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📄 excanvas.js

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                                                   aY1, aR1) {    var gradient = new CanvasGradient_("gradientradial");    gradient.radius1_ = aR0;    gradient.radius2_ = aR1;    gradient.focus_.x = aX0;    gradient.focus_.y = aY0;    return gradient;  };  contextPrototype.drawImage = function (image, var_args) {    var dx, dy, dw, dh, sx, sy, sw, sh;    var w = image.width;    var h = image.height;    if (arguments.length == 3) {      dx = arguments[1];      dy = arguments[2];      sx = sy = 0;      sw = dw = w;      sh = dh = h;    } else if (arguments.length == 5) {      dx = arguments[1];      dy = arguments[2];      dw = arguments[3];      dh = arguments[4];      sx = sy = 0;      sw = w;      sh = h;    } else if (arguments.length == 9) {      sx = arguments[1];      sy = arguments[2];      sw = arguments[3];      sh = arguments[4];      dx = arguments[5];      dy = arguments[6];      dw = arguments[7];      dh = arguments[8];    } else {      throw "Invalid number of arguments";    }    var d = this.getCoords_(dx, dy);    var w2 = (sw / 2);    var h2 = (sh / 2);    var vmlStr = [];    // For some reason that I've now forgotten, using divs didn't work    vmlStr.push(' <g_vml_:group',                ' coordsize="1000,1000"',                ' coordorigin="0, 0"' ,                ' style="width:100px;height:100px;position:absolute;');    // If filters are necessary (rotation exists), create them    // filters are bog-slow, so only create them if abbsolutely necessary    // The following check doesn't account for skews (which don't exist    // in the canvas spec (yet) anyway.    if (this.m_[0][0] != 1 || this.m_[0][1]) {      var filter = [];      // Note the 12/21 reversal      filter.push("M11='", this.m_[0][0], "',",                  "M12='", this.m_[1][0], "',",                  "M21='", this.m_[0][1], "',",                  "M22='", this.m_[1][1], "',",                  "Dx='", d.x, "',",                  "Dy='", d.y, "'");      // Bounding box calculation (need to minimize displayed area so that      // filters don't waste time on unused pixels.      var max = d;      var c2 = this.getCoords_(dx+dw, dy);      var c3 = this.getCoords_(dx, dy+dh);      var c4 = this.getCoords_(dx+dw, dy+dh);      max.x = Math.max(max.x, c2.x, c3.x, c4.x);      max.y = Math.max(max.y, c2.y, c3.y, c4.y);      vmlStr.push(" padding:0 ", mr(max.x), "px ", mr(max.y),                  "px 0;filter:progid:DXImageTransform.Microsoft.Matrix(",                  filter.join(""), ", sizingmethod='clip');")    } else {      vmlStr.push(" top:", d.y, "px;left:", d.x, "px;")    }    vmlStr.push(' ">' ,                '<g_vml_:image src="', image.src, '"',                ' style="width:', dw, ';',                ' height:', dh, ';"',                ' cropleft="', sx / w, '"',                ' croptop="', sy / h, '"',                ' cropright="', (w - sx - sw) / w, '"',                ' cropbottom="', (h - sy - sh) / h, '"',                ' />',                '</g_vml_:group>');    this.element_.insertAdjacentHTML("BeforeEnd",                                    vmlStr.join(""));  };  contextPrototype.stroke = function(aFill) {    var lineStr = [];    var lineOpen = false;    var a = processStyle(aFill ? this.fillStyle : this.strokeStyle);    var color = a[0];    var opacity = a[1] * this.globalAlpha;    lineStr.push('<g_vml_:shape',                 ' fillcolor="', color, '"',                 ' filled="', Boolean(aFill), '"',                 ' style="position:absolute;width:10;height:10;"',                 ' coordorigin="0 0" coordsize="100 100"',                 ' stroked="', !aFill, '"',                 ' strokeweight="', this.lineWidth, '"',                 ' strokecolor="', color, '"',                 ' path="');    var newSeq = false;    var min = {x: null, y: null};    var max = {x: null, y: null};    for (var i = 0; i < this.currentPath_.length; i++) {      var p = this.currentPath_[i];      if (p.type == "moveTo") {        lineStr.push(" m ");        var c = this.getCoords_(p.x, p.y);        lineStr.push(mr(c.x), ",", mr(c.y));      } else if (p.type == "lineTo") {        lineStr.push(" l ");        var c = this.getCoords_(p.x, p.y);        lineStr.push(mr(c.x), ",", mr(c.y));      } else if (p.type == "close") {        lineStr.push(" x ");      } else if (p.type == "bezierCurveTo") {        lineStr.push(" c ");        var c = this.getCoords_(p.x, p.y);        var c1 = this.getCoords_(p.cp1x, p.cp1y);        var c2 = this.getCoords_(p.cp2x, p.cp2y);        lineStr.push(mr(c1.x), ",", mr(c1.y), ",",                     mr(c2.x), ",", mr(c2.y), ",",                     mr(c.x), ",", mr(c.y));      } else if (p.type == "at" || p.type == "wa") {        lineStr.push(" ", p.type, " ");        var c  = this.getCoords_(p.x, p.y);        var cStart = this.getCoords_(p.xStart, p.yStart);        var cEnd = this.getCoords_(p.xEnd, p.yEnd);        lineStr.push(mr(c.x - this.arcScaleX_ * p.radius), ",",                     mr(c.y - this.arcScaleY_ * p.radius), " ",                     mr(c.x + this.arcScaleX_ * p.radius), ",",                     mr(c.y + this.arcScaleY_ * p.radius), " ",                     mr(cStart.x), ",", mr(cStart.y), " ",                     mr(cEnd.x), ",", mr(cEnd.y));      }      // TODO: Following is broken for curves due to      //       move to proper paths.      // Figure out dimensions so we can do gradient fills      // properly      if(c) {        if (min.x == null || c.x < min.x) {          min.x = c.x;        }        if (max.x == null || c.x > max.x) {          max.x = c.x;        }        if (min.y == null || c.y < min.y) {          min.y = c.y;        }        if (max.y == null || c.y > max.y) {          max.y = c.y;        }      }    }    lineStr.push(' ">');    if (typeof this.fillStyle == "object") {      var focus = {x: "50%", y: "50%"};      var width = (max.x - min.x);      var height = (max.y - min.y);      var dimension = (width > height) ? width : height;      focus.x = mr((this.fillStyle.focus_.x / width) * 100 + 50) + "%";      focus.y = mr((this.fillStyle.focus_.y / height) * 100 + 50) + "%";      var colors = [];      // inside radius (%)      if (this.fillStyle.type_ == "gradientradial") {        var inside = (this.fillStyle.radius1_ / dimension * 100);        // percentage that outside radius exceeds inside radius        var expansion = (this.fillStyle.radius2_ / dimension * 100) - inside;      } else {        var inside = 0;        var expansion = 100;      }      var insidecolor = {offset: null, color: null};      var outsidecolor = {offset: null, color: null};      // We need to sort 'colors' by percentage, from 0 > 100 otherwise ie      // won't interpret it correctly      this.fillStyle.colors_.sort(function (cs1, cs2) {        return cs1.offset - cs2.offset;      });      for (var i = 0; i < this.fillStyle.colors_.length; i++) {        var fs = this.fillStyle.colors_[i];        colors.push( (fs.offset * expansion) + inside, "% ", fs.color, ",");        if (fs.offset > insidecolor.offset || insidecolor.offset == null) {          insidecolor.offset = fs.offset;          insidecolor.color = fs.color;        }        if (fs.offset < outsidecolor.offset || outsidecolor.offset == null) {          outsidecolor.offset = fs.offset;          outsidecolor.color = fs.color;        }      }      colors.pop();      lineStr.push('<g_vml_:fill',                   ' color="', outsidecolor.color, '"',                   ' color2="', insidecolor.color, '"',                   ' type="', this.fillStyle.type_, '"',                   ' focusposition="', focus.x, ', ', focus.y, '"',                   ' colors="', colors.join(""), '"',                   ' opacity="', opacity, '" />');    } else if (aFill) {      lineStr.push('<g_vml_:fill color="', color, '" opacity="', opacity, '" />');    } else {      lineStr.push(        '<g_vml_:stroke',        ' opacity="', opacity,'"',        ' joinstyle="', this.lineJoin, '"',        ' miterlimit="', this.miterLimit, '"',        ' endcap="', processLineCap(this.lineCap) ,'"',        ' weight="', this.lineWidth, 'px"',        ' color="', color,'" />'      );    }    lineStr.push("</g_vml_:shape>");    this.element_.insertAdjacentHTML("beforeEnd", lineStr.join(""));    this.currentPath_ = [];  };  contextPrototype.fill = function() {    this.stroke(true);  }  contextPrototype.closePath = function() {    this.currentPath_.push({type: "close"});  };  /**   * @private   */  contextPrototype.getCoords_ = function(aX, aY) {    return {      x: 10 * (aX * this.m_[0][0] + aY * this.m_[1][0] + this.m_[2][0]) - 5,      y: 10 * (aX * this.m_[0][1] + aY * this.m_[1][1] + this.m_[2][1]) - 5    }  };  contextPrototype.save = function() {    var o = {};    copyState(this, o);    this.aStack_.push(o);    this.mStack_.push(this.m_);    this.m_ = matrixMultiply(createMatrixIdentity(), this.m_);  };  contextPrototype.restore = function() {    copyState(this.aStack_.pop(), this);    this.m_ = this.mStack_.pop();  };  contextPrototype.translate = function(aX, aY) {    var m1 = [      [1,  0,  0],      [0,  1,  0],      [aX, aY, 1]    ];    this.m_ = matrixMultiply(m1, this.m_);  };  contextPrototype.rotate = function(aRot) {    var c = mc(aRot);    var s = ms(aRot);    var m1 = [      [c,  s, 0],      [-s, c, 0],      [0,  0, 1]    ];    this.m_ = matrixMultiply(m1, this.m_);  };  contextPrototype.scale = function(aX, aY) {    this.arcScaleX_ *= aX;    this.arcScaleY_ *= aY;    var m1 = [      [aX, 0,  0],      [0,  aY, 0],      [0,  0,  1]    ];    this.m_ = matrixMultiply(m1, this.m_);  };  /******** STUBS ********/  contextPrototype.clip = function() {    // TODO: Implement  };  contextPrototype.arcTo = function() {    // TODO: Implement  };  contextPrototype.createPattern = function() {    return new CanvasPattern_;  };  // Gradient / Pattern Stubs  function CanvasGradient_(aType) {    this.type_ = aType;    this.radius1_ = 0;    this.radius2_ = 0;    this.colors_ = [];    this.focus_ = {x: 0, y: 0};  }  CanvasGradient_.prototype.addColorStop = function(aOffset, aColor) {    aColor = processStyle(aColor);    this.colors_.push({offset: 1-aOffset, color: aColor});  };  function CanvasPattern_() {}  // set up externs  G_vmlCanvasManager = G_vmlCanvasManager_;  CanvasRenderingContext2D = CanvasRenderingContext2D_;  CanvasGradient = CanvasGradient_;  CanvasPattern = CanvasPattern_;})();} // if

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