Version 3.18.1

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File: graphics/js/SVGDrawing.js

 var IMPLEMENTATION = "svg",
 SHAPE = "shape",
 	SPLITPATHPATTERN = /[a-z][^a-z]*/ig,
 SPLITARGSPATTERN = /[\-]?[0-9]*[0-9|\.][0-9]*/g,
 Y_LANG = Y.Lang,
 	AttributeLite = Y.AttributeLite,
 	SVGGraphic,
 SVGShape,
 	SVGCircle,
 	SVGRect,
 	SVGPath,
 	SVGEllipse,
 SVGPieSlice,
 DOCUMENT = Y.config.doc,
 _getClassName = Y.ClassNameManager.getClassName;
 
 function SVGDrawing(){}
 
 /**
 * <a href="http://www.w3.org/TR/SVG/">SVG</a> implementation of the <a href="Drawing.html">`Drawing`</a> class.
 * `SVGDrawing` is not intended to be used directly. Instead, use the <a href="Drawing.html">`Drawing`</a> class.
 * If the browser has <a href="http://www.w3.org/TR/SVG/">SVG</a> capabilities, the <a href="Drawing.html">`Drawing`</a>
 * class will point to the `SVGDrawing` class.
 *
 * @module graphics
 * @class SVGDrawing
 * @constructor
 */
 SVGDrawing.prototype = {
 /**
 * Rounds a value to the nearest hundredth.
 *
 * @method _round
 * @param {Number} val Value to be rounded.
 * @return Number
 * @private
 */
 _round: function(val) {
 return Math.round(val * 100)/100;
 },
 
 /**
 * Maps path to methods
 *
 * @property _pathSymbolToMethod
 * @type Object
 * @private
 */
 _pathSymbolToMethod: {
 M: "moveTo",
 m: "relativeMoveTo",
 L: "lineTo",
 l: "relativeLineTo",
 C: "curveTo",
 c: "relativeCurveTo",
 Q: "quadraticCurveTo",
 q: "relativeQuadraticCurveTo",
 z: "closePath",
 Z: "closePath"
 },
 
 /**
 * Current x position of the drawing.
 *
 * @property _currentX
 * @type Number
 * @private
 */
 _currentX: 0,
 
 /**
 * Current y position of the drqwing.
 *
 * @property _currentY
 * @type Number
 * @private
 */
 _currentY: 0,
 
 /**
 * Indicates the type of shape
 *
 * @private
 * @property _type
 * @readOnly
 * @type String
 */
 _type: "path",
 
 /**
 * Draws a bezier curve.
 *
 * @method curveTo
 * @param {Number} cp1x x-coordinate for the first control point.
 * @param {Number} cp1y y-coordinate for the first control point.
 * @param {Number} cp2x x-coordinate for the second control point.
 * @param {Number} cp2y y-coordinate for the second control point.
 * @param {Number} x x-coordinate for the end point.
 * @param {Number} y y-coordinate for the end point.
 * @chainable
 */
 curveTo: function() {
 this._curveTo.apply(this, [Y.Array(arguments), false]);
 return this;
 },
 
 /**
 * Draws a bezier curve relative to the current coordinates.
 *
 * @method relativeCurveTo
 * @param {Number} cp1x x-coordinate for the first control point.
 * @param {Number} cp1y y-coordinate for the first control point.
 * @param {Number} cp2x x-coordinate for the second control point.
 * @param {Number} cp2y y-coordinate for the second control point.
 * @param {Number} x x-coordinate for the end point.
 * @param {Number} y y-coordinate for the end point.
 * @chainable
 */
 relativeCurveTo: function() {
 this._curveTo.apply(this, [Y.Array(arguments), true]);
 return this;
 },
 
 /**
 * Implements curveTo methods.
 *
 * @method _curveTo
 * @param {Array} args The arguments to be used.
 * @param {Boolean} relative Indicates whether or not to use relative coordinates.
 * @private
 */
 _curveTo: function(args, relative) {
 var w,
 h,
 pts,
 cp1x,
 cp1y,
 cp2x,
 cp2y,
 x,
 y,
 right,
 left,
 bottom,
 top,
 i,
 len,
 pathArrayLen,
 currentArray,
 command = relative ? "c" : "C",
 relativeX = relative ? parseFloat(this._currentX) : 0,
 relativeY = relative ? parseFloat(this._currentY) : 0;
 this._pathArray = this._pathArray || [];
 if(this._pathType !== command)
 {
 this._pathType = command;
 currentArray = [command];
 this._pathArray.push(currentArray);
 }
 else
 {
 currentArray = this._pathArray[Math.max(0, this._pathArray.length - 1)];
 if(!currentArray)
 {
 currentArray = [];
 this._pathArray.push(currentArray);
 }
 }
 pathArrayLen = this._pathArray.length - 1;
 this._pathArray[pathArrayLen] = this._pathArray[pathArrayLen].concat(args);
 len = args.length - 5;
 for(i = 0; i < len; i = i + 6)
 {
 cp1x = parseFloat(args[i]) + relativeX;
 cp1y = parseFloat(args[i + 1]) + relativeY;
 cp2x = parseFloat(args[i + 2]) + relativeX;
 cp2y = parseFloat(args[i + 3]) + relativeY;
 x = parseFloat(args[i + 4]) + relativeX;
 y = parseFloat(args[i + 5]) + relativeY;
 right = Math.max(x, Math.max(cp1x, cp2x));
 bottom = Math.max(y, Math.max(cp1y, cp2y));
 left = Math.min(x, Math.min(cp1x, cp2x));
 top = Math.min(y, Math.min(cp1y, cp2y));
 w = Math.abs(right - left);
 h = Math.abs(bottom - top);
 pts = [[this._currentX, this._currentY] , [cp1x, cp1y], [cp2x, cp2y], [x, y]];
 this._setCurveBoundingBox(pts, w, h);
 this._currentX = x;
 this._currentY = y;
 }
 },
 
 /**
 * Draws a quadratic bezier curve.
 *
 * @method quadraticCurveTo
 * @param {Number} cpx x-coordinate for the control point.
 * @param {Number} cpy y-coordinate for the control point.
 * @param {Number} x x-coordinate for the end point.
 * @param {Number} y y-coordinate for the end point.
 * @chainable
 */
 quadraticCurveTo: function() {
 this._quadraticCurveTo.apply(this, [Y.Array(arguments), false]);
 return this;
 },
 
 /**
 * Draws a quadratic bezier curve relative to the current position.
 *
 * @method quadraticCurveTo
 * @param {Number} cpx x-coordinate for the control point.
 * @param {Number} cpy y-coordinate for the control point.
 * @param {Number} x x-coordinate for the end point.
 * @param {Number} y y-coordinate for the end point.
 * @chainable
 */
 relativeQuadraticCurveTo: function() {
 this._quadraticCurveTo.apply(this, [Y.Array(arguments), true]);
 return this;
 },
 
 /**
 * Implements quadraticCurveTo methods.
 *
 * @method _quadraticCurveTo
 * @param {Array} args The arguments to be used.
 * @param {Boolean} relative Indicates whether or not to use relative coordinates.
 * @private
 */
 _quadraticCurveTo: function(args, relative) {
 var cpx,
 cpy,
 x,
 y,
 pathArrayLen,
 currentArray,
 w,
 h,
 pts,
 right,
 left,
 bottom,
 top,
 i,
 len,
 command = relative ? "q" : "Q",
 relativeX = relative ? parseFloat(this._currentX) : 0,
 relativeY = relative ? parseFloat(this._currentY) : 0;
 this._pathArray = this._pathArray || [];
 if(this._pathType !== command)
 {
 this._pathType = command;
 currentArray = [command];
 this._pathArray.push(currentArray);
 }
 else
 {
 currentArray = this._pathArray[Math.max(0, this._pathArray.length - 1)];
 if(!currentArray)
 {
 currentArray = [];
 this._pathArray.push(currentArray);
 }
 }
 pathArrayLen = this._pathArray.length - 1;
 this._pathArray[pathArrayLen] = this._pathArray[pathArrayLen].concat(args);
 len = args.length - 3;
 for(i = 0; i < len; i = i + 4)
 {
 cpx = parseFloat(args[i]) + relativeX;
 cpy = parseFloat(args[i + 1]) + relativeY;
 x = parseFloat(args[i + 2]) + relativeX;
 y = parseFloat(args[i + 3]) + relativeY;
 right = Math.max(x, cpx);
 bottom = Math.max(y, cpy);
 left = Math.min(x, cpx);
 top = Math.min(y, cpy);
 w = Math.abs(right - left);
 h = Math.abs(bottom - top);
 pts = [[this._currentX, this._currentY] , [cpx, cpy], [x, y]];
 this._setCurveBoundingBox(pts, w, h);
 this._currentX = x;
 this._currentY = y;
 }
 },
 
 /**
 * Draws a rectangle.
 *
 * @method drawRect
 * @param {Number} x x-coordinate
 * @param {Number} y y-coordinate
 * @param {Number} w width
 * @param {Number} h height
 * @chainable
 */
 drawRect: function(x, y, w, h) {
 this.moveTo(x, y);
 this.lineTo(x + w, y);
 this.lineTo(x + w, y + h);
 this.lineTo(x, y + h);
 this.lineTo(x, y);
 return this;
 },
 
 /**
 * Draws a rectangle with rounded corners.
 *
 * @method drawRoundRect
 * @param {Number} x x-coordinate
 * @param {Number} y y-coordinate
 * @param {Number} w width
 * @param {Number} h height
 * @param {Number} ew width of the ellipse used to draw the rounded corners
 * @param {Number} eh height of the ellipse used to draw the rounded corners
 * @chainable
 */
 drawRoundRect: function(x, y, w, h, ew, eh) {
 this.moveTo(x, y + eh);
 this.lineTo(x, y + h - eh);
 this.quadraticCurveTo(x, y + h, x + ew, y + h);
 this.lineTo(x + w - ew, y + h);
 this.quadraticCurveTo(x + w, y + h, x + w, y + h - eh);
 this.lineTo(x + w, y + eh);
 this.quadraticCurveTo(x + w, y, x + w - ew, y);
 this.lineTo(x + ew, y);
 this.quadraticCurveTo(x, y, x, y + eh);
 return this;
 	},
 
 /**
 * Draws a circle.
 *
 * @method drawCircle
 * @param {Number} x y-coordinate
 * @param {Number} y x-coordinate
 * @param {Number} r radius
 * @chainable
 * @protected
 */
 	drawCircle: function(x, y, radius) {
 var circum = radius * 2;
 this._drawingComplete = false;
 this._trackSize(x, y);
 this._trackSize(x + circum, y + circum);
 this._pathArray = this._pathArray || [];
 this._pathArray.push(["M", x + radius, y]);
 this._pathArray.push(["A", radius, radius, 0, 1, 0, x + radius, y + circum]);
 this._pathArray.push(["A", radius, radius, 0, 1, 0, x + radius, y]);
 this._currentX = x;
 this._currentY = y;
 return this;
 },
 
 /**
 * Draws an ellipse.
 *
 * @method drawEllipse
 * @param {Number} x x-coordinate
 * @param {Number} y y-coordinate
 * @param {Number} w width
 * @param {Number} h height
 * @chainable
 * @protected
 */
 	drawEllipse: function(x, y, w, h) {
 var radius = w * 0.5,
 yRadius = h * 0.5;
 this._drawingComplete = false;
 this._trackSize(x, y);
 this._trackSize(x + w, y + h);
 this._pathArray = this._pathArray || [];
 this._pathArray.push(["M", x + radius, y]);
 this._pathArray.push(["A", radius, yRadius, 0, 1, 0, x + radius, y + h]);
 this._pathArray.push(["A", radius, yRadius, 0, 1, 0, x + radius, y]);
 this._currentX = x;
 this._currentY = y;
 return this;
 },
 
 /**
 * Draws a diamond.
 *
 * @method drawDiamond
 * @param {Number} x y-coordinate
 * @param {Number} y x-coordinate
 * @param {Number} width width
 * @param {Number} height height
 * @chainable
 * @protected
 */
 drawDiamond: function(x, y, width, height)
 {
 var midWidth = width * 0.5,
 midHeight = height * 0.5;
 this.moveTo(x + midWidth, y);
 this.lineTo(x + width, y + midHeight);
 this.lineTo(x + midWidth, y + height);
 this.lineTo(x, y + midHeight);
 this.lineTo(x + midWidth, y);
 return this;
 },
 
 /**
 * Draws a wedge.
 *
 * @method drawWedge
 * @param {Number} x x-coordinate of the wedge's center point
 * @param {Number} y y-coordinate of the wedge's center point
 * @param {Number} startAngle starting angle in degrees
 * @param {Number} arc sweep of the wedge. Negative values draw clockwise.
 * @param {Number} radius radius of wedge. If [optional] yRadius is defined, then radius is the x radius.
 * @param {Number} yRadius [optional] y radius for wedge.
 * @chainable
 * @private
 */
 drawWedge: function(x, y, startAngle, arc, radius, yRadius)
 {
 var segs,
 segAngle,
 theta,
 angle,
 angleMid,
 ax,
 ay,
 bx,
 by,
 cx,
 cy,
 i,
 diameter = radius * 2,
 currentArray,
 pathArrayLen;
 this._pathArray = this._pathArray || [];
 yRadius = yRadius || radius;
 if(this._pathType !== "M")
 {
 this._pathType = "M";
 currentArray = ["M"];
 this._pathArray.push(currentArray);
 }
 else
 {
 currentArray = this._getCurrentArray();
 }
 pathArrayLen = this._pathArray.length - 1;
 this._pathArray[pathArrayLen].push(x);
 this._pathArray[pathArrayLen].push(x);
 
 // limit sweep to reasonable numbers
 if(Math.abs(arc) > 360)
 {
 arc = 360;
 }
 
 // First we calculate how many segments are needed
 // for a smooth arc.
 segs = Math.ceil(Math.abs(arc) / 45);
 
 // Now calculate the sweep of each segment.
 segAngle = arc / segs;
 
 // The math requires radians rather than degrees. To convert from degrees
 // use the formula (degrees/180)*Math.PI to get radians.
 theta = -(segAngle / 180) * Math.PI;
 
 // convert angle startAngle to radians
 angle = (startAngle / 180) * Math.PI;
 if(segs > 0)
 {
 // draw a line from the center to the start of the curve
 ax = x + Math.cos(startAngle / 180 * Math.PI) * radius;
 ay = y + Math.sin(startAngle / 180 * Math.PI) * yRadius;
 this._pathType = "L";
 pathArrayLen++;
 this._pathArray[pathArrayLen] = ["L"];
 this._pathArray[pathArrayLen].push(this._round(ax));
 this._pathArray[pathArrayLen].push(this._round(ay));
 pathArrayLen++;
 this._pathType = "Q";
 this._pathArray[pathArrayLen] = ["Q"];
 for(i = 0; i < segs; ++i)
 {
 angle += theta;
 angleMid = angle - (theta / 2);
 bx = x + Math.cos(angle) * radius;
 by = y + Math.sin(angle) * yRadius;
 cx = x + Math.cos(angleMid) * (radius / Math.cos(theta / 2));
 cy = y + Math.sin(angleMid) * (yRadius / Math.cos(theta / 2));
 this._pathArray[pathArrayLen].push(this._round(cx));
 this._pathArray[pathArrayLen].push(this._round(cy));
 this._pathArray[pathArrayLen].push(this._round(bx));
 this._pathArray[pathArrayLen].push(this._round(by));
 }
 }
 this._currentX = x;
 this._currentY = y;
 this._trackSize(diameter, diameter);
 return this;
 },
 
 /**
 * Draws a line segment using the current line style from the current drawing position to the specified x and y coordinates.
 *
 * @method lineTo
 * @param {Number} point1 x-coordinate for the end point.
 * @param {Number} point2 y-coordinate for the end point.
 * @chainable
 */
 lineTo: function()
 {
 this._lineTo.apply(this, [Y.Array(arguments), false]);
 return this;
 },
 
 /**
 * Draws a line segment using the current line style from the current drawing position to the relative x and y coordinates.
 *
 * @method relativeLineTo
 * @param {Number} point1 x-coordinate for the end point.
 * @param {Number} point2 y-coordinate for the end point.
 * @chainable
 */
 relativeLineTo: function()
 {
 this._lineTo.apply(this, [Y.Array(arguments), true]);
 return this;
 },
 
 /**
 * Implements lineTo methods.
 *
 * @method _lineTo
 * @param {Array} args The arguments to be used.
 * @param {Boolean} relative Indicates whether or not to use relative coordinates.
 * @private
 */
 _lineTo: function(args, relative) {
 var point1 = args[0],
 i,
 len,
 pathArrayLen,
 currentArray,
 x,
 y,
 command = relative ? "l" : "L",
 relativeX = relative ? parseFloat(this._currentX) : 0,
 relativeY = relative ? parseFloat(this._currentY) : 0;
 this._pathArray = this._pathArray || [];
 this._shapeType = "path";
 len = args.length;
 if(this._pathType !== command)
 {
 this._pathType = command;
 currentArray = [command];
 this._pathArray.push(currentArray);
 }
 else
 {
 currentArray = this._getCurrentArray();
 }
 pathArrayLen = this._pathArray.length - 1;
 if (typeof point1 === 'string' || typeof point1 === 'number') {
 for (i = 0; i < len; i = i + 2) {
 x = parseFloat(args[i]);
 y = parseFloat(args[i + 1]);
 this._pathArray[pathArrayLen].push(x);
 this._pathArray[pathArrayLen].push(y);
 x = x + relativeX;
 y = y + relativeY;
 this._currentX = x;
 this._currentY = y;
 this._trackSize.apply(this, [x, y]);
 }
 }
 else
 {
 for (i = 0; i < len; ++i) {
 x = parseFloat(args[i][0]);
 y = parseFloat(args[i][1]);
 this._pathArray[pathArrayLen].push(x);
 this._pathArray[pathArrayLen].push(y);
 this._currentX = x;
 this._currentY = y;
 x = x + relativeX;
 y = y + relativeY;
 this._trackSize.apply(this, [x, y]);
 }
 }
 },
 
 /**
 * Moves the current drawing position to specified x and y coordinates.
 *
 * @method moveTo
 * @param {Number} x x-coordinate for the end point.
 * @param {Number} y y-coordinate for the end point.
 * @chainable
 */
 moveTo: function()
 {
 this._moveTo.apply(this, [Y.Array(arguments), false]);
 return this;
 },
 
 /**
 * Moves the current drawing position relative to specified x and y coordinates.
 *
 * @method relativeMoveTo
 * @param {Number} x x-coordinate for the end point.
 * @param {Number} y y-coordinate for the end point.
 * @chainable
 */
 relativeMoveTo: function()
 {
 this._moveTo.apply(this, [Y.Array(arguments), true]);
 return this;
 },
 
 /**
 * Implements moveTo methods.
 *
 * @method _moveTo
 * @param {Array} args The arguments to be used.
 * @param {Boolean} relative Indicates whether or not to use relative coordinates.
 * @private
 */
 _moveTo: function(args, relative) {
 var pathArrayLen,
 currentArray,
 x = parseFloat(args[0]),
 y = parseFloat(args[1]),
 command = relative ? "m" : "M",
 relativeX = relative ? parseFloat(this._currentX) : 0,
 relativeY = relative ? parseFloat(this._currentY) : 0;
 this._pathArray = this._pathArray || [];
 this._pathType = command;
 currentArray = [command];
 this._pathArray.push(currentArray);
 pathArrayLen = this._pathArray.length - 1;
 this._pathArray[pathArrayLen] = this._pathArray[pathArrayLen].concat([x, y]);
 x = x + relativeX;
 y = y + relativeY;
 this._currentX = x;
 this._currentY = y;
 this._trackSize(x, y);
 },
 
 /**
 * Completes a drawing operation.
 *
 * @method end
 * @chainable
 */
 end: function()
 {
 this._closePath();
 return this;
 },
 
 /**
 * Clears the path.
 *
 * @method clear
 * @chainable
 */
 clear: function()
 {
 this._currentX = 0;
 this._currentY = 0;
 this._width = 0;
 this._height = 0;
 this._left = 0;
 this._right = 0;
 this._top = 0;
 this._bottom = 0;
 this._pathArray = [];
 this._path = "";
 this._pathType = "";
 return this;
 },
 
 /**
 * Draws the path.
 *
 * @method _closePath
 * @private
 */
 _closePath: function()
 {
 var pathArray,
 segmentArray,
 pathType,
 len,
 val,
 i,
 path = "",
 node = this.node,
 left = parseFloat(this._left),
 top = parseFloat(this._top),
 fill = this.get("fill");
 if(this._pathArray)
 {
 pathArray = this._pathArray.concat();
 while(pathArray && pathArray.length > 0)
 {
 segmentArray = pathArray.shift();
 len = segmentArray.length;
 pathType = segmentArray[0];
 if(pathType === "A")
 {
 path += pathType + segmentArray[1] + "," + segmentArray[2];
 }
 else if(pathType === "z" || pathType === "Z")
 {
 path += " z ";
 }
 else if(pathType === "C" || pathType === "c")
 {
 path += pathType + (segmentArray[1] - left)+ "," + (segmentArray[2] - top);
 }
 else
 {
 path += " " + pathType + parseFloat(segmentArray[1] - left);
 }
 switch(pathType)
 {
 case "L" :
 case "l" :
 case "M" :
 case "m" :
 case "Q" :
 case "q" :
 for(i = 2; i < len; ++i)
 {
 val = (i % 2 === 0) ? top : left;
 val = segmentArray[i] - val;
 path += ", " + parseFloat(val);
 }
 break;
 case "A" :
 val = " " + parseFloat(segmentArray[3]) + " " + parseFloat(segmentArray[4]);
 val += "," + parseFloat(segmentArray[5]) + " " + parseFloat(segmentArray[6] - left);
 val += "," + parseFloat(segmentArray[7] - top);
 path += " " + val;
 break;
 case "C" :
 case "c" :
 for(i = 3; i < len - 1; i = i + 2)
 {
 val = parseFloat(segmentArray[i] - left);
 val = val + ", ";
 val = val + parseFloat(segmentArray[i + 1] - top);
 path += " " + val;
 }
 break;
 }
 }
 if(fill && fill.color)
 {
 path += 'z';
 }
 Y.Lang.trim(path);
 if(path)
 {
 node.setAttribute("d", path);
 }
 
 this._path = path;
 this._fillChangeHandler();
 this._strokeChangeHandler();
 this._updateTransform();
 }
 },
 
 /**
 * Ends a fill and stroke
 *
 * @method closePath
 * @chainable
 */
 closePath: function()
 {
 this._pathArray.push(["z"]);
 return this;
 },
 
 /**
 * Returns the current array of drawing commands.
 *
 * @method _getCurrentArray
 * @return Array
 * @private
 */
 _getCurrentArray: function()
 {
 var currentArray = this._pathArray[Math.max(0, this._pathArray.length - 1)];
 if(!currentArray)
 {
 currentArray = [];
 this._pathArray.push(currentArray);
 }
 return currentArray;
 },
 
 /**
 * Returns the points on a curve
 *
 * @method getBezierData
 * @param Array points Array containing the begin, end and control points of a curve.
 * @param Number t The value for incrementing the next set of points.
 * @return Array
 * @private
 */
 getBezierData: function(points, t) {
 var n = points.length,
 tmp = [],
 i,
 j;
 
 for (i = 0; i < n; ++i){
 tmp[i] = [points[i][0], points[i][1]]; // save input
 }
 
 for (j = 1; j < n; ++j) {
 for (i = 0; i < n - j; ++i) {
 tmp[i][0] = (1 - t) * tmp[i][0] + t * tmp[parseInt(i + 1, 10)][0];
 tmp[i][1] = (1 - t) * tmp[i][1] + t * tmp[parseInt(i + 1, 10)][1];
 }
 }
 return [ tmp[0][0], tmp[0][1] ];
 },
 
 /**
 * Calculates the bounding box for a curve
 *
 * @method _setCurveBoundingBox
 * @param Array pts Array containing points for start, end and control points of a curve.
 * @param Number w Width used to calculate the number of points to describe the curve.
 * @param Number h Height used to calculate the number of points to describe the curve.
 * @private
 */
 _setCurveBoundingBox: function(pts, w, h)
 {
 var i,
 left = this._currentX,
 right = left,
 top = this._currentY,
 bottom = top,
 len = Math.round(Math.sqrt((w * w) + (h * h))),
 t = 1/len,
 xy;
 for(i = 0; i < len; ++i)
 {
 xy = this.getBezierData(pts, t * i);
 left = isNaN(left) ? xy[0] : Math.min(xy[0], left);
 right = isNaN(right) ? xy[0] : Math.max(xy[0], right);
 top = isNaN(top) ? xy[1] : Math.min(xy[1], top);
 bottom = isNaN(bottom) ? xy[1] : Math.max(xy[1], bottom);
 }
 left = Math.round(left * 10)/10;
 right = Math.round(right * 10)/10;
 top = Math.round(top * 10)/10;
 bottom = Math.round(bottom * 10)/10;
 this._trackSize(right, bottom);
 this._trackSize(left, top);
 },
 
 /**
 * Updates the size of the graphics object
 *
 * @method _trackSize
 * @param {Number} w width
 * @param {Number} h height
 * @private
 */
 _trackSize: function(w, h) {
 if (w > this._right) {
 this._right = w;
 }
 if(w < this._left)
 {
 this._left = w;
 }
 if (h < this._top)
 {
 this._top = h;
 }
 if (h > this._bottom)
 {
 this._bottom = h;
 }
 this._width = this._right - this._left;
 this._height = this._bottom - this._top;
 }
 };
 Y.SVGDrawing = SVGDrawing;
 
 

AltStyle によって変換されたページ (->オリジナル) /