📄 wz_jsgraphics.js
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}
}
this._mkDiv(cx-a, cy-oy, 1, (oy<<1)+hod);
this._mkDiv(cx+ox+wod, cy-oy, 1, (oy<<1)+hod);
}
}
function _mkOvDott(left, top, width, height)
{
var a = (++width)>>1, b = (++height)>>1,
wod = width&1, hod = height&1, hodu = hod^1,
cx = left+a, cy = top+b,
x = 0, y = b,
aa2 = (a*a)<<1, aa4 = aa2<<1, bb2 = (b*b)<<1, bb4 = bb2<<1,
st = (aa2>>1)*(1-(b<<1)) + bb2,
tt = (bb2>>1) - aa2*((b<<1)-1),
drw = true;
while(y > 0)
{
if(st < 0)
{
st += bb2*((x<<1)+3);
tt += bb4*(++x);
}
else if(tt < 0)
{
st += bb2*((x<<1)+3) - aa4*(y-1);
tt += bb4*(++x) - aa2*(((y--)<<1)-3);
}
else
{
tt -= aa2*((y<<1)-3);
st -= aa4*(--y);
}
if(drw && y >= hodu) this._mkOvQds(cx, cy, x, y, 1, 1, wod, hod);
drw = !drw;
}
}
function _mkRect(x, y, w, h)
{
var s = this.stroke;
this._mkDiv(x, y, w, s);
this._mkDiv(x+w, y, s, h);
this._mkDiv(x, y+h, w+s, s);
this._mkDiv(x, y+s, s, h-s);
}
function _mkRectDott(x, y, w, h)
{
this.drawLine(x, y, x+w, y);
this.drawLine(x+w, y, x+w, y+h);
this.drawLine(x, y+h, x+w, y+h);
this.drawLine(x, y, x, y+h);
}
function jsgFont()
{
this.PLAIN = 'font-weight:normal;';
this.BOLD = 'font-weight:bold;';
this.ITALIC = 'font-style:italic;';
this.ITALIC_BOLD = this.ITALIC + this.BOLD;
this.BOLD_ITALIC = this.ITALIC_BOLD;
}
var Font = new jsgFont();
function jsgStroke()
{
this.DOTTED = -1;
}
var Stroke = new jsgStroke();
function jsGraphics(cnv, wnd)
{
this.setColor = function(x)
{
this.color = x.toLowerCase();
};
this.setStroke = function(x)
{
this.stroke = x;
if(!(x+1))
{
this.drawLine = _mkLinDott;
this._mkOv = _mkOvDott;
this.drawRect = _mkRectDott;
}
else if(x-1 > 0)
{
this.drawLine = _mkLin2D;
this._mkOv = _mkOv2D;
this.drawRect = _mkRect;
}
else
{
this.drawLine = _mkLin;
this._mkOv = _mkOv;
this.drawRect = _mkRect;
}
};
this.setPrintable = function(arg)
{
this.printable = arg;
if(jg_fast)
{
this._mkDiv = _mkDivIe;
this._htmRpc = arg? _htmPrtRpc : _htmRpc;
}
else this._mkDiv = arg? _mkDivPrt : _mkDiv;
};
this.setFont = function(fam, sz, sty)
{
this.ftFam = fam;
this.ftSz = sz;
this.ftSty = sty || Font.PLAIN;
};
this.drawPolyline = this.drawPolyLine = function(x, y)
{
for (var i=x.length - 1; i;)
{--i;
this.drawLine(x[i], y[i], x[i+1], y[i+1]);
}
};
this.fillRect = function(x, y, w, h)
{
this._mkDiv(x, y, w, h);
};
this.drawPolygon = function(x, y)
{
this.drawPolyline(x, y);
this.drawLine(x[x.length-1], y[x.length-1], x[0], y[0]);
};
this.drawEllipse = this.drawOval = function(x, y, w, h)
{
this._mkOv(x, y, w, h);
};
this.fillEllipse = this.fillOval = function(left, top, w, h)
{
var a = w>>1, b = h>>1,
wod = w&1, hod = h&1,
cx = left+a, cy = top+b,
x = 0, y = b, oy = b,
aa2 = (a*a)<<1, aa4 = aa2<<1, bb2 = (b*b)<<1, bb4 = bb2<<1,
st = (aa2>>1)*(1-(b<<1)) + bb2,
tt = (bb2>>1) - aa2*((b<<1)-1),
xl, dw, dh;
if(w) while(y > 0)
{
if(st < 0)
{
st += bb2*((x<<1)+3);
tt += bb4*(++x);
}
else if(tt < 0)
{
st += bb2*((x<<1)+3) - aa4*(y-1);
xl = cx-x;
dw = (x<<1)+wod;
tt += bb4*(++x) - aa2*(((y--)<<1)-3);
dh = oy-y;
this._mkDiv(xl, cy-oy, dw, dh);
this._mkDiv(xl, cy+y+hod, dw, dh);
oy = y;
}
else
{
tt -= aa2*((y<<1)-3);
st -= aa4*(--y);
}
}
this._mkDiv(cx-a, cy-oy, w, (oy<<1)+hod);
};
this.fillArc = function(iL, iT, iW, iH, fAngA, fAngZ)
{
var a = iW>>1, b = iH>>1,
iOdds = (iW&1) | ((iH&1) << 16),
cx = iL+a, cy = iT+b,
x = 0, y = b, ox = x, oy = y,
aa2 = (a*a)<<1, aa4 = aa2<<1, bb2 = (b*b)<<1, bb4 = bb2<<1,
st = (aa2>>1)*(1-(b<<1)) + bb2,
tt = (bb2>>1) - aa2*((b<<1)-1),
// Vars for radial boundary lines
xEndA, yEndA, xEndZ, yEndZ,
iSects = (1 << (Math.floor((fAngA %= 360.0)/180.0) << 3))
| (2 << (Math.floor((fAngZ %= 360.0)/180.0) << 3))
| ((fAngA >= fAngZ) << 16),
aBndA = new Array(b+1), aBndZ = new Array(b+1);
// Set up radial boundary lines
fAngA *= Math.PI/180.0;
fAngZ *= Math.PI/180.0;
xEndA = cx+Math.round(a*Math.cos(fAngA));
yEndA = cy+Math.round(-b*Math.sin(fAngA));
_mkLinVirt(aBndA, cx, cy, xEndA, yEndA);
xEndZ = cx+Math.round(a*Math.cos(fAngZ));
yEndZ = cy+Math.round(-b*Math.sin(fAngZ));
_mkLinVirt(aBndZ, cx, cy, xEndZ, yEndZ);
while(y > 0)
{
if(st < 0) // Advance x
{
st += bb2*((x<<1)+3);
tt += bb4*(++x);
}
else if(tt < 0) // Advance x and y
{
st += bb2*((x<<1)+3) - aa4*(y-1);
ox = x;
tt += bb4*(++x) - aa2*(((y--)<<1)-3);
this._mkArcDiv(ox, y, oy, cx, cy, iOdds, aBndA, aBndZ, iSects);
oy = y;
}
else // Advance y
{
tt -= aa2*((y<<1)-3);
st -= aa4*(--y);
if(y && (aBndA[y] != aBndA[y-1] || aBndZ[y] != aBndZ[y-1]))
{
this._mkArcDiv(x, y, oy, cx, cy, iOdds, aBndA, aBndZ, iSects);
ox = x;
oy = y;
}
}
}
this._mkArcDiv(x, 0, oy, cx, cy, iOdds, aBndA, aBndZ, iSects);
if(iOdds >> 16) // Odd height
{
if(iSects >> 16) // Start-angle > end-angle
{
var xl = (yEndA <= cy || yEndZ > cy)? (cx - x) : cx;
this._mkDiv(xl, cy, x + cx - xl + (iOdds & 0xffff), 1);
}
else if((iSects & 0x01) && yEndZ > cy)
this._mkDiv(cx - x, cy, x, 1);
}
};
/* fillPolygon method, implemented by Matthieu Haller.
This javascript function is an adaptation of the gdImageFilledPolygon for Walter Zorn lib.
C source of GD 1.8.4 found at http://www.boutell.com/gd/
THANKS to Kirsten Schulz for the polygon fixes!
The intersection finding technique of this code could be improved
by remembering the previous intertersection, and by using the slope.
That could help to adjust intersections to produce a nice
interior_extrema. */
this.fillPolygon = function(array_x, array_y)
{
var i;
var y;
var miny, maxy;
var x1, y1;
var x2, y2;
var ind1, ind2;
var ints;
var n = array_x.length;
if(!n) return;
miny = array_y[0];
maxy = array_y[0];
for(i = 1; i < n; i++)
{
if(array_y[i] < miny)
miny = array_y[i];
if(array_y[i] > maxy)
maxy = array_y[i];
}
for(y = miny; y <= maxy; y++)
{
var polyInts = new Array();
ints = 0;
for(i = 0; i < n; i++)
{
if(!i)
{
ind1 = n-1;
ind2 = 0;
}
else
{
ind1 = i-1;
ind2 = i;
}
y1 = array_y[ind1];
y2 = array_y[ind2];
if(y1 < y2)
{
x1 = array_x[ind1];
x2 = array_x[ind2];
}
else if(y1 > y2)
{
y2 = array_y[ind1];
y1 = array_y[ind2];
x2 = array_x[ind1];
x1 = array_x[ind2];
}
else continue;
// Modified 11. 2. 2004 Walter Zorn
if((y >= y1) && (y < y2))
polyInts[ints++] = Math.round((y-y1) * (x2-x1) / (y2-y1) + x1);
else if((y == maxy) && (y > y1) && (y <= y2))
polyInts[ints++] = Math.round((y-y1) * (x2-x1) / (y2-y1) + x1);
}
polyInts.sort(_CompInt);
for(i = 0; i < ints; i+=2)
this._mkDiv(polyInts[i], y, polyInts[i+1]-polyInts[i]+1, 1);
}
};
this.drawString = function(txt, x, y)
{
this.htm += '<div style="position:absolute;white-space:nowrap;'+
'left:' + x + 'px;'+
'top:' + y + 'px;'+
'font-family:' + this.ftFam + ';'+
'font-size:' + this.ftSz + ';'+
'color:' + this.color + ';' + this.ftSty + '">'+
txt +
'<\/div>';
};
/* drawStringRect() added by Rick Blommers.
Allows to specify the size of the text rectangle and to align the
text both horizontally (e.g. right) and vertically within that rectangle */
this.drawStringRect = function(txt, x, y, width, halign)
{
this.htm += '<div style="position:absolute;overflow:hidden;'+
'left:' + x + 'px;'+
'top:' + y + 'px;'+
'width:'+width +'px;'+
'text-align:'+halign+';'+
'font-family:' + this.ftFam + ';'+
'font-size:' + this.ftSz + ';'+
'color:' + this.color + ';' + this.ftSty + '">'+
txt +
'<\/div>';
};
this.drawImage = function(imgSrc, x, y, w, h, a)
{
this.htm += '<div style="position:absolute;'+
'left:' + x + 'px;'+
'top:' + y + 'px;'+
'width:' + w + 'px;'+
'height:' + h + 'px;">'+
'<img src="' + imgSrc + '" width="' + w + '" height="' + h + '"' + (a? (' '+a) : '') + '>'+
'<\/div>';
};
this.clear = function()
{
this.htm = "";
if(this.cnv) this.cnv.innerHTML = "";
};
this._mkOvQds = function(cx, cy, x, y, w, h, wod, hod)
{
var xl = cx - x, xr = cx + x + wod - w, yt = cy - y, yb = cy + y + hod - h;
if(xr > xl+w)
{
this._mkDiv(xr, yt, w, h);
this._mkDiv(xr, yb, w, h);
}
else
w = xr - xl + w;
this._mkDiv(xl, yt, w, h);
this._mkDiv(xl, yb, w, h);
};
this._mkArcDiv = function(x, y, oy, cx, cy, iOdds, aBndA, aBndZ, iSects)
{
var xrDef = cx + x + (iOdds & 0xffff), y2, h = oy - y, xl, xr, w;
if(!h) h = 1;
x = cx - x;
if(iSects & 0xff0000) // Start-angle > end-angle
{
y2 = cy - y - h;
if(iSects & 0x00ff)
{
if(iSects & 0x02)
{
xl = Math.max(x, aBndZ[y]);
w = xrDef - xl;
if(w > 0) this._mkDiv(xl, y2, w, h);
}
if(iSects & 0x01)
{
xr = Math.min(xrDef, aBndA[y]);
w = xr - x;
if(w > 0) this._mkDiv(x, y2, w, h);
}
}
else
this._mkDiv(x, y2, xrDef - x, h);
y2 = cy + y + (iOdds >> 16);
if(iSects & 0xff00)
{
if(iSects & 0x0100)
{
xl = Math.max(x, aBndA[y]);
w = xrDef - xl;
if(w > 0) this._mkDiv(xl, y2, w, h);
}
if(iSects & 0x0200)
{
xr = Math.min(xrDef, aBndZ[y]);
w = xr - x;
if(w > 0) this._mkDiv(x, y2, w, h);
}
}
else
this._mkDiv(x, y2, xrDef - x, h);
}
else
{
if(iSects & 0x00ff)
{
if(iSects & 0x02)
xl = Math.max(x, aBndZ[y]);
else
xl = x;
if(iSects & 0x01)
xr = Math.min(xrDef, aBndA[y]);
else
xr = xrDef;
y2 = cy - y - h;
w = xr - xl;
if(w > 0) this._mkDiv(xl, y2, w, h);
}
if(iSects & 0xff00)
{
if(iSects & 0x0100)
xl = Math.max(x, aBndA[y]);
else
xl = x;
if(iSects & 0x0200)
xr = Math.min(xrDef, aBndZ[y]);
else
xr = xrDef;
y2 = cy + y + (iOdds >> 16);
w = xr - xl;
if(w > 0) this._mkDiv(xl, y2, w, h);
}
}
};
this.setStroke(1);
this.setFont("verdana,geneva,helvetica,sans-serif", "12px", Font.PLAIN);
this.color = "#000000";
this.htm = "";
this.wnd = wnd || window;
if(!jg_ok) _chkDHTM();
if(jg_ok)
{
if(cnv)
{
if(typeof(cnv) == "string")
this.cont = document.all? (this.wnd.document.all[cnv] || null)
: document.getElementById? (this.wnd.document.getElementById(cnv) || null)
: null;
else if(cnv == window.document)
this.cont = document.getElementsByTagName("body")[0];
// If cnv is a direct reference to a canvas DOM node
// (option suggested by Andreas Luleich)
else this.cont = cnv;
// Create new canvas inside container DIV. Thus the drawing and clearing
// methods won't interfere with the container's inner html.
// Solution suggested by Vladimir.
this.cnv = document.createElement("div");
this.cont.appendChild(this.cnv);
this.paint = jg_dom? _pntCnvDom : _pntCnvIe;
}
else
this.paint = _pntDoc;
}
else
this.paint = _pntN;
this.setPrintable(false);
}
function _mkLinVirt(aLin, x1, y1, x2, y2)
{
var dx = Math.abs(x2-x1), dy = Math.abs(y2-y1),
x = x1, y = y1,
xIncr = (x1 > x2)? -1 : 1,
yIncr = (y1 > y2)? -1 : 1,
p,
i = 0;
if(dx >= dy)
{
var pr = dy<<1,
pru = pr - (dx<<1);
p = pr-dx;
while(dx > 0)
{--dx;
if(p > 0) // Increment y
{
aLin[i++] = x;
y += yIncr;
p += pru;
}
else p += pr;
x += xIncr;
}
}
else
{
var pr = dx<<1,
pru = pr - (dy<<1);
p = pr-dy;
while(dy > 0)
{--dy;
y += yIncr;
aLin[i++] = x;
if(p > 0) // Increment x
{
x += xIncr;
p += pru;
}
else p += pr;
}
}
for(var len = aLin.length, i = len-i; i;)
aLin[len-(i--)] = x;
};
function _CompInt(x, y)
{
return(x - y);
}
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