberof Kinetic.Canvas.prototype
         * @returns {CanvasContext} context
         */
        getContext: function() {
            return this.context;
        },
        /**
         * get pixel ratio
         * @method
         * @memberof Kinetic.Canvas.prototype
         * @returns {Number} pixel ratio
         */
        getPixelRatio: function() {
            return this.pixelRatio;
        },
        /**
         * get pixel ratio
         * @method
         * @memberof Kinetic.Canvas.prototype
         * @param {Number} pixelRatio KineticJS automatically handles pixel ratio adustments in order to render crisp drawings 
         *  on all devices. Most desktops, low end tablets, and low end phones, have device pixel ratios
         *  of 1.  Some high end tablets and phones, like iPhones and iPads (not the mini) have a device pixel ratio 
         *  of 2.  Some Macbook Pros, and iMacs also have a device pixel ratio of 2.  Some high end Android devices have pixel 
         *  ratios of 2 or 3.  Some browsers like Firefox allow you to configure the pixel ratio of the viewport.  Unless otherwise
         *  specificed, the pixel ratio will be defaulted to the actual device pixel ratio.  You can override the device pixel
         *  ratio for special situations, or, if you don't want the pixel ratio to be taken into account, you can set it to 1.
         */
        setPixelRatio: function(pixelRatio) {
            this.pixelRatio = pixelRatio;
            this.setSize(this.getWidth(), this.getHeight());
        },
        /**
         * set width
         * @method
         * @memberof Kinetic.Canvas.prototype
         * @param {Number} width
         */
        setWidth: function(width) {
            // take into account pixel ratio
            this.width = this._canvas.width = width * this.pixelRatio;
            this._canvas.style.width = width + 'px';
        },
        /**
         * set height
         * @method
         * @memberof Kinetic.Canvas.prototype
         * @param {Number} height
         */
        setHeight: function(height) {
            // take into account pixel ratio
            this.height = this._canvas.height = height * this.pixelRatio;
            this._canvas.style.height = height + 'px';
        },
        /**
         * get width
         * @method
         * @memberof Kinetic.Canvas.prototype
         * @returns {Number} width
         */
        getWidth: function() {
            return this.width;
        },
        /**
         * get height
         * @method
         * @memberof Kinetic.Canvas.prototype
         * @returns {Number} height
         */
        getHeight: function() {
            return this.height;
        },
        /**
         * set size
         * @method
         * @memberof Kinetic.Canvas.prototype
         * @param {Number} width
         * @param {Number} height
         */
        setSize: function(width, height) {
            this.setWidth(width);
            this.setHeight(height);
        },
        /**
         * to data url
         * @method
         * @memberof Kinetic.Canvas.prototype
         * @param {String} mimeType
         * @param {Number} quality between 0 and 1 for jpg mime types
         * @returns {String} data url string
         */
        toDataURL: function(mimeType, quality) {
            try {
                // If this call fails (due to browser bug, like in Firefox 3.6),
                // then revert to previous no-parameter image/png behavior
                return this._canvas.toDataURL(mimeType, quality);
            }
            catch(e) {
                try {
                    return this._canvas.toDataURL();
                }
                catch(err) {
                    Kinetic.Util.warn('Unable to get data URL. ' + err.message);
                    return '';
                }
            }
        }
    };

    Kinetic.SceneCanvas = function(config) {
        config = config || {};
        var width = config.width || 0,
            height = config.height || 0;

        Kinetic.Canvas.call(this, config);
        this.context = new Kinetic.SceneContext(this);
        this.setSize(width, height);
    };

    Kinetic.SceneCanvas.prototype = {
        setWidth: function(width) {
            var pixelRatio = this.pixelRatio,
                _context = this.getContext()._context;

            Kinetic.Canvas.prototype.setWidth.call(this, width);
            _context.scale(pixelRatio, pixelRatio);
        },
        setHeight: function(height) {
            var pixelRatio = this.pixelRatio,
                _context = this.getContext()._context;

            Kinetic.Canvas.prototype.setHeight.call(this, height);
            _context.scale(pixelRatio, pixelRatio);
        }
    };
    Kinetic.Util.extend(Kinetic.SceneCanvas, Kinetic.Canvas);

    Kinetic.HitCanvas = function(config) {
        config = config || {};
        var width = config.width || 0,
            height = config.height || 0;
            
        Kinetic.Canvas.call(this, config);
        this.context = new Kinetic.HitContext(this);
        this.setSize(width, height);
    };
    Kinetic.Util.extend(Kinetic.HitCanvas, Kinetic.Canvas);

})();

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