519 lines
17 KiB
JavaScript
519 lines
17 KiB
JavaScript
/** @license
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jSignature v2 SVG export plugin.
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*/
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/**
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Copyright (c) 2012 Willow Systems Corp http://willow-systems.com
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MIT License <http://www.opensource.org/licenses/mit-license.php>
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*/
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;(function(){
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'use strict'
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/** @preserve
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Simplify.js BSD
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(c) 2012, Vladimir Agafonkin
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mourner.github.com/simplify-js
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*/
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;(function(a,b){function c(a,b){var c=a.x-b.x,d=a.y-b.y;return c*c+d*d}function d(a,b,c){var d=b.x,e=b.y,f=c.x-d,g=c.y-e,h;if(f!==0||g!==0)h=((a.x-d)*f+(a.y-e)*g)/(f*f+g*g),h>1?(d=c.x,e=c.y):h>0&&(d+=f*h,e+=g*h);return f=a.x-d,g=a.y-e,f*f+g*g}function e(a,b){var d,e=a.length,f,g=a[0],h=[g];for(d=1;d<e;d++)f=a[d],c(f,g)>b&&(h.push(f),g=f);return g!==f&&h.push(f),h}function f(a,c){var e=a.length,f=typeof Uint8Array!=b+""?Uint8Array:Array,g=new f(e),h=0,i=e-1,j,k,l,m,n=[],o=[],p=[];g[h]=g[i]=1;while(i){k=0;for(j=h+1;j<i;j++)l=d(a[j],a[h],a[i]),l>k&&(m=j,k=l);k>c&&(g[m]=1,n.push(h),o.push(m),n.push(m),o.push(i)),h=n.pop(),i=o.pop()}for(j=0;j<e;j++)g[j]&&p.push(a[j]);return p}"use strict";var g=a;g.simplify=function(a,c,d){var g=c!==b?c*c:1;return d||(a=e(a,g)),a=f(a,g),a}})(window);
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/**
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Vector class. Allows us to simplify representation and manipulation of coordinate-pair
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representing shift against (0, 0)
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@public
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@class
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@param
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@returns {Type}
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*/
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function Vector(x,y){
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this.x = x
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this.y = y
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this.reverse = function(){
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return new this.constructor(
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this.x * -1
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, this.y * -1
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)
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}
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this._length = null
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this.getLength = function(){
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if (!this._length){
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this._length = Math.sqrt( Math.pow(this.x, 2) + Math.pow(this.y, 2) )
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}
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return this._length
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}
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var polarity = function (e){
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return Math.round(e / Math.abs(e))
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}
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this.resizeTo = function(length){
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// proportionally changes x,y such that the hypotenuse (vector length) is = new length
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if (this.x === 0 && this.y === 0){
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this._length = 0
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} else if (this.x === 0){
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this._length = length
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this.y = length * polarity(this.y)
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} else if(this.y === 0){
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this._length = length
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this.x = length * polarity(this.x)
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} else {
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var proportion = Math.abs(this.y / this.x)
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, x = Math.sqrt(Math.pow(length, 2) / (1 + Math.pow(proportion, 2)))
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, y = proportion * x
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this._length = length
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this.x = x * polarity(this.x)
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this.y = y * polarity(this.y)
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}
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return this
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}
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/**
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* Calculates the angle between 'this' vector and another.
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* @public
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* @function
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* @returns {Number} The angle between the two vectors as measured in PI.
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*/
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this.angleTo = function(vectorB) {
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var divisor = this.getLength() * vectorB.getLength()
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if (divisor === 0) {
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return 0
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} else {
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// JavaScript floating point math is screwed up.
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// because of it, the core of the formula can, on occasion, have values
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// over 1.0 and below -1.0.
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return Math.acos(
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Math.min(
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Math.max(
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( this.x * vectorB.x + this.y * vectorB.y ) / divisor
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, -1.0
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)
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, 1.0
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)
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) / Math.PI
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}
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}
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}
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function Point(x,y){
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this.x = x
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this.y = y
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this.getVectorToCoordinates = function (x, y) {
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return new Vector(x - this.x, y - this.y)
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}
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this.getVectorFromCoordinates = function (x, y) {
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return this.getVectorToCoordinates(x, y).reverse()
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}
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this.getVectorToPoint = function (point) {
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return new Vector(point.x - this.x, point.y - this.y)
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}
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this.getVectorFromPoint = function (point) {
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return this.getVectorToPoint(point).reverse()
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}
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}
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/**
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Allows one to round a number to arbitrary precision.
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Math.round() rounds to whole only.
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Number.toFixed(precision) returns a string.
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I need float to float, but with arbitrary precision, hence:
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@public
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@function
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@param number {Number}
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@param position {Number} number of digits right of decimal point to keep. If negative, rounding to the left of decimal.
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@returns {Type}
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*/
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function round (number, position){
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var tmp = Math.pow(10, position)
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return Math.round( number * tmp ) / tmp
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}
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// /**
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// * This is a simple, points-to-lines (not curves) renderer.
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// * Keeping it around so we can activate it from time to time and see
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// * if smoothing logic is off much.
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// * @public
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// * @function
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// * @returns {String} Like so "l 1 2 3 5' with stroke as long line chain.
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// */
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// function compressstroke(stroke, shiftx, shifty){
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// // we combine strokes data into string like this:
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// // 'M 53 7 l 1 2 3 4 -5 -6 5 -6'
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// // see SVG documentation for Path element's 'd' argument.
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// var lastx = stroke.x[0]
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// , lasty = stroke.y[0]
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// , i
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// , l = stroke.x.length
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// , answer = ['M', lastx - shiftx, lasty - shifty, 'l']
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//
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// if (l === 1){
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// // meaning this was just a DOT, not a stroke.
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// // instead of creating a circle, we just create a short line
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// answer.concat(1, -1)
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// } else {
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// for(i = 1; i < l; i++){
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// answer = answer.concat(stroke.x[i] - lastx, stroke.y[i] - lasty)
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// lastx = stroke.x[i]
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// lasty = stroke.y[i]
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// }
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// }
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// return answer.join(' ')
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// }
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function segmentToCurve(stroke, positionInStroke, lineCurveThreshold){
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'use strict'
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// long lines (ones with many pixels between them) do not look good when they are part of a large curvy stroke.
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// You know, the jaggedy crocodile spine instead of a pretty, smooth curve. Yuck!
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// We want to approximate pretty curves in-place of those ugly lines.
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// To approximate a very nice curve we need to know the direction of line before and after.
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// Hence, on long lines we actually wait for another point beyond it to come back from
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// mousemoved before we draw this curve.
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// So for "prior curve" to be calc'ed we need 4 points
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// A, B, C, D (we are on D now, A is 3 points in the past.)
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// and 3 lines:
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// pre-line (from points A to B),
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// this line (from points B to C), (we call it "this" because if it was not yet, it's the only one we can draw for sure.)
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// post-line (from points C to D) (even through D point is 'current' we don't know how we can draw it yet)
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//
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// Well, actually, we don't need to *know* the point A, just the vector A->B
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// Again, we can only derive curve between points positionInStroke-1 and positionInStroke
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// Thus, since we can only draw a line if we know one point ahead of it, we need to shift our focus one point ahead.
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positionInStroke += 1
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// Let's hope the code that calls us knows we do that and does not call us with positionInStroke = index of last point.
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var Cpoint = new Point(stroke.x[positionInStroke-1], stroke.y[positionInStroke-1])
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, Dpoint = new Point(stroke.x[positionInStroke], stroke.y[positionInStroke])
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, CDvector = Cpoint.getVectorToPoint(Dpoint)
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// Again, we have a chance here to draw only PREVIOUS line segment - BC
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// So, let's start with BC curve.
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// if there is only 2 points in stroke array (C, D), we don't have "history" long enough to have point B, let alone point A.
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// so positionInStroke should start with 2, ie
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// we are here when there are at least 3 points in stroke array.
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var Bpoint = new Point(stroke.x[positionInStroke-2], stroke.y[positionInStroke-2])
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, BCvector = Bpoint.getVectorToPoint(Cpoint)
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, ABvector
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, rounding = 2
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if ( BCvector.getLength() > lineCurveThreshold ){
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// Yey! Pretty curves, here we come!
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if(positionInStroke > 2) {
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ABvector = (new Point(stroke.x[positionInStroke-3], stroke.y[positionInStroke-3])).getVectorToPoint(Bpoint)
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} else {
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ABvector = new Vector(0,0)
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}
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var minlenfraction = 0.05
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, maxlen = BCvector.getLength() * 0.35
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, ABCangle = BCvector.angleTo(ABvector.reverse())
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, BCDangle = CDvector.angleTo(BCvector.reverse())
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, BtoCP1vector = new Vector(ABvector.x + BCvector.x, ABvector.y + BCvector.y).resizeTo(
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Math.max(minlenfraction, ABCangle) * maxlen
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)
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, CtoCP2vector = (new Vector(BCvector.x + CDvector.x, BCvector.y + CDvector.y)).reverse().resizeTo(
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Math.max(minlenfraction, BCDangle) * maxlen
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)
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, BtoCP2vector = new Vector(BCvector.x + CtoCP2vector.x, BCvector.y + CtoCP2vector.y)
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// returing curve for BC segment
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// all coords are vectors against Bpoint
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return [
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'c' // bezier curve
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, round( BtoCP1vector.x, rounding )
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, round( BtoCP1vector.y, rounding )
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, round( BtoCP2vector.x, rounding )
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, round( BtoCP2vector.y, rounding )
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, round( BCvector.x, rounding )
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, round( BCvector.y, rounding )
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]
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} else {
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return [
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'l' // line
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, round( BCvector.x, rounding )
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, round( BCvector.y, rounding )
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]
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}
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}
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function lastSegmentToCurve(stroke, lineCurveThreshold){
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'use strict'
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// Here we tidy up things left unfinished
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// What's left unfinished there is the curve between the last points
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// in the stroke
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// We can also be called when there is only one point in the stroke (meaning, the
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// stroke was just a dot), in which case there is nothing for us to do.
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// So for "this curve" to be calc'ed we need 3 points
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// A, B, C
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// and 2 lines:
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// pre-line (from points A to B),
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// this line (from points B to C)
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// Well, actually, we don't need to *know* the point A, just the vector A->B
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// so, we really need points B, C and AB vector.
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var positionInStroke = stroke.x.length - 1
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// there must be at least 2 points in the stroke.for us to work. Hope calling code checks for that.
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var Cpoint = new Point(stroke.x[positionInStroke], stroke.y[positionInStroke])
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, Bpoint = new Point(stroke.x[positionInStroke-1], stroke.y[positionInStroke-1])
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, BCvector = Bpoint.getVectorToPoint(Cpoint)
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, rounding = 2
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if (positionInStroke > 1 && BCvector.getLength() > lineCurveThreshold){
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// we have at least 3 elems in stroke
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var ABvector = (new Point(stroke.x[positionInStroke-2], stroke.y[positionInStroke-2])).getVectorToPoint(Bpoint)
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, ABCangle = BCvector.angleTo(ABvector.reverse())
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, minlenfraction = 0.05
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, maxlen = BCvector.getLength() * 0.35
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, BtoCP1vector = new Vector(ABvector.x + BCvector.x, ABvector.y + BCvector.y).resizeTo(
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Math.max(minlenfraction, ABCangle) * maxlen
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)
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return [
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'c' // bezier curve
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, round( BtoCP1vector.x, rounding )
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, round( BtoCP1vector.y, rounding )
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, round( BCvector.x, rounding ) // CP2 is same as Cpoint
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, round( BCvector.y, rounding ) // CP2 is same as Cpoint
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, round( BCvector.x, rounding )
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, round( BCvector.y, rounding )
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]
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} else {
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// Since there is no AB leg, there is no curve to draw. This is just line
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return [
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'l' // simple line
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, round( BCvector.x, rounding )
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, round( BCvector.y, rounding )
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]
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}
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}
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function addstroke(stroke, shiftx, shifty){
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'use strict'
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// we combine strokes data into string like this:
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// 'M 53 7 l 1 2 c 3 4 -5 -6 5 -6'
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// see SVG documentation for Path element's 'd' argument.
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var lines = [
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'M' // move to
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, round( (stroke.x[0] - shiftx), 2)
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, round( (stroke.y[0] - shifty), 2)
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]
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// processing all points but first and last.
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, i = 1 // index zero item in there is STARTING point. we already extracted it.
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, l = stroke.x.length - 1 // this is a trick. We are leaving last point coordinates for separate processing.
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, lineCurveThreshold = 1
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for(; i < l; i++){
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lines.push.apply(lines, segmentToCurve(stroke, i, lineCurveThreshold))
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}
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if (l > 0 /* effectively more than 1, since we "-1" above */){
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lines.push.apply(lines, lastSegmentToCurve(stroke, i, lineCurveThreshold))
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} else if (l === 0){
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// meaning we only have ONE point in the stroke (and otherwise refer to the stroke as "dot")
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lines.push.apply(lines, ['l' , 1, 1])
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}
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return lines.join(' ')
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}
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function simplifystroke(stroke){
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var d = []
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, newstroke = {'x':[], 'y':[]}
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, i, l
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for (i = 0, l = stroke.x.length; i < l; i++){
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d.push({'x':stroke.x[i], 'y':stroke.y[i]})
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}
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d = simplify(d, 0.7, true)
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for (i = 0, l = d.length; i < l; i++){
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newstroke.x.push(d[i].x)
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newstroke.y.push(d[i].y)
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}
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return newstroke
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}
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// generate SVG style from settings
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function styleFromSettings(settings){
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var styles = [];
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var meta = [
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// ["style attr", "key in settings", "default value"]
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["fill", undefined, "none"],
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["stroke", "color", "#000000"],
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["stroke-width", "lineWidth", 2],
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["stroke-linecap", undefined, "round"],
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["stroke-linejoin", undefined, "round"]
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];
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for (var i = meta.length - 1; i >= 0; i--){
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var attr = meta[i][0]
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, key = meta[i][1]
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, defaultVal = meta[i][2];
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styles.push(attr + '="' + (key in settings && settings[key] ? settings[key] : defaultVal) + '"');
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}
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return styles.join(' ');
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}
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function compressstrokes(data, settings){
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'use strict'
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var answer = [
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'<?xml version="1.0" encoding="UTF-8" standalone="no"?>'
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, '<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">'
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]
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, i , l = data.length
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, stroke
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, xlimits = []
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, ylimits = []
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, sizex = 0
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, sizey = 0
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, shiftx = 0
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, shifty = 0
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, minx, maxx, miny, maxy, padding = 1
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, simplifieddata = []
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if(l !== 0){
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for(i = 0; i < l; i++){
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stroke = simplifystroke( data[i] )
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simplifieddata.push(stroke)
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xlimits = xlimits.concat(stroke.x)
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ylimits = ylimits.concat(stroke.y)
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}
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minx = Math.min.apply(null, xlimits) - padding
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maxx = Math.max.apply(null, xlimits) + padding
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miny = Math.min.apply(null, ylimits) - padding
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maxy = Math.max.apply(null, ylimits) + padding
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shiftx = minx < 0? 0 : minx
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shifty = miny < 0? 0 : miny
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sizex = maxx - minx
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sizey = maxy - miny
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}
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answer.push(
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'<svg xmlns="http://www.w3.org/2000/svg" version="1.1" width="'+
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sizex.toString() +
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'" height="'+
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sizey.toString() +
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'">'
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)
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// // This is a nice idea: use style declaration on top, and mark the lines with 'class="f"'
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// // thus saving space in svg...
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// // alas, many SVG renderers don't understand "class" and render the strokes in default "fill = black, no stroke" style. Ugh!!!
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// // TODO: Rewrite ImageMagic / GraphicsMagic, InkScape, http://svg.codeplex.com/ to support style + class. until then, we hardcode the stroke style within the path.
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// answer.push(
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// '<style type="text/css"><![CDATA[.f {fill:none;stroke:#000000;stroke-width:2;stroke-linecap:round;stroke-linejoin:round}]]></style>'
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// )
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// // This set is accompaniment to "simple line renderer" - compressstroke
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// answer.push(
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// '<style type="text/css"><![CDATA[.t {fill:none;stroke:#FF0000;stroke-width:2}]]></style>'
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// )
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// for(i = 0; i < l; i++){
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// stroke = data[i]
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// // This one is accompaniment to "simple line renderer"
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// answer.push('<path class="t" d="'+ compressstroke(stroke, shiftx, shifty) +'"/>')
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// }
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for(i = 0, l = simplifieddata.length; i < l; i++){
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stroke = simplifieddata[i]
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answer.push('<path ' + styleFromSettings(settings) + ' d="'+ addstroke(stroke, shiftx, shifty) + '"/>')
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}
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answer.push('</svg>')
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return answer.join('')
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}
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if (typeof btoa !== 'function')
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{
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var btoa = function(data) {
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/** @preserve
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|
base64 encoder
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MIT, GPL
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http://phpjs.org/functions/base64_encode
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+ original by: Tyler Akins (http://rumkin.com)
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+ improved by: Bayron Guevara
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+ improved by: Thunder.m
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+ improved by: Kevin van Zonneveld (http://kevin.vanzonneveld.net)
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+ bugfixed by: Pellentesque Malesuada
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+ improved by: Kevin van Zonneveld (http://kevin.vanzonneveld.net)
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+ improved by: Rafal Kukawski (http://kukawski.pl)
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*/
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var b64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/="
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, b64a = b64.split('')
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, o1, o2, o3, h1, h2, h3, h4, bits, i = 0,
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ac = 0,
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enc = "",
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tmp_arr = [];
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do { // pack three octets into four hexets
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o1 = data.charCodeAt(i++);
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o2 = data.charCodeAt(i++);
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o3 = data.charCodeAt(i++);
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bits = o1 << 16 | o2 << 8 | o3;
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h1 = bits >> 18 & 0x3f;
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h2 = bits >> 12 & 0x3f;
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h3 = bits >> 6 & 0x3f;
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h4 = bits & 0x3f;
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// use hexets to index into b64, and append result to encoded string
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tmp_arr[ac++] = b64a[h1] + b64a[h2] + b64a[h3] + b64a[h4];
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} while (i < data.length);
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enc = tmp_arr.join('');
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var r = data.length % 3;
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return (r ? enc.slice(0, r - 3) : enc) + '==='.slice(r || 3);
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// end of base64 encoder MIT, GPL
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}
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}
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var unencodedmime = 'image/svg+xml'
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function getUnencodedSVG(data, settings){
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return [unencodedmime , compressstrokes(data, settings)];
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}
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var base64encodedmime = 'image/svg+xml;base64'
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function getBase64encodedSVG(data, settings){
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return [base64encodedmime , btoa( compressstrokes(data, settings) )];
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}
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function Initializer($){
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var mothership = $.fn['jSignature']
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mothership(
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'addPlugin'
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,'export'
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,'svg' // alias
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,getUnencodedSVG
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)
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mothership(
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'addPlugin'
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,'export'
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,unencodedmime // full name
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,getUnencodedSVG
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)
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mothership(
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'addPlugin'
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,'export'
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,'svgbase64' // alias
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,getBase64encodedSVG
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)
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mothership(
|
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'addPlugin'
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,'export'
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,base64encodedmime // full name
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,getBase64encodedSVG
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)
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}
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// //Because plugins are minified together with jSignature, multiple defines per (minified) file blow up and dont make sense
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// //Need to revisit this later.
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if(typeof $ === 'undefined') {throw new Error("We need jQuery for some of the functionality. jQuery is not detected. Failing to initialize...")}
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Initializer($)
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})(); |