go_gamification 0.0.7 → 0.0.13

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Files changed (60) hide show
  1. checksums.yaml +4 -4
  2. data/app/assets/images/go_gamification/hair.png +0 -0
  3. data/app/assets/images/go_gamification/head.png +0 -0
  4. data/app/assets/images/go_gamification/leftArm-jump.png +0 -0
  5. data/app/assets/images/go_gamification/leftArm.png +0 -0
  6. data/app/assets/images/go_gamification/legs-jump.png +0 -0
  7. data/app/assets/images/go_gamification/legs.png +0 -0
  8. data/app/assets/images/go_gamification/rightArm-jump.png +0 -0
  9. data/app/assets/images/go_gamification/rightArm.png +0 -0
  10. data/app/assets/images/go_gamification/torso.png +0 -0
  11. data/app/assets/javascripts/go_gamification/character.js.erb +193 -0
  12. data/app/assets/javascripts/go_gamification/excanvas.js +924 -0
  13. data/app/controllers/gamification/levels_controller.rb +63 -0
  14. data/app/controllers/gamification/rewards_controller.rb +51 -0
  15. data/app/helpers/{go_gamification → gamification}/application_helper.rb +1 -1
  16. data/app/helpers/gamification/rewards_helper.rb +6 -0
  17. data/app/models/application_record.rb +3 -0
  18. data/app/models/gamification.rb +6 -0
  19. data/{lib/go_gamification/concerns/models → app/models/gamification}/goal.rb +3 -7
  20. data/app/models/gamification/level.rb +6 -0
  21. data/app/models/gamification/medal.rb +7 -0
  22. data/{lib/go_gamification/concerns/models → app/models/gamification}/reward.rb +3 -5
  23. data/app/uploaders/{go_gamification → gamification}/image_uploader.rb +1 -1
  24. data/app/views/gamification/levels/_form.html.erb +17 -0
  25. data/app/views/gamification/levels/edit.html.erb +6 -0
  26. data/app/views/gamification/levels/index.html.erb +24 -0
  27. data/app/views/gamification/levels/new.html.erb +5 -0
  28. data/app/views/gamification/levels/show.html.erb +4 -0
  29. data/app/views/{go_gamification → gamification}/rewards/_presentation.html.erb +2 -0
  30. data/app/views/{go_gamification → gamification}/rewards/_reward.html.erb +1 -1
  31. data/app/views/{go_gamification → gamification}/scorings/create.html.erb +0 -0
  32. data/config/initializers/assets.rb +2 -0
  33. data/config/routes.rb +5 -1
  34. data/db/migrate/20171020181447_create_go_gamification_tasks.rb +1 -1
  35. data/db/migrate/20171020181620_create_go_gamification_scorings.rb +2 -2
  36. data/db/migrate/20171020182027_rename_everything.rb +5 -5
  37. data/db/migrate/20171020182119_create_go_gamification_medals.rb +1 -1
  38. data/db/migrate/20171020182210_add_description_to_go_gamification_medals.rb +1 -1
  39. data/db/migrate/20171020182248_rename_go_gamification_tasks_to_goals.rb +3 -3
  40. data/db/migrate/20171020182329_add_seen_at_to_go_gamification_rewards.rb +2 -2
  41. data/db/migrate/20171023230506_create_go_gamification_levels.rb +9 -0
  42. data/lib/go_gamification.rb +1 -3
  43. data/lib/go_gamification/engine.rb +2 -19
  44. data/lib/go_gamification/version.rb +1 -1
  45. metadata +49 -25
  46. data/app/controllers/go_gamification/application_controller.rb +0 -4
  47. data/app/controllers/go_gamification/rewards_controller.rb +0 -7
  48. data/app/helpers/go_gamification/rewards_helper.rb +0 -20
  49. data/app/models/go_gamification/goal.rb +0 -5
  50. data/app/models/go_gamification/medal.rb +0 -5
  51. data/app/models/go_gamification/reward.rb +0 -5
  52. data/lib/go_gamification/activerecord.rb +0 -13
  53. data/lib/go_gamification/checksum.rb +0 -28
  54. data/lib/go_gamification/concerns.rb +0 -6
  55. data/lib/go_gamification/concerns/controllers.rb +0 -3
  56. data/lib/go_gamification/concerns/controllers/rewards_controller.rb +0 -55
  57. data/lib/go_gamification/concerns/models.rb +0 -5
  58. data/lib/go_gamification/concerns/models/medal.rb +0 -13
  59. data/lib/go_gamification/concerns/rewardable.rb +0 -12
  60. data/lib/go_gamification/concerns/rewarding.rb +0 -7
checksums.yaml CHANGED
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@@ -0,0 +1,193 @@
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+
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+
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+ var canvas;
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+ var context;
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+ var images = {};
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+ var totalResources = 9;
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+ var numResourcesLoaded = 0;
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+ var fps = 30;
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+ var charX = 245;
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+ var charY = 185;
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+ var breathInc = 0.1;
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+ var breathDir = 1;
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+ var breathAmt = 0;
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+ var breathMax = 2;
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+ var breathInterval = setInterval(updateBreath, 1000 / fps);
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+ var maxEyeHeight = 14;
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+ var curEyeHeight = maxEyeHeight;
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+ var eyeOpenTime = 0;
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+ var timeBtwBlinks = 4000;
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+ var blinkUpdateTime = 200;
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+ var blinkTimer = setInterval(updateBlink, blinkUpdateTime);
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+ var fpsInterval = setInterval(updateFPS, 1000);
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+ var numFramesDrawn = 0;
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+ var curFPS = 0;
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+ var jumping = false;
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+
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+ function updateFPS() {
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+
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+ curFPS = numFramesDrawn;
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+ numFramesDrawn = 0;
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+ }
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+ function prepareCanvas(canvasDiv, canvasWidth, canvasHeight)
33
+ {
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+ // Create the canvas (Neccessary for IE because it doesn't know what a canvas element is)
35
+ canvas = document.createElement('canvas');
36
+ canvas.setAttribute('width', canvasWidth);
37
+ canvas.setAttribute('height', canvasHeight);
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+ canvas.setAttribute('id', 'canvas');
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+ canvasDiv.appendChild(canvas);
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+
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+ if(typeof G_vmlCanvasManager != 'undefined') {
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+ canvas = G_vmlCanvasManager.initElement(canvas);
43
+ }
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+ context = canvas.getContext("2d"); // Grab the 2d canvas context
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+ // Note: The above code is a workaround for IE 8and lower. Otherwise we could have used:
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+ // context = document.getElementById('canvas').getContext("2d");
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+
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+ canvas.width = canvas.width; // clears the canvas
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+ context.fillText("loading...", 40, 140);
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+
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+ loadImage(("leftArm"));
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+ loadImage(("legs"));
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+ loadImage(("torso"));
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+ loadImage(("rightArm"));
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+ loadImage(("head"));
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+ loadImage(("hair"));
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+ loadImage(("leftArm-jump"));
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+ loadImage(("legs-jump"));
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+ loadImage(("rightArm-jump"));
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+ }
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+
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+ function loadImage(name) {
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+
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+ images[name] = new Image();
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+ images[name].onload = function() {
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+ resourceLoaded();
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+ }
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+ images[name].src = "/assets/go_gamification/" + name + ".png";
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+ }
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+
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+ function resourceLoaded() {
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+
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+ numResourcesLoaded += 1;
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+ if(numResourcesLoaded === totalResources) {
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+
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+ setInterval(redraw, 1000 / fps);
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+ }
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+ }
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+
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+ function redraw() {
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+
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+ var x = charX;
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+ var y = charY;
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+ var jumpHeight = 45;
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+
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+ canvas.width = canvas.width; // clears the canvas
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+
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+ // Draw shadow
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+ if (jumping) {
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+ drawEllipse(x + 40, y + 29, 100 - breathAmt, 4);
91
+ } else {
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+ drawEllipse(x + 40, y + 29, 160 - breathAmt, 6);
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+ }
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+
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+ if (jumping) {
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+ y -= jumpHeight;
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+ }
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+
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+ if (jumping) {
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+ context.drawImage(images["leftArm-jump"], x + 40, y - 42 - breathAmt);
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+ } else {
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+ context.drawImage(images["leftArm"], x + 40, y - 42 - breathAmt);
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+ }
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+
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+ if (jumping) {
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+ context.drawImage(images["legs-jump"], x, y- 6);
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+ } else {
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+ context.drawImage(images["legs"], x, y);
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+ }
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+
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+ context.drawImage(images["torso"], x, y - 50);
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+ context.drawImage(images["head"], x - 10, y - 125 - breathAmt);
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+ context.drawImage(images["hair"], x - 37, y - 138 - breathAmt);
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+
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+ if (jumping) {
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+ context.drawImage(images["rightArm-jump"], x - 35, y - 42 - breathAmt);
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+ } else {
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+ context.drawImage(images["rightArm"], x - 15, y - 42 - breathAmt);
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+ }
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+
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+ drawEllipse(x + 47, y - 68 - breathAmt, 8, curEyeHeight); // Left Eye
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+ drawEllipse(x + 58, y - 68 - breathAmt, 8, curEyeHeight); // Right Eye
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+ }
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+
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+ function drawEllipse(centerX, centerY, width, height) {
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+
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+ context.beginPath();
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+
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+ context.moveTo(centerX, centerY - height/2);
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+
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+ context.bezierCurveTo(
132
+ centerX + width/2, centerY - height/2,
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+ centerX + width/2, centerY + height/2,
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+ centerX, centerY + height/2);
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+
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+ context.bezierCurveTo(
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+ centerX - width/2, centerY + height/2,
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+ centerX - width/2, centerY - height/2,
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+ centerX, centerY - height/2);
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+
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+ context.fillStyle = "black";
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+ context.fill();
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+ context.closePath();
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+ }
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+
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+ function updateBreath() {
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+
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+ if (breathDir === 1) { // breath in
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+ breathAmt -= breathInc;
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+ if (breathAmt < -breathMax) {
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+ breathDir = -1;
152
+ }
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+ } else { // breath out
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+ breathAmt += breathInc;
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+ if(breathAmt > breathMax) {
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+ breathDir = 1;
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+ }
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+ }
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+ }
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+
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+ function updateBlink() {
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+
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+ eyeOpenTime += blinkUpdateTime;
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+
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+ if(eyeOpenTime >= timeBtwBlinks){
166
+ blink();
167
+ }
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+ }
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+
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+ function blink() {
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+
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+ curEyeHeight -= 1;
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+ if (curEyeHeight <= 0) {
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+ eyeOpenTime = 0;
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+ curEyeHeight = maxEyeHeight;
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+ } else {
177
+ setTimeout(blink, 10);
178
+ }
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+ }
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+
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+ function jump() {
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+
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+ if (!jumping) {
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+ jumping = true;
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+ setTimeout(land, 500);
186
+ }
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+
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+ }
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+ function land() {
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+
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+ jumping = false;
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+
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+ }
@@ -0,0 +1,924 @@
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+ // Copyright 2006 Google Inc.
2
+ //
3
+ // Licensed under the Apache License, Version 2.0 (the "License");
4
+ // you may not use this file except in compliance with the License.
5
+ // You may obtain a copy of the License at
6
+ //
7
+ // http://www.apache.org/licenses/LICENSE-2.0
8
+ //
9
+ // Unless required by applicable law or agreed to in writing, software
10
+ // distributed under the License is distributed on an "AS IS" BASIS,
11
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12
+ // See the License for the specific language governing permissions and
13
+ // limitations under the License.
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+
15
+
16
+ // Known Issues:
17
+ //
18
+ // * Patterns are not implemented.
19
+ // * Radial gradient are not implemented. The VML version of these look very
20
+ // different from the canvas one.
21
+ // * Clipping paths are not implemented.
22
+ // * Coordsize. The width and height attribute have higher priority than the
23
+ // width and height style values which isn't correct.
24
+ // * Painting mode isn't implemented.
25
+ // * Canvas width/height should is using content-box by default. IE in
26
+ // Quirks mode will draw the canvas using border-box. Either change your
27
+ // doctype to HTML5
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+ // (http://www.whatwg.org/specs/web-apps/current-work/#the-doctype)
29
+ // or use Box Sizing Behavior from WebFX
30
+ // (http://webfx.eae.net/dhtml/boxsizing/boxsizing.html)
31
+ // * Non uniform scaling does not correctly scale strokes.
32
+ // * Optimize. There is always room for speed improvements.
33
+
34
+ // Only add this code if we do not already have a canvas implementation
35
+ if (!document.createElement('canvas').getContext) {
36
+
37
+ (function() {
38
+
39
+ // alias some functions to make (compiled) code shorter
40
+ var m = Math;
41
+ var mr = m.round;
42
+ var ms = m.sin;
43
+ var mc = m.cos;
44
+ var abs = m.abs;
45
+ var sqrt = m.sqrt;
46
+
47
+ // this is used for sub pixel precision
48
+ var Z = 10;
49
+ var Z2 = Z / 2;
50
+
51
+ /**
52
+ * This funtion is assigned to the <canvas> elements as element.getContext().
53
+ * @this {HTMLElement}
54
+ * @return {CanvasRenderingContext2D_}
55
+ */
56
+ function getContext() {
57
+ return this.context_ ||
58
+ (this.context_ = new CanvasRenderingContext2D_(this));
59
+ }
60
+
61
+ var slice = Array.prototype.slice;
62
+
63
+ /**
64
+ * Binds a function to an object. The returned function will always use the
65
+ * passed in {@code obj} as {@code this}.
66
+ *
67
+ * Example:
68
+ *
69
+ * g = bind(f, obj, a, b)
70
+ * g(c, d) // will do f.call(obj, a, b, c, d)
71
+ *
72
+ * @param {Function} f The function to bind the object to
73
+ * @param {Object} obj The object that should act as this when the function
74
+ * is called
75
+ * @param {*} var_args Rest arguments that will be used as the initial
76
+ * arguments when the function is called
77
+ * @return {Function} A new function that has bound this
78
+ */
79
+ function bind(f, obj, var_args) {
80
+ var a = slice.call(arguments, 2);
81
+ return function() {
82
+ return f.apply(obj, a.concat(slice.call(arguments)));
83
+ };
84
+ }
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+
86
+ var G_vmlCanvasManager_ = {
87
+ init: function(opt_doc) {
88
+ if (/MSIE/.test(navigator.userAgent) && !window.opera) {
89
+ var doc = opt_doc || document;
90
+ // Create a dummy element so that IE will allow canvas elements to be
91
+ // recognized.
92
+ doc.createElement('canvas');
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+ doc.attachEvent('onreadystatechange', bind(this.init_, this, doc));
94
+ }
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+ },
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+
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+ init_: function(doc) {
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+ // create xmlns
99
+ if (!doc.namespaces['g_vml_']) {
100
+ doc.namespaces.add('g_vml_', 'urn:schemas-microsoft-com:vml',
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+ '#default#VML');
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+
103
+ }
104
+ if (!doc.namespaces['g_o_']) {
105
+ doc.namespaces.add('g_o_', 'urn:schemas-microsoft-com:office:office',
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+ '#default#VML');
107
+ }
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+
109
+ // Setup default CSS. Only add one style sheet per document
110
+ if (!doc.styleSheets['ex_canvas_']) {
111
+ var ss = doc.createStyleSheet();
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+ ss.owningElement.id = 'ex_canvas_';
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+ ss.cssText = 'canvas{display:inline-block;overflow:hidden;' +
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+ // default size is 300x150 in Gecko and Opera
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+ 'text-align:left;width:300px;height:150px}' +
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+ 'g_vml_\\:*{behavior:url(#default#VML)}' +
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+ 'g_o_\\:*{behavior:url(#default#VML)}';
118
+
119
+ }
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+
121
+ // find all canvas elements
122
+ var els = doc.getElementsByTagName('canvas');
123
+ for (var i = 0; i < els.length; i++) {
124
+ this.initElement(els[i]);
125
+ }
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+ },
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+
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+ /**
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+ * Public initializes a canvas element so that it can be used as canvas
130
+ * element from now on. This is called automatically before the page is
131
+ * loaded but if you are creating elements using createElement you need to
132
+ * make sure this is called on the element.
133
+ * @param {HTMLElement} el The canvas element to initialize.
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+ * @return {HTMLElement} the element that was created.
135
+ */
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+ initElement: function(el) {
137
+ if (!el.getContext) {
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+
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+ el.getContext = getContext;
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+
141
+ // Remove fallback content. There is no way to hide text nodes so we
142
+ // just remove all childNodes. We could hide all elements and remove
143
+ // text nodes but who really cares about the fallback content.
144
+ el.innerHTML = '';
145
+
146
+ // do not use inline function because that will leak memory
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+ el.attachEvent('onpropertychange', onPropertyChange);
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+ el.attachEvent('onresize', onResize);
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+
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+ var attrs = el.attributes;
151
+ if (attrs.width && attrs.width.specified) {
152
+ // TODO: use runtimeStyle and coordsize
153
+ // el.getContext().setWidth_(attrs.width.nodeValue);
154
+ el.style.width = attrs.width.nodeValue + 'px';
155
+ } else {
156
+ el.width = el.clientWidth;
157
+ }
158
+ if (attrs.height && attrs.height.specified) {
159
+ // TODO: use runtimeStyle and coordsize
160
+ // el.getContext().setHeight_(attrs.height.nodeValue);
161
+ el.style.height = attrs.height.nodeValue + 'px';
162
+ } else {
163
+ el.height = el.clientHeight;
164
+ }
165
+ //el.getContext().setCoordsize_()
166
+ }
167
+ return el;
168
+ }
169
+ };
170
+
171
+ function onPropertyChange(e) {
172
+ var el = e.srcElement;
173
+
174
+ switch (e.propertyName) {
175
+ case 'width':
176
+ el.style.width = el.attributes.width.nodeValue + 'px';
177
+ el.getContext().clearRect();
178
+ break;
179
+ case 'height':
180
+ el.style.height = el.attributes.height.nodeValue + 'px';
181
+ el.getContext().clearRect();
182
+ break;
183
+ }
184
+ }
185
+
186
+ function onResize(e) {
187
+ var el = e.srcElement;
188
+ if (el.firstChild) {
189
+ el.firstChild.style.width = el.clientWidth + 'px';
190
+ el.firstChild.style.height = el.clientHeight + 'px';
191
+ }
192
+ }
193
+
194
+ G_vmlCanvasManager_.init();
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+
196
+ // precompute "00" to "FF"
197
+ var dec2hex = [];
198
+ for (var i = 0; i < 16; i++) {
199
+ for (var j = 0; j < 16; j++) {
200
+ dec2hex[i * 16 + j] = i.toString(16) + j.toString(16);
201
+ }
202
+ }
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+
204
+ function createMatrixIdentity() {
205
+ return [
206
+ [1, 0, 0],
207
+ [0, 1, 0],
208
+ [0, 0, 1]
209
+ ];
210
+ }
211
+
212
+ function matrixMultiply(m1, m2) {
213
+ var result = createMatrixIdentity();
214
+
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+ for (var x = 0; x < 3; x++) {
216
+ for (var y = 0; y < 3; y++) {
217
+ var sum = 0;
218
+
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+ for (var z = 0; z < 3; z++) {
220
+ sum += m1[x][z] * m2[z][y];
221
+ }
222
+
223
+ result[x][y] = sum;
224
+ }
225
+ }
226
+ return result;
227
+ }
228
+
229
+ function copyState(o1, o2) {
230
+ o2.fillStyle = o1.fillStyle;
231
+ o2.lineCap = o1.lineCap;
232
+ o2.lineJoin = o1.lineJoin;
233
+ o2.lineWidth = o1.lineWidth;
234
+ o2.miterLimit = o1.miterLimit;
235
+ o2.shadowBlur = o1.shadowBlur;
236
+ o2.shadowColor = o1.shadowColor;
237
+ o2.shadowOffsetX = o1.shadowOffsetX;
238
+ o2.shadowOffsetY = o1.shadowOffsetY;
239
+ o2.strokeStyle = o1.strokeStyle;
240
+ o2.globalAlpha = o1.globalAlpha;
241
+ o2.arcScaleX_ = o1.arcScaleX_;
242
+ o2.arcScaleY_ = o1.arcScaleY_;
243
+ o2.lineScale_ = o1.lineScale_;
244
+ }
245
+
246
+ function processStyle(styleString) {
247
+ var str, alpha = 1;
248
+
249
+ styleString = String(styleString);
250
+ if (styleString.substring(0, 3) == 'rgb') {
251
+ var start = styleString.indexOf('(', 3);
252
+ var end = styleString.indexOf(')', start + 1);
253
+ var guts = styleString.substring(start + 1, end).split(',');
254
+
255
+ str = '#';
256
+ for (var i = 0; i < 3; i++) {
257
+ str += dec2hex[Number(guts[i])];
258
+ }
259
+
260
+ if (guts.length == 4 && styleString.substr(3, 1) == 'a') {
261
+ alpha = guts[3];
262
+ }
263
+ } else {
264
+ str = styleString;
265
+ }
266
+
267
+ return {color: str, alpha: alpha};
268
+ }
269
+
270
+ function processLineCap(lineCap) {
271
+ switch (lineCap) {
272
+ case 'butt':
273
+ return 'flat';
274
+ case 'round':
275
+ return 'round';
276
+ case 'square':
277
+ default:
278
+ return 'square';
279
+ }
280
+ }
281
+
282
+ /**
283
+ * This class implements CanvasRenderingContext2D interface as described by
284
+ * the WHATWG.
285
+ * @param {HTMLElement} surfaceElement The element that the 2D context should
286
+ * be associated with
287
+ */
288
+ function CanvasRenderingContext2D_(surfaceElement) {
289
+ this.m_ = createMatrixIdentity();
290
+
291
+ this.mStack_ = [];
292
+ this.aStack_ = [];
293
+ this.currentPath_ = [];
294
+
295
+ // Canvas context properties
296
+ this.strokeStyle = '#000';
297
+ this.fillStyle = '#000';
298
+
299
+ this.lineWidth = 1;
300
+ this.lineJoin = 'miter';
301
+ this.lineCap = 'butt';
302
+ this.miterLimit = Z * 1;
303
+ this.globalAlpha = 1;
304
+ this.canvas = surfaceElement;
305
+
306
+ var el = surfaceElement.ownerDocument.createElement('div');
307
+ el.style.width = surfaceElement.clientWidth + 'px';
308
+ el.style.height = surfaceElement.clientHeight + 'px';
309
+ el.style.overflow = 'hidden';
310
+ el.style.position = 'absolute';
311
+ surfaceElement.appendChild(el);
312
+
313
+ this.element_ = el;
314
+ this.arcScaleX_ = 1;
315
+ this.arcScaleY_ = 1;
316
+ this.lineScale_ = 1;
317
+ }
318
+
319
+ var contextPrototype = CanvasRenderingContext2D_.prototype;
320
+ contextPrototype.clearRect = function() {
321
+ this.element_.innerHTML = '';
322
+ };
323
+
324
+ contextPrototype.beginPath = function() {
325
+ // TODO: Branch current matrix so that save/restore has no effect
326
+ // as per safari docs.
327
+ this.currentPath_ = [];
328
+ };
329
+
330
+ contextPrototype.moveTo = function(aX, aY) {
331
+ var p = this.getCoords_(aX, aY);
332
+ this.currentPath_.push({type: 'moveTo', x: p.x, y: p.y});
333
+ this.currentX_ = p.x;
334
+ this.currentY_ = p.y;
335
+ };
336
+
337
+ contextPrototype.lineTo = function(aX, aY) {
338
+ var p = this.getCoords_(aX, aY);
339
+ this.currentPath_.push({type: 'lineTo', x: p.x, y: p.y});
340
+
341
+ this.currentX_ = p.x;
342
+ this.currentY_ = p.y;
343
+ };
344
+
345
+ contextPrototype.bezierCurveTo = function(aCP1x, aCP1y,
346
+ aCP2x, aCP2y,
347
+ aX, aY) {
348
+ var p = this.getCoords_(aX, aY);
349
+ var cp1 = this.getCoords_(aCP1x, aCP1y);
350
+ var cp2 = this.getCoords_(aCP2x, aCP2y);
351
+ bezierCurveTo(this, cp1, cp2, p);
352
+ };
353
+
354
+ // Helper function that takes the already fixed cordinates.
355
+ function bezierCurveTo(self, cp1, cp2, p) {
356
+ self.currentPath_.push({
357
+ type: 'bezierCurveTo',
358
+ cp1x: cp1.x,
359
+ cp1y: cp1.y,
360
+ cp2x: cp2.x,
361
+ cp2y: cp2.y,
362
+ x: p.x,
363
+ y: p.y
364
+ });
365
+ self.currentX_ = p.x;
366
+ self.currentY_ = p.y;
367
+ }
368
+
369
+ contextPrototype.quadraticCurveTo = function(aCPx, aCPy, aX, aY) {
370
+ // the following is lifted almost directly from
371
+ // http://developer.mozilla.org/en/docs/Canvas_tutorial:Drawing_shapes
372
+
373
+ var cp = this.getCoords_(aCPx, aCPy);
374
+ var p = this.getCoords_(aX, aY);
375
+
376
+ var cp1 = {
377
+ x: this.currentX_ + 2.0 / 3.0 * (cp.x - this.currentX_),
378
+ y: this.currentY_ + 2.0 / 3.0 * (cp.y - this.currentY_)
379
+ };
380
+ var cp2 = {
381
+ x: cp1.x + (p.x - this.currentX_) / 3.0,
382
+ y: cp1.y + (p.y - this.currentY_) / 3.0
383
+ };
384
+
385
+ bezierCurveTo(this, cp1, cp2, p);
386
+ };
387
+
388
+ contextPrototype.arc = function(aX, aY, aRadius,
389
+ aStartAngle, aEndAngle, aClockwise) {
390
+ aRadius *= Z;
391
+ var arcType = aClockwise ? 'at' : 'wa';
392
+
393
+ var xStart = aX + mc(aStartAngle) * aRadius - Z2;
394
+ var yStart = aY + ms(aStartAngle) * aRadius - Z2;
395
+
396
+ var xEnd = aX + mc(aEndAngle) * aRadius - Z2;
397
+ var yEnd = aY + ms(aEndAngle) * aRadius - Z2;
398
+
399
+ // IE won't render arches drawn counter clockwise if xStart == xEnd.
400
+ if (xStart == xEnd && !aClockwise) {
401
+ xStart += 0.125; // Offset xStart by 1/80 of a pixel. Use something
402
+ // that can be represented in binary
403
+ }
404
+
405
+ var p = this.getCoords_(aX, aY);
406
+ var pStart = this.getCoords_(xStart, yStart);
407
+ var pEnd = this.getCoords_(xEnd, yEnd);
408
+
409
+ this.currentPath_.push({type: arcType,
410
+ x: p.x,
411
+ y: p.y,
412
+ radius: aRadius,
413
+ xStart: pStart.x,
414
+ yStart: pStart.y,
415
+ xEnd: pEnd.x,
416
+ yEnd: pEnd.y});
417
+
418
+ };
419
+
420
+ contextPrototype.rect = function(aX, aY, aWidth, aHeight) {
421
+ this.moveTo(aX, aY);
422
+ this.lineTo(aX + aWidth, aY);
423
+ this.lineTo(aX + aWidth, aY + aHeight);
424
+ this.lineTo(aX, aY + aHeight);
425
+ this.closePath();
426
+ };
427
+
428
+ contextPrototype.strokeRect = function(aX, aY, aWidth, aHeight) {
429
+ var oldPath = this.currentPath_;
430
+ this.beginPath();
431
+
432
+ this.moveTo(aX, aY);
433
+ this.lineTo(aX + aWidth, aY);
434
+ this.lineTo(aX + aWidth, aY + aHeight);
435
+ this.lineTo(aX, aY + aHeight);
436
+ this.closePath();
437
+ this.stroke();
438
+
439
+ this.currentPath_ = oldPath;
440
+ };
441
+
442
+ contextPrototype.fillRect = function(aX, aY, aWidth, aHeight) {
443
+ var oldPath = this.currentPath_;
444
+ this.beginPath();
445
+
446
+ this.moveTo(aX, aY);
447
+ this.lineTo(aX + aWidth, aY);
448
+ this.lineTo(aX + aWidth, aY + aHeight);
449
+ this.lineTo(aX, aY + aHeight);
450
+ this.closePath();
451
+ this.fill();
452
+
453
+ this.currentPath_ = oldPath;
454
+ };
455
+
456
+ contextPrototype.createLinearGradient = function(aX0, aY0, aX1, aY1) {
457
+ var gradient = new CanvasGradient_('gradient');
458
+ gradient.x0_ = aX0;
459
+ gradient.y0_ = aY0;
460
+ gradient.x1_ = aX1;
461
+ gradient.y1_ = aY1;
462
+ return gradient;
463
+ };
464
+
465
+ contextPrototype.createRadialGradient = function(aX0, aY0, aR0,
466
+ aX1, aY1, aR1) {
467
+ var gradient = new CanvasGradient_('gradientradial');
468
+ gradient.x0_ = aX0;
469
+ gradient.y0_ = aY0;
470
+ gradient.r0_ = aR0;
471
+ gradient.x1_ = aX1;
472
+ gradient.y1_ = aY1;
473
+ gradient.r1_ = aR1;
474
+ return gradient;
475
+ };
476
+
477
+ contextPrototype.drawImage = function(image, var_args) {
478
+ var dx, dy, dw, dh, sx, sy, sw, sh;
479
+
480
+ // to find the original width we overide the width and height
481
+ var oldRuntimeWidth = image.runtimeStyle.width;
482
+ var oldRuntimeHeight = image.runtimeStyle.height;
483
+ image.runtimeStyle.width = 'auto';
484
+ image.runtimeStyle.height = 'auto';
485
+
486
+ // get the original size
487
+ var w = image.width;
488
+ var h = image.height;
489
+
490
+ // and remove overides
491
+ image.runtimeStyle.width = oldRuntimeWidth;
492
+ image.runtimeStyle.height = oldRuntimeHeight;
493
+
494
+ if (arguments.length == 3) {
495
+ dx = arguments[1];
496
+ dy = arguments[2];
497
+ sx = sy = 0;
498
+ sw = dw = w;
499
+ sh = dh = h;
500
+ } else if (arguments.length == 5) {
501
+ dx = arguments[1];
502
+ dy = arguments[2];
503
+ dw = arguments[3];
504
+ dh = arguments[4];
505
+ sx = sy = 0;
506
+ sw = w;
507
+ sh = h;
508
+ } else if (arguments.length == 9) {
509
+ sx = arguments[1];
510
+ sy = arguments[2];
511
+ sw = arguments[3];
512
+ sh = arguments[4];
513
+ dx = arguments[5];
514
+ dy = arguments[6];
515
+ dw = arguments[7];
516
+ dh = arguments[8];
517
+ } else {
518
+ throw Error('Invalid number of arguments');
519
+ }
520
+
521
+ var d = this.getCoords_(dx, dy);
522
+
523
+ var w2 = sw / 2;
524
+ var h2 = sh / 2;
525
+
526
+ var vmlStr = [];
527
+
528
+ var W = 10;
529
+ var H = 10;
530
+
531
+ // For some reason that I've now forgotten, using divs didn't work
532
+ vmlStr.push(' <g_vml_:group',
533
+ ' coordsize="', Z * W, ',', Z * H, '"',
534
+ ' coordorigin="0,0"' ,
535
+ ' style="width:', W, 'px;height:', H, 'px;position:absolute;');
536
+
537
+ // If filters are necessary (rotation exists), create them
538
+ // filters are bog-slow, so only create them if abbsolutely necessary
539
+ // The following check doesn't account for skews (which don't exist
540
+ // in the canvas spec (yet) anyway.
541
+
542
+ if (this.m_[0][0] != 1 || this.m_[0][1]) {
543
+ var filter = [];
544
+
545
+ // Note the 12/21 reversal
546
+ filter.push('M11=', this.m_[0][0], ',',
547
+ 'M12=', this.m_[1][0], ',',
548
+ 'M21=', this.m_[0][1], ',',
549
+ 'M22=', this.m_[1][1], ',',
550
+ 'Dx=', mr(d.x / Z), ',',
551
+ 'Dy=', mr(d.y / Z), '');
552
+
553
+ // Bounding box calculation (need to minimize displayed area so that
554
+ // filters don't waste time on unused pixels.
555
+ var max = d;
556
+ var c2 = this.getCoords_(dx + dw, dy);
557
+ var c3 = this.getCoords_(dx, dy + dh);
558
+ var c4 = this.getCoords_(dx + dw, dy + dh);
559
+
560
+ max.x = m.max(max.x, c2.x, c3.x, c4.x);
561
+ max.y = m.max(max.y, c2.y, c3.y, c4.y);
562
+
563
+ vmlStr.push('padding:0 ', mr(max.x / Z), 'px ', mr(max.y / Z),
564
+ 'px 0;filter:progid:DXImageTransform.Microsoft.Matrix(',
565
+ filter.join(''), ", sizingmethod='clip');")
566
+ } else {
567
+ vmlStr.push('top:', mr(d.y / Z), 'px;left:', mr(d.x / Z), 'px;');
568
+ }
569
+
570
+ vmlStr.push(' ">' ,
571
+ '<g_vml_:image src="', image.src, '"',
572
+ ' style="width:', Z * dw, 'px;',
573
+ ' height:', Z * dh, 'px;"',
574
+ ' cropleft="', sx / w, '"',
575
+ ' croptop="', sy / h, '"',
576
+ ' cropright="', (w - sx - sw) / w, '"',
577
+ ' cropbottom="', (h - sy - sh) / h, '"',
578
+ ' />',
579
+ '</g_vml_:group>');
580
+
581
+ this.element_.insertAdjacentHTML('BeforeEnd',
582
+ vmlStr.join(''));
583
+ };
584
+
585
+ contextPrototype.stroke = function(aFill) {
586
+ var lineStr = [];
587
+ var lineOpen = false;
588
+ var a = processStyle(aFill ? this.fillStyle : this.strokeStyle);
589
+ var color = a.color;
590
+ var opacity = a.alpha * this.globalAlpha;
591
+
592
+ var W = 10;
593
+ var H = 10;
594
+
595
+ lineStr.push('<g_vml_:shape',
596
+ ' filled="', !!aFill, '"',
597
+ ' style="position:absolute;width:', W, 'px;height:', H, 'px;"',
598
+ ' coordorigin="0 0" coordsize="', Z * W, ' ', Z * H, '"',
599
+ ' stroked="', !aFill, '"',
600
+ ' path="');
601
+
602
+ var newSeq = false;
603
+ var min = {x: null, y: null};
604
+ var max = {x: null, y: null};
605
+
606
+ for (var i = 0; i < this.currentPath_.length; i++) {
607
+ var p = this.currentPath_[i];
608
+ var c;
609
+
610
+ switch (p.type) {
611
+ case 'moveTo':
612
+ c = p;
613
+ lineStr.push(' m ', mr(p.x), ',', mr(p.y));
614
+ break;
615
+ case 'lineTo':
616
+ lineStr.push(' l ', mr(p.x), ',', mr(p.y));
617
+ break;
618
+ case 'close':
619
+ lineStr.push(' x ');
620
+ p = null;
621
+ break;
622
+ case 'bezierCurveTo':
623
+ lineStr.push(' c ',
624
+ mr(p.cp1x), ',', mr(p.cp1y), ',',
625
+ mr(p.cp2x), ',', mr(p.cp2y), ',',
626
+ mr(p.x), ',', mr(p.y));
627
+ break;
628
+ case 'at':
629
+ case 'wa':
630
+ lineStr.push(' ', p.type, ' ',
631
+ mr(p.x - this.arcScaleX_ * p.radius), ',',
632
+ mr(p.y - this.arcScaleY_ * p.radius), ' ',
633
+ mr(p.x + this.arcScaleX_ * p.radius), ',',
634
+ mr(p.y + this.arcScaleY_ * p.radius), ' ',
635
+ mr(p.xStart), ',', mr(p.yStart), ' ',
636
+ mr(p.xEnd), ',', mr(p.yEnd));
637
+ break;
638
+ }
639
+
640
+
641
+ // TODO: Following is broken for curves due to
642
+ // move to proper paths.
643
+
644
+ // Figure out dimensions so we can do gradient fills
645
+ // properly
646
+ if (p) {
647
+ if (min.x == null || p.x < min.x) {
648
+ min.x = p.x;
649
+ }
650
+ if (max.x == null || p.x > max.x) {
651
+ max.x = p.x;
652
+ }
653
+ if (min.y == null || p.y < min.y) {
654
+ min.y = p.y;
655
+ }
656
+ if (max.y == null || p.y > max.y) {
657
+ max.y = p.y;
658
+ }
659
+ }
660
+ }
661
+ lineStr.push(' ">');
662
+
663
+ if (!aFill) {
664
+ var lineWidth = this.lineScale_ * this.lineWidth;
665
+
666
+ // VML cannot correctly render a line if the width is less than 1px.
667
+ // In that case, we dilute the color to make the line look thinner.
668
+ if (lineWidth < 1) {
669
+ opacity *= lineWidth;
670
+ }
671
+
672
+ lineStr.push(
673
+ '<g_vml_:stroke',
674
+ ' opacity="', opacity, '"',
675
+ ' joinstyle="', this.lineJoin, '"',
676
+ ' miterlimit="', this.miterLimit, '"',
677
+ ' endcap="', processLineCap(this.lineCap), '"',
678
+ ' weight="', lineWidth, 'px"',
679
+ ' color="', color, '" />'
680
+ );
681
+ } else if (typeof this.fillStyle == 'object') {
682
+ var fillStyle = this.fillStyle;
683
+ var angle = 0;
684
+ var focus = {x: 0, y: 0};
685
+
686
+ // additional offset
687
+ var shift = 0;
688
+ // scale factor for offset
689
+ var expansion = 1;
690
+
691
+ if (fillStyle.type_ == 'gradient') {
692
+ var x0 = fillStyle.x0_ / this.arcScaleX_;
693
+ var y0 = fillStyle.y0_ / this.arcScaleY_;
694
+ var x1 = fillStyle.x1_ / this.arcScaleX_;
695
+ var y1 = fillStyle.y1_ / this.arcScaleY_;
696
+ var p0 = this.getCoords_(x0, y0);
697
+ var p1 = this.getCoords_(x1, y1);
698
+ var dx = p1.x - p0.x;
699
+ var dy = p1.y - p0.y;
700
+ angle = Math.atan2(dx, dy) * 180 / Math.PI;
701
+
702
+ // The angle should be a non-negative number.
703
+ if (angle < 0) {
704
+ angle += 360;
705
+ }
706
+
707
+ // Very small angles produce an unexpected result because they are
708
+ // converted to a scientific notation string.
709
+ if (angle < 1e-6) {
710
+ angle = 0;
711
+ }
712
+ } else {
713
+ var p0 = this.getCoords_(fillStyle.x0_, fillStyle.y0_);
714
+ var width = max.x - min.x;
715
+ var height = max.y - min.y;
716
+ focus = {
717
+ x: (p0.x - min.x) / width,
718
+ y: (p0.y - min.y) / height
719
+ };
720
+
721
+ width /= this.arcScaleX_ * Z;
722
+ height /= this.arcScaleY_ * Z;
723
+ var dimension = m.max(width, height);
724
+ shift = 2 * fillStyle.r0_ / dimension;
725
+ expansion = 2 * fillStyle.r1_ / dimension - shift;
726
+ }
727
+
728
+ // We need to sort the color stops in ascending order by offset,
729
+ // otherwise IE won't interpret it correctly.
730
+ var stops = fillStyle.colors_;
731
+ stops.sort(function(cs1, cs2) {
732
+ return cs1.offset - cs2.offset;
733
+ });
734
+
735
+ var length = stops.length;
736
+ var color1 = stops[0].color;
737
+ var color2 = stops[length - 1].color;
738
+ var opacity1 = stops[0].alpha * this.globalAlpha;
739
+ var opacity2 = stops[length - 1].alpha * this.globalAlpha;
740
+
741
+ var colors = [];
742
+ for (var i = 0; i < length; i++) {
743
+ var stop = stops[i];
744
+ colors.push(stop.offset * expansion + shift + ' ' + stop.color);
745
+ }
746
+
747
+ // When colors attribute is used, the meanings of opacity and o:opacity2
748
+ // are reversed.
749
+ lineStr.push('<g_vml_:fill type="', fillStyle.type_, '"',
750
+ ' method="none" focus="100%"',
751
+ ' color="', color1, '"',
752
+ ' color2="', color2, '"',
753
+ ' colors="', colors.join(','), '"',
754
+ ' opacity="', opacity2, '"',
755
+ ' g_o_:opacity2="', opacity1, '"',
756
+ ' angle="', angle, '"',
757
+ ' focusposition="', focus.x, ',', focus.y, '" />');
758
+ } else {
759
+ lineStr.push('<g_vml_:fill color="', color, '" opacity="', opacity,
760
+ '" />');
761
+ }
762
+
763
+ lineStr.push('</g_vml_:shape>');
764
+
765
+ this.element_.insertAdjacentHTML('beforeEnd', lineStr.join(''));
766
+ };
767
+
768
+ contextPrototype.fill = function() {
769
+ this.stroke(true);
770
+ }
771
+
772
+ contextPrototype.closePath = function() {
773
+ this.currentPath_.push({type: 'close'});
774
+ };
775
+
776
+ /**
777
+ * @private
778
+ */
779
+ contextPrototype.getCoords_ = function(aX, aY) {
780
+ var m = this.m_;
781
+ return {
782
+ x: Z * (aX * m[0][0] + aY * m[1][0] + m[2][0]) - Z2,
783
+ y: Z * (aX * m[0][1] + aY * m[1][1] + m[2][1]) - Z2
784
+ }
785
+ };
786
+
787
+ contextPrototype.save = function() {
788
+ var o = {};
789
+ copyState(this, o);
790
+ this.aStack_.push(o);
791
+ this.mStack_.push(this.m_);
792
+ this.m_ = matrixMultiply(createMatrixIdentity(), this.m_);
793
+ };
794
+
795
+ contextPrototype.restore = function() {
796
+ copyState(this.aStack_.pop(), this);
797
+ this.m_ = this.mStack_.pop();
798
+ };
799
+
800
+ function matrixIsFinite(m) {
801
+ for (var j = 0; j < 3; j++) {
802
+ for (var k = 0; k < 2; k++) {
803
+ if (!isFinite(m[j][k]) || isNaN(m[j][k])) {
804
+ return false;
805
+ }
806
+ }
807
+ }
808
+ return true;
809
+ }
810
+
811
+ function setM(ctx, m, updateLineScale) {
812
+ if (!matrixIsFinite(m)) {
813
+ return;
814
+ }
815
+ ctx.m_ = m;
816
+
817
+ if (updateLineScale) {
818
+ // Get the line scale.
819
+ // Determinant of this.m_ means how much the area is enlarged by the
820
+ // transformation. So its square root can be used as a scale factor
821
+ // for width.
822
+ var det = m[0][0] * m[1][1] - m[0][1] * m[1][0];
823
+ ctx.lineScale_ = sqrt(abs(det));
824
+ }
825
+ }
826
+
827
+ contextPrototype.translate = function(aX, aY) {
828
+ var m1 = [
829
+ [1, 0, 0],
830
+ [0, 1, 0],
831
+ [aX, aY, 1]
832
+ ];
833
+
834
+ setM(this, matrixMultiply(m1, this.m_), false);
835
+ };
836
+
837
+ contextPrototype.rotate = function(aRot) {
838
+ var c = mc(aRot);
839
+ var s = ms(aRot);
840
+
841
+ var m1 = [
842
+ [c, s, 0],
843
+ [-s, c, 0],
844
+ [0, 0, 1]
845
+ ];
846
+
847
+ setM(this, matrixMultiply(m1, this.m_), false);
848
+ };
849
+
850
+ contextPrototype.scale = function(aX, aY) {
851
+ this.arcScaleX_ *= aX;
852
+ this.arcScaleY_ *= aY;
853
+ var m1 = [
854
+ [aX, 0, 0],
855
+ [0, aY, 0],
856
+ [0, 0, 1]
857
+ ];
858
+
859
+ setM(this, matrixMultiply(m1, this.m_), true);
860
+ };
861
+
862
+ contextPrototype.transform = function(m11, m12, m21, m22, dx, dy) {
863
+ var m1 = [
864
+ [m11, m12, 0],
865
+ [m21, m22, 0],
866
+ [dx, dy, 1]
867
+ ];
868
+
869
+ setM(this, matrixMultiply(m1, this.m_), true);
870
+ };
871
+
872
+ contextPrototype.setTransform = function(m11, m12, m21, m22, dx, dy) {
873
+ var m = [
874
+ [m11, m12, 0],
875
+ [m21, m22, 0],
876
+ [dx, dy, 1]
877
+ ];
878
+
879
+ setM(this, m, true);
880
+ };
881
+
882
+ /******** STUBS ********/
883
+ contextPrototype.clip = function() {
884
+ // TODO: Implement
885
+ };
886
+
887
+ contextPrototype.arcTo = function() {
888
+ // TODO: Implement
889
+ };
890
+
891
+ contextPrototype.createPattern = function() {
892
+ return new CanvasPattern_;
893
+ };
894
+
895
+ // Gradient / Pattern Stubs
896
+ function CanvasGradient_(aType) {
897
+ this.type_ = aType;
898
+ this.x0_ = 0;
899
+ this.y0_ = 0;
900
+ this.r0_ = 0;
901
+ this.x1_ = 0;
902
+ this.y1_ = 0;
903
+ this.r1_ = 0;
904
+ this.colors_ = [];
905
+ }
906
+
907
+ CanvasGradient_.prototype.addColorStop = function(aOffset, aColor) {
908
+ aColor = processStyle(aColor);
909
+ this.colors_.push({offset: aOffset,
910
+ color: aColor.color,
911
+ alpha: aColor.alpha});
912
+ };
913
+
914
+ function CanvasPattern_() {}
915
+
916
+ // set up externs
917
+ G_vmlCanvasManager = G_vmlCanvasManager_;
918
+ CanvasRenderingContext2D = CanvasRenderingContext2D_;
919
+ CanvasGradient = CanvasGradient_;
920
+ CanvasPattern = CanvasPattern_;
921
+
922
+ })();
923
+
924
+ } // if