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// Copyright (c) 2012, the Dart project authors. Please see the AUTHORS file
// for details. All rights reserved. Use of this source code is governed by a
// BSD-style license that can be found in the LICENSE file.
part of $LIBRARYNAME;
abstract class CanvasRenderingContext {
CanvasElement get canvas;
}
$(ANNOTATIONS)$(NATIVESPEC)$(CLASS_MODIFIERS)class $CLASSNAME$EXTENDS implements CanvasRenderingContext {
$!MEMBERS
ImageData createImageDataFromImageData(ImageData imagedata) =>
JS('ImageData', '#.createImageData(#)', this, imagedata);
/**
* Sets the color used inside shapes.
* [r], [g], [b] are 0-255, [a] is 0-1.
*/
void setFillColorRgb(int r, int g, int b, [num a = 1]) {
this.fillStyle = 'rgba($r, $g, $b, $a)';
}
/**
* Sets the color used inside shapes.
* [h] is in degrees, 0-360.
* [s], [l] are in percent, 0-100.
* [a] is 0-1.
*/
void setFillColorHsl(int h, num s, num l, [num a = 1]) {
this.fillStyle = 'hsla($h, $s%, $l%, $a)';
}
/**
* Sets the color used for stroking shapes.
* [r], [g], [b] are 0-255, [a] is 0-1.
*/
void setStrokeColorRgb(int r, int g, int b, [num a = 1]) {
this.strokeStyle = 'rgba($r, $g, $b, $a)';
}
/**
* Sets the color used for stroking shapes.
* [h] is in degrees, 0-360.
* [s], [l] are in percent, 0-100.
* [a] is 0-1.
*/
void setStrokeColorHsl(int h, num s, num l, [num a = 1]) {
this.strokeStyle = 'hsla($h, $s%, $l%, $a)';
}
void arc(num x, num y, num radius, num startAngle, num endAngle,
[bool anticlockwise = false]) {
// TODO(terry): This should not be needed: dartbug.com/20939.
JS('void', '#.arc(#, #, #, #, #, #)', this, x, y, radius, startAngle,
endAngle, anticlockwise);
}
CanvasPattern createPatternFromImage(ImageElement image, String repetitionType) =>
JS('CanvasPattern', '#.createPattern(#, #)', this, image, repetitionType);
/**
* Draws an image from a CanvasImageSource to an area of this canvas.
*
* The image will be drawn to an area of this canvas defined by
* [destRect]. [sourceRect] defines the region of the source image that is
* drawn.
* If [sourceRect] is not provided, then
* the entire rectangular image from [source] will be drawn to this context.
*
* If the image is larger than canvas
* will allow, the image will be clipped to fit the available space.
*
* CanvasElement canvas = new CanvasElement(width: 600, height: 600);
* CanvasRenderingContext2D ctx = canvas.context2D;
* ImageElement img = document.query('img');
* img.width = 100;
* img.height = 100;
*
* // Scale the image to 20x20.
* ctx.drawImageToRect(img, new Rectangle(50, 50, 20, 20));
*
* VideoElement video = document.query('video');
* video.width = 100;
* video.height = 100;
* // Take the middle 20x20 pixels from the video and stretch them.
* ctx.drawImageToRect(video, new Rectangle(50, 50, 100, 100),
* sourceRect: new Rectangle(40, 40, 20, 20));
*
* // Draw the top 100x20 pixels from the otherCanvas.
* CanvasElement otherCanvas = document.query('canvas');
* ctx.drawImageToRect(otherCanvas, new Rectangle(0, 0, 100, 20),
* sourceRect: new Rectangle(0, 0, 100, 20));
*
* See also:
*
* * [CanvasImageSource] for more information on what data is retrieved
* from [source].
* * [drawImage](http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-drawimage)
* from the WHATWG.
*/
void drawImageToRect(CanvasImageSource source, Rectangle destRect,
{Rectangle$NULLABLE sourceRect}) {
if (sourceRect == null) {
drawImageScaled(source,
destRect.left,
destRect.top,
destRect.width,
destRect.height);
} else {
drawImageScaledFromSource(source,
sourceRect.left,
sourceRect.top,
sourceRect.width,
sourceRect.height,
destRect.left,
destRect.top,
destRect.width,
destRect.height);
}
}
/**
* Draws an image from a CanvasImageSource to this canvas.
*
* The entire image from [source] will be drawn to this context with its top
* left corner at the point ([destX], [destY]). If the image is
* larger than canvas will allow, the image will be clipped to fit the
* available space.
*
* CanvasElement canvas = new CanvasElement(width: 600, height: 600);
* CanvasRenderingContext2D ctx = canvas.context2D;
* ImageElement img = document.query('img');
*
* ctx.drawImage(img, 100, 100);
*
* VideoElement video = document.query('video');
* ctx.drawImage(video, 0, 0);
*
* CanvasElement otherCanvas = document.query('canvas');
* otherCanvas.width = 100;
* otherCanvas.height = 100;
* ctx.drawImage(otherCanvas, 590, 590); // will get clipped
*
* See also:
*
* * [CanvasImageSource] for more information on what data is retrieved
* from [source].
* * [drawImage](http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-drawimage)
* from the WHATWG.
*/
@JSName('drawImage')
void drawImage(CanvasImageSource source, num destX, num destY) native;
/**
* Draws an image from a CanvasImageSource to an area of this canvas.
*
* The image will be drawn to this context with its top left corner at the
* point ([destX], [destY]) and will be scaled to be [destWidth] wide and
* [destHeight] tall.
*
* If the image is larger than canvas
* will allow, the image will be clipped to fit the available space.
*
* CanvasElement canvas = new CanvasElement(width: 600, height: 600);
* CanvasRenderingContext2D ctx = canvas.context2D;
* ImageElement img = document.query('img');
* img.width = 100;
* img.height = 100;
*
* // Scale the image to 300x50 at the point (20, 20)
* ctx.drawImageScaled(img, 20, 20, 300, 50);
*
* See also:
*
* * [CanvasImageSource] for more information on what data is retrieved
* from [source].
* * [drawImage](http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-drawimage)
* from the WHATWG.
*/
@JSName('drawImage')
void drawImageScaled(CanvasImageSource source,
num destX, num destY, num destWidth, num destHeight) native;
/**
* Draws an image from a CanvasImageSource to an area of this canvas.
*
* The image is a region of [source] that is [sourceWidth] wide and
* [destHeight] tall with top left corner at ([sourceX], [sourceY]).
* The image will be drawn to this context with its top left corner at the
* point ([destX], [destY]) and will be scaled to be [destWidth] wide and
* [destHeight] tall.
*
* If the image is larger than canvas
* will allow, the image will be clipped to fit the available space.
*
* VideoElement video = document.query('video');
* video.width = 100;
* video.height = 100;
* // Take the middle 20x20 pixels from the video and stretch them.
* ctx.drawImageScaledFromSource(video, 40, 40, 20, 20, 50, 50, 100, 100);
*
* // Draw the top 100x20 pixels from the otherCanvas to this one.
* CanvasElement otherCanvas = document.query('canvas');
* ctx.drawImageScaledFromSource(otherCanvas, 0, 0, 100, 20, 0, 0, 100, 20);
*
* See also:
*
* * [CanvasImageSource] for more information on what data is retrieved
* from [source].
* * [drawImage](http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-drawimage)
* from the WHATWG.
*/
@JSName('drawImage')
void drawImageScaledFromSource(CanvasImageSource source,
num sourceX, num sourceY, num sourceWidth, num sourceHeight,
num destX, num destY, num destWidth, num destHeight) native;
@SupportedBrowser(SupportedBrowser.CHROME)
@SupportedBrowser(SupportedBrowser.SAFARI)
@SupportedBrowser(SupportedBrowser.IE, '11')
@Unstable()
// TODO(14316): Firefox has this functionality with mozDashOffset, but it
// needs to be polyfilled.
num get lineDashOffset => JS('num',
'#.lineDashOffset || #.webkitLineDashOffset', this, this);
@SupportedBrowser(SupportedBrowser.CHROME)
@SupportedBrowser(SupportedBrowser.SAFARI)
@SupportedBrowser(SupportedBrowser.IE, '11')
@Unstable()
// TODO(14316): Firefox has this functionality with mozDashOffset, but it
// needs to be polyfilled.
set lineDashOffset(num value) {
JS('void',
'typeof #.lineDashOffset != "undefined" ? #.lineDashOffset = # : '
'#.webkitLineDashOffset = #', this, this, value, this, value);
}
@SupportedBrowser(SupportedBrowser.CHROME)
@SupportedBrowser(SupportedBrowser.SAFARI)
@SupportedBrowser(SupportedBrowser.IE, '11')
@Unstable()
List<num> getLineDash() {
// TODO(14316): Firefox has this functionality with mozDash, but it's a bit
// different.
if (JS('bool', '!!#.getLineDash', this)) {
return JS('List<num>', '#.getLineDash()', this);
} else if (JS('bool', '!!#.webkitLineDash', this)) {
return JS('List<num>', '#.webkitLineDash', this);
}
return [];
}
@SupportedBrowser(SupportedBrowser.CHROME)
@SupportedBrowser(SupportedBrowser.SAFARI)
@SupportedBrowser(SupportedBrowser.IE, '11')
@Unstable()
void setLineDash(List<num> dash) {
// TODO(14316): Firefox has this functionality with mozDash, but it's a bit
// different.
if (JS('bool', '!!#.setLineDash', this)) {
JS('void', '#.setLineDash(#)', this, dash);
} else if (JS('bool', '!!#.webkitLineDash', this)) {
JS('void', '#.webkitLineDash = #', this, dash);
}
}
/**
* Draws text to the canvas.
*
* The text is drawn starting at coordinates ([x], [y]).
* If [maxWidth] is provided and the [text] is computed to be wider than
* [maxWidth], then the drawn text is scaled down horizontally to fit.
*
* The text uses the current [CanvasRenderingContext2D.font] property for font
* options, such as typeface and size, and the current
* [CanvasRenderingContext2D.fillStyle] for style options such as color.
* The current [CanvasRenderingContext2D.textAlign] and
* [CanvasRenderingContext2D.textBaseline] properties are also applied to the
* drawn text.
*/
void fillText(String text, num x, num y, [num$NULLABLE maxWidth]) {
if (maxWidth != null) {
JS('void', '#.fillText(#, #, #, #)', this, text, x, y, maxWidth);
} else {
JS('void', '#.fillText(#, #, #)', this, text, x, y);
}
}
/** Deprecated always returns 1.0 */
@deprecated
double get backingStorePixelRatio => 1.0;
}