Please wait. This can take some minutes ...
Many resources are needed to download a project. Please understand that we have to compensate our server costs. Thank you in advance.
Project price only 1 $
You can buy this project and download/modify it how often you want.
META-INF.assets.rjzjh.zrender.zrender.js Maven / Gradle / Ivy
/*!
* ZRender, a high performance 2d drawing library.
*
* Copyright (c) 2013, Baidu Inc.
* All rights reserved.
*
* LICENSE
* https://github.com/ecomfe/zrender/blob/master/LICENSE.txt
*/
// Global defines
define(function(require) {
var guid = require('./core/guid');
var env = require('./core/env');
var Handler = require('./Handler');
var Storage = require('./Storage');
var Animation = require('./animation/Animation');
var useVML = !env.canvasSupported;
var painterCtors = {
canvas: require('./Painter')
};
var instances = {}; // ZRender实例map索引
var zrender = {};
/**
* @type {string}
*/
zrender.version = '3.1.0';
/**
* Initializing a zrender instance
* @param {HTMLElement} dom
* @param {Object} opts
* @param {string} [opts.renderer='canvas'] 'canvas' or 'svg'
* @param {number} [opts.devicePixelRatio]
* @return {module:zrender/ZRender}
*/
zrender.init = function(dom, opts) {
var zr = new ZRender(guid(), dom, opts);
instances[zr.id] = zr;
return zr;
};
/**
* Dispose zrender instance
* @param {module:zrender/ZRender} zr
*/
zrender.dispose = function (zr) {
if (zr) {
zr.dispose();
}
else {
for (var key in instances) {
instances[key].dispose();
}
instances = {};
}
return zrender;
};
/**
* Get zrender instance by id
* @param {string} id zrender instance id
* @return {module:zrender/ZRender}
*/
zrender.getInstance = function (id) {
return instances[id];
};
zrender.registerPainter = function (name, Ctor) {
painterCtors[name] = Ctor;
};
function delInstance(id) {
delete instances[id];
}
/**
* @module zrender/ZRender
*/
/**
* @constructor
* @alias module:zrender/ZRender
* @param {string} id
* @param {HTMLDomElement} dom
* @param {Object} opts
* @param {string} [opts.renderer='canvas'] 'canvas' or 'svg'
* @param {number} [opts.devicePixelRatio]
*/
var ZRender = function(id, dom, opts) {
opts = opts || {};
/**
* @type {HTMLDomElement}
*/
this.dom = dom;
/**
* @type {string}
*/
this.id = id;
var self = this;
var storage = new Storage();
var rendererType = opts.renderer;
if (useVML) {
if (!painterCtors.vml) {
throw new Error('You need to require \'zrender/vml/vml\' to support IE8');
}
rendererType = 'vml';
}
else if (!rendererType || !painterCtors[rendererType]) {
rendererType = 'canvas';
}
var painter = new painterCtors[rendererType](dom, storage, opts);
this.storage = storage;
this.painter = painter;
if (!env.node) {
this.handler = new Handler(painter.getViewportRoot(), storage, painter);
}
/**
* @type {module:zrender/animation/Animation}
*/
this.animation = new Animation({
stage: {
update: function () {
if (self._needsRefresh) {
self.refreshImmediately();
}
if (self._needsRefreshHover) {
self.refreshHoverImmediately();
}
}
}
});
this.animation.start();
/**
* @type {boolean}
* @private
*/
this._needsRefresh;
// 修改 storage.delFromMap, 每次删除元素之前删除动画
// FIXME 有点ugly
var oldDelFromMap = storage.delFromMap;
var oldAddToMap = storage.addToMap;
storage.delFromMap = function (elId) {
var el = storage.get(elId);
oldDelFromMap.call(storage, elId);
el && el.removeSelfFromZr(self);
};
storage.addToMap = function (el) {
oldAddToMap.call(storage, el);
el.addSelfToZr(self);
};
};
ZRender.prototype = {
constructor: ZRender,
/**
* 获取实例唯一标识
* @return {string}
*/
getId: function () {
return this.id;
},
/**
* 添加元素
* @param {module:zrender/Element} el
*/
add: function (el) {
this.storage.addRoot(el);
this._needsRefresh = true;
},
/**
* 删除元素
* @param {module:zrender/Element} el
*/
remove: function (el) {
this.storage.delRoot(el);
this._needsRefresh = true;
},
/**
* Change configuration of layer
* @param {string} zLevel
* @param {Object} config
* @param {string} [config.clearColor=0] Clear color
* @param {string} [config.motionBlur=false] If enable motion blur
* @param {number} [config.lastFrameAlpha=0.7] Motion blur factor. Larger value cause longer trailer
*/
configLayer: function (zLevel, config) {
this.painter.configLayer(zLevel, config);
this._needsRefresh = true;
},
/**
* Repaint the canvas immediately
*/
refreshImmediately: function () {
// Clear needsRefresh ahead to avoid something wrong happens in refresh
// Or it will cause zrender refreshes again and again.
this._needsRefresh = false;
this.painter.refresh();
/**
* Avoid trigger zr.refresh in Element#beforeUpdate hook
*/
this._needsRefresh = false;
},
/**
* Mark and repaint the canvas in the next frame of browser
*/
refresh: function() {
this._needsRefresh = true;
},
/**
* Add element to hover layer
* @param {module:zrender/Element} el
* @param {Object} style
*/
addHover: function (el, style) {
if (this.painter.addHover) {
this.painter.addHover(el, style);
this.refreshHover();
}
},
/**
* Add element from hover layer
* @param {module:zrender/Element} el
*/
removeHover: function (el) {
if (this.painter.removeHover) {
this.painter.removeHover(el);
this.refreshHover();
}
},
/**
* Clear all hover elements in hover layer
* @param {module:zrender/Element} el
*/
clearHover: function () {
if (this.painter.clearHover) {
this.painter.clearHover();
this.refreshHover();
}
},
/**
* Refresh hover in next frame
*/
refreshHover: function () {
this._needsRefreshHover = true;
},
/**
* Refresh hover immediately
*/
refreshHoverImmediately: function () {
this._needsRefreshHover = false;
this.painter.refreshHover && this.painter.refreshHover();
},
/**
* Resize the canvas.
* Should be invoked when container size is changed
*/
resize: function() {
this.painter.resize();
this.handler && this.handler.resize();
},
/**
* Stop and clear all animation immediately
*/
clearAnimation: function () {
this.animation.clear();
},
/**
* Get container width
*/
getWidth: function() {
return this.painter.getWidth();
},
/**
* Get container height
*/
getHeight: function() {
return this.painter.getHeight();
},
/**
* Export the canvas as Base64 URL
* @param {string} type
* @param {string} [backgroundColor='#fff']
* @return {string} Base64 URL
*/
// toDataURL: function(type, backgroundColor) {
// return this.painter.getRenderedCanvas({
// backgroundColor: backgroundColor
// }).toDataURL(type);
// },
/**
* Converting a path to image.
* It has much better performance of drawing image rather than drawing a vector path.
* @param {module:zrender/graphic/Path} e
* @param {number} width
* @param {number} height
*/
pathToImage: function(e, width, height) {
var id = guid();
return this.painter.pathToImage(id, e, width, height);
},
/**
* Set default cursor
* @param {string} cursorStyle 例如 crosshair
*/
setDefaultCursorStyle: function (cursorStyle) {
this.handler.setDefaultCursorStyle(cursorStyle);
},
/**
* Bind event
*
* @param {string} eventName Event name
* @param {Function} eventHandler Handler function
* @param {Object} [context] Context object
*/
on: function(eventName, eventHandler, context) {
this.handler && this.handler.on(eventName, eventHandler, context);
},
/**
* Unbind event
* @param {string} eventName Event name
* @param {Function} [eventHandler] Handler function
*/
off: function(eventName, eventHandler) {
this.handler && this.handler.off(eventName, eventHandler);
},
/**
* Trigger event manually
*
* @param {string} eventName Event name
* @param {event=} event Event object
*/
trigger: function (eventName, event) {
this.handler && this.handler.trigger(eventName, event);
},
/**
* Clear all objects and the canvas.
*/
clear: function () {
this.storage.delRoot();
this.painter.clear();
},
/**
* Dispose self.
*/
dispose: function () {
this.animation.stop();
this.clear();
this.storage.dispose();
this.painter.dispose();
this.handler && this.handler.dispose();
this.animation =
this.storage =
this.painter =
this.handler = null;
delInstance(this.id);
}
};
return zrender;
});