--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/web/data/excanvas.js Thu May 21 00:44:57 2009 +0200
@@ -0,0 +1,785 @@
+// Copyright 2006 Google Inc.
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+// http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+
+
+// Known Issues:
+//
+// * Patterns are not implemented.
+// * Radial gradient are not implemented. The VML version of these look very
+// different from the canvas one.
+// * Clipping paths are not implemented.
+// * Coordsize. The width and height attribute have higher priority than the
+// width and height style values which isn't correct.
+// * Painting mode isn't implemented.
+// * Canvas width/height should is using content-box by default. IE in
+// Quirks mode will draw the canvas using border-box. Either change your
+// doctype to HTML5
+// (http://www.whatwg.org/specs/web-apps/current-work/#the-doctype)
+// or use Box Sizing Behavior from WebFX
+// (http://webfx.eae.net/dhtml/boxsizing/boxsizing.html)
+// * Optimize. There is always room for speed improvements.
+
+// only add this code if we do not already have a canvas implementation
+if (!window.CanvasRenderingContext2D) {
+
+(function () {
+
+ // alias some functions to make (compiled) code shorter
+ var m = Math;
+ var mr = m.round;
+ var ms = m.sin;
+ var mc = m.cos;
+
+ // this is used for sub pixel precision
+ var Z = 10;
+ var Z2 = Z / 2;
+
+ var G_vmlCanvasManager_ = {
+ init: function (opt_doc) {
+ var doc = opt_doc || document;
+ if (/MSIE/.test(navigator.userAgent) && !window.opera) {
+ var self = this;
+ doc.attachEvent("onreadystatechange", function () {
+ self.init_(doc);
+ });
+ }
+ },
+
+ init_: function (doc) {
+ if (doc.readyState == "complete") {
+ // create xmlns
+ if (!doc.namespaces["g_vml_"]) {
+ doc.namespaces.add("g_vml_", "urn:schemas-microsoft-com:vml");
+ }
+
+ // setup default css
+ var ss = doc.createStyleSheet();
+ ss.cssText = "canvas{display:inline-block;overflow:hidden;" +
+ // default size is 300x150 in Gecko and Opera
+ "text-align:left;width:300px;height:150px}" +
+ "g_vml_\\:*{behavior:url(#default#VML)}";
+
+ // find all canvas elements
+ var els = doc.getElementsByTagName("canvas");
+ for (var i = 0; i < els.length; i++) {
+ if (!els[i].getContext) {
+ this.initElement(els[i]);
+ }
+ }
+ }
+ },
+
+ fixElement_: function (el) {
+ // in IE before version 5.5 we would need to add HTML: to the tag name
+ // but we do not care about IE before version 6
+ var outerHTML = el.outerHTML;
+
+ var newEl = el.ownerDocument.createElement(outerHTML);
+ // if the tag is still open IE has created the children as siblings and
+ // it has also created a tag with the name "/FOO"
+ if (outerHTML.slice(-2) != "/>") {
+ var tagName = "/" + el.tagName;
+ var ns;
+ // remove content
+ while ((ns = el.nextSibling) && ns.tagName != tagName) {
+ ns.removeNode();
+ }
+ // remove the incorrect closing tag
+ if (ns) {
+ ns.removeNode();
+ }
+ }
+ el.parentNode.replaceChild(newEl, el);
+ return newEl;
+ },
+
+ /**
+ * Public initializes a canvas element so that it can be used as canvas
+ * element from now on. This is called automatically before the page is
+ * loaded but if you are creating elements using createElement you need to
+ * make sure this is called on the element.
+ * @param {HTMLElement} el The canvas element to initialize.
+ * @return {HTMLElement} the element that was created.
+ */
+ initElement: function (el) {
+ el = this.fixElement_(el);
+ el.getContext = function () {
+ if (this.context_) {
+ return this.context_;
+ }
+ return this.context_ = new CanvasRenderingContext2D_(this);
+ };
+
+ // do not use inline function because that will leak memory
+ el.attachEvent('onpropertychange', onPropertyChange);
+ el.attachEvent('onresize', onResize);
+
+ var attrs = el.attributes;
+ if (attrs.width && attrs.width.specified) {
+ // TODO: use runtimeStyle and coordsize
+ // el.getContext().setWidth_(attrs.width.nodeValue);
+ el.style.width = attrs.width.nodeValue + "px";
+ } else {
+ el.width = el.clientWidth;
+ }
+ if (attrs.height && attrs.height.specified) {
+ // TODO: use runtimeStyle and coordsize
+ // el.getContext().setHeight_(attrs.height.nodeValue);
+ el.style.height = attrs.height.nodeValue + "px";
+ } else {
+ el.height = el.clientHeight;
+ }
+ //el.getContext().setCoordsize_()
+ return el;
+ }
+ };
+
+ function onPropertyChange(e) {
+ var el = e.srcElement;
+
+ switch (e.propertyName) {
+ case 'width':
+ el.style.width = el.attributes.width.nodeValue + "px";
+ el.getContext().clearRect();
+ break;
+ case 'height':
+ el.style.height = el.attributes.height.nodeValue + "px";
+ el.getContext().clearRect();
+ break;
+ }
+ }
+
+ function onResize(e) {
+ var el = e.srcElement;
+ if (el.firstChild) {
+ el.firstChild.style.width = el.clientWidth + 'px';
+ el.firstChild.style.height = el.clientHeight + 'px';
+ }
+ }
+
+ G_vmlCanvasManager_.init();
+
+ // precompute "00" to "FF"
+ var dec2hex = [];
+ for (var i = 0; i < 16; i++) {
+ for (var j = 0; j < 16; j++) {
+ dec2hex[i * 16 + j] = i.toString(16) + j.toString(16);
+ }
+ }
+
+ function createMatrixIdentity() {
+ return [
+ [1, 0, 0],
+ [0, 1, 0],
+ [0, 0, 1]
+ ];
+ }
+
+ function matrixMultiply(m1, m2) {
+ var result = createMatrixIdentity();
+
+ for (var x = 0; x < 3; x++) {
+ for (var y = 0; y < 3; y++) {
+ var sum = 0;
+
+ for (var z = 0; z < 3; z++) {
+ sum += m1[x][z] * m2[z][y];
+ }
+
+ result[x][y] = sum;
+ }
+ }
+ return result;
+ }
+
+ function copyState(o1, o2) {
+ o2.fillStyle = o1.fillStyle;
+ o2.lineCap = o1.lineCap;
+ o2.lineJoin = o1.lineJoin;
+ o2.lineWidth = o1.lineWidth;
+ o2.miterLimit = o1.miterLimit;
+ o2.shadowBlur = o1.shadowBlur;
+ o2.shadowColor = o1.shadowColor;
+ o2.shadowOffsetX = o1.shadowOffsetX;
+ o2.shadowOffsetY = o1.shadowOffsetY;
+ o2.strokeStyle = o1.strokeStyle;
+ o2.arcScaleX_ = o1.arcScaleX_;
+ o2.arcScaleY_ = o1.arcScaleY_;
+ }
+
+ function processStyle(styleString) {
+ var str, alpha = 1;
+
+ styleString = String(styleString);
+ if (styleString.substring(0, 3) == "rgb") {
+ var start = styleString.indexOf("(", 3);
+ var end = styleString.indexOf(")", start + 1);
+ var guts = styleString.substring(start + 1, end).split(",");
+
+ str = "#";
+ for (var i = 0; i < 3; i++) {
+ str += dec2hex[Number(guts[i])];
+ }
+
+ if ((guts.length == 4) && (styleString.substr(3, 1) == "a")) {
+ alpha = guts[3];
+ }
+ } else {
+ str = styleString;
+ }
+
+ return [str, alpha];
+ }
+
+ function processLineCap(lineCap) {
+ switch (lineCap) {
+ case "butt":
+ return "flat";
+ case "round":
+ return "round";
+ case "square":
+ default:
+ return "square";
+ }
+ }
+
+ /**
+ * This class implements CanvasRenderingContext2D interface as described by
+ * the WHATWG.
+ * @param {HTMLElement} surfaceElement The element that the 2D context should
+ * be associated with
+ */
+ function CanvasRenderingContext2D_(surfaceElement) {
+ this.m_ = createMatrixIdentity();
+
+ this.mStack_ = [];
+ this.aStack_ = [];
+ this.currentPath_ = [];
+
+ // Canvas context properties
+ this.strokeStyle = "#000";
+ this.fillStyle = "#000";
+
+ this.lineWidth = 1;
+ this.lineJoin = "miter";
+ this.lineCap = "butt";
+ this.miterLimit = Z * 1;
+ this.globalAlpha = 1;
+ this.canvas = surfaceElement;
+
+ var el = surfaceElement.ownerDocument.createElement('div');
+ el.style.width = surfaceElement.clientWidth + 'px';
+ el.style.height = surfaceElement.clientHeight + 'px';
+ el.style.overflow = 'hidden';
+ el.style.position = 'absolute';
+ surfaceElement.appendChild(el);
+
+ this.element_ = el;
+ this.arcScaleX_ = 1;
+ this.arcScaleY_ = 1;
+ }
+
+ var contextPrototype = CanvasRenderingContext2D_.prototype;
+ contextPrototype.clearRect = function() {
+ this.element_.innerHTML = "";
+ this.currentPath_ = [];
+ };
+
+ contextPrototype.beginPath = function() {
+ // TODO: Branch current matrix so that save/restore has no effect
+ // as per safari docs.
+
+ this.currentPath_ = [];
+ };
+
+ contextPrototype.moveTo = function(aX, aY) {
+ this.currentPath_.push({type: "moveTo", x: aX, y: aY});
+ this.currentX_ = aX;
+ this.currentY_ = aY;
+ };
+
+ contextPrototype.lineTo = function(aX, aY) {
+ this.currentPath_.push({type: "lineTo", x: aX, y: aY});
+ this.currentX_ = aX;
+ this.currentY_ = aY;
+ };
+
+ contextPrototype.bezierCurveTo = function(aCP1x, aCP1y,
+ aCP2x, aCP2y,
+ aX, aY) {
+ this.currentPath_.push({type: "bezierCurveTo",
+ cp1x: aCP1x,
+ cp1y: aCP1y,
+ cp2x: aCP2x,
+ cp2y: aCP2y,
+ x: aX,
+ y: aY});
+ this.currentX_ = aX;
+ this.currentY_ = aY;
+ };
+
+ contextPrototype.quadraticCurveTo = function(aCPx, aCPy, aX, aY) {
+ // the following is lifted almost directly from
+ // http://developer.mozilla.org/en/docs/Canvas_tutorial:Drawing_shapes
+ var cp1x = this.currentX_ + 2.0 / 3.0 * (aCPx - this.currentX_);
+ var cp1y = this.currentY_ + 2.0 / 3.0 * (aCPy - this.currentY_);
+ var cp2x = cp1x + (aX - this.currentX_) / 3.0;
+ var cp2y = cp1y + (aY - this.currentY_) / 3.0;
+ this.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, aX, aY);
+ };
+
+ contextPrototype.arc = function(aX, aY, aRadius,
+ aStartAngle, aEndAngle, aClockwise) {
+ aRadius *= Z;
+ var arcType = aClockwise ? "at" : "wa";
+
+ var xStart = aX + (mc(aStartAngle) * aRadius) - Z2;
+ var yStart = aY + (ms(aStartAngle) * aRadius) - Z2;
+
+ var xEnd = aX + (mc(aEndAngle) * aRadius) - Z2;
+ var yEnd = aY + (ms(aEndAngle) * aRadius) - Z2;
+
+ // IE won't render arches drawn counter clockwise if xStart == xEnd.
+ if (xStart == xEnd && !aClockwise) {
+ xStart += 0.125; // Offset xStart by 1/80 of a pixel. Use something
+ // that can be represented in binary
+ }
+
+ this.currentPath_.push({type: arcType,
+ x: aX,
+ y: aY,
+ radius: aRadius,
+ xStart: xStart,
+ yStart: yStart,
+ xEnd: xEnd,
+ yEnd: yEnd});
+
+ };
+
+ contextPrototype.rect = function(aX, aY, aWidth, aHeight) {
+ this.moveTo(aX, aY);
+ this.lineTo(aX + aWidth, aY);
+ this.lineTo(aX + aWidth, aY + aHeight);
+ this.lineTo(aX, aY + aHeight);
+ this.closePath();
+ };
+
+ contextPrototype.strokeRect = function(aX, aY, aWidth, aHeight) {
+ // Will destroy any existing path (same as FF behaviour)
+ this.beginPath();
+ this.moveTo(aX, aY);
+ this.lineTo(aX + aWidth, aY);
+ this.lineTo(aX + aWidth, aY + aHeight);
+ this.lineTo(aX, aY + aHeight);
+ this.closePath();
+ this.stroke();
+ };
+
+ contextPrototype.fillRect = function(aX, aY, aWidth, aHeight) {
+ // Will destroy any existing path (same as FF behaviour)
+ this.beginPath();
+ this.moveTo(aX, aY);
+ this.lineTo(aX + aWidth, aY);
+ this.lineTo(aX + aWidth, aY + aHeight);
+ this.lineTo(aX, aY + aHeight);
+ this.closePath();
+ this.fill();
+ };
+
+ contextPrototype.createLinearGradient = function(aX0, aY0, aX1, aY1) {
+ var gradient = new CanvasGradient_("gradient");
+ return gradient;
+ };
+
+ contextPrototype.createRadialGradient = function(aX0, aY0,
+ aR0, aX1,
+ aY1, aR1) {
+ var gradient = new CanvasGradient_("gradientradial");
+ gradient.radius1_ = aR0;
+ gradient.radius2_ = aR1;
+ gradient.focus_.x = aX0;
+ gradient.focus_.y = aY0;
+ return gradient;
+ };
+
+ contextPrototype.drawImage = function (image, var_args) {
+ var dx, dy, dw, dh, sx, sy, sw, sh;
+
+ // to find the original width we overide the width and height
+ var oldRuntimeWidth = image.runtimeStyle.width;
+ var oldRuntimeHeight = image.runtimeStyle.height;
+ image.runtimeStyle.width = 'auto';
+ image.runtimeStyle.height = 'auto';
+
+ // get the original size
+ var w = image.width;
+ var h = image.height;
+
+ // and remove overides
+ image.runtimeStyle.width = oldRuntimeWidth;
+ image.runtimeStyle.height = oldRuntimeHeight;
+
+ if (arguments.length == 3) {
+ dx = arguments[1];
+ dy = arguments[2];
+ sx = sy = 0;
+ sw = dw = w;
+ sh = dh = h;
+ } else if (arguments.length == 5) {
+ dx = arguments[1];
+ dy = arguments[2];
+ dw = arguments[3];
+ dh = arguments[4];
+ sx = sy = 0;
+ sw = w;
+ sh = h;
+ } else if (arguments.length == 9) {
+ sx = arguments[1];
+ sy = arguments[2];
+ sw = arguments[3];
+ sh = arguments[4];
+ dx = arguments[5];
+ dy = arguments[6];
+ dw = arguments[7];
+ dh = arguments[8];
+ } else {
+ throw "Invalid number of arguments";
+ }
+
+ var d = this.getCoords_(dx, dy);
+
+ var w2 = sw / 2;
+ var h2 = sh / 2;
+
+ var vmlStr = [];
+
+ var W = 10;
+ var H = 10;
+
+ // For some reason that I've now forgotten, using divs didn't work
+ vmlStr.push(' <g_vml_:group',
+ ' coordsize="', Z * W, ',', Z * H, '"',
+ ' coordorigin="0,0"' ,
+ ' style="width:', W, ';height:', H, ';position:absolute;');
+
+ // If filters are necessary (rotation exists), create them
+ // filters are bog-slow, so only create them if abbsolutely necessary
+ // The following check doesn't account for skews (which don't exist
+ // in the canvas spec (yet) anyway.
+
+ if (this.m_[0][0] != 1 || this.m_[0][1]) {
+ var filter = [];
+
+ // Note the 12/21 reversal
+ filter.push("M11='", this.m_[0][0], "',",
+ "M12='", this.m_[1][0], "',",
+ "M21='", this.m_[0][1], "',",
+ "M22='", this.m_[1][1], "',",
+ "Dx='", mr(d.x / Z), "',",
+ "Dy='", mr(d.y / Z), "'");
+
+ // Bounding box calculation (need to minimize displayed area so that
+ // filters don't waste time on unused pixels.
+ var max = d;
+ var c2 = this.getCoords_(dx + dw, dy);
+ var c3 = this.getCoords_(dx, dy + dh);
+ var c4 = this.getCoords_(dx + dw, dy + dh);
+
+ max.x = Math.max(max.x, c2.x, c3.x, c4.x);
+ max.y = Math.max(max.y, c2.y, c3.y, c4.y);
+
+ vmlStr.push("padding:0 ", mr(max.x / Z), "px ", mr(max.y / Z),
+ "px 0;filter:progid:DXImageTransform.Microsoft.Matrix(",
+ filter.join(""), ", sizingmethod='clip');");
+ } else {
+ vmlStr.push("top:", mr(d.y / Z), "px;left:", mr(d.x / Z), "px;");
+ }
+
+ vmlStr.push(' ">' ,
+ '<g_vml_:image src="', image.src, '"',
+ ' style="width:', Z * dw, ';',
+ ' height:', Z * dh, ';"',
+ ' cropleft="', sx / w, '"',
+ ' croptop="', sy / h, '"',
+ ' cropright="', (w - sx - sw) / w, '"',
+ ' cropbottom="', (h - sy - sh) / h, '"',
+ ' />',
+ '</g_vml_:group>');
+
+ this.element_.insertAdjacentHTML("BeforeEnd",
+ vmlStr.join(""));
+ };
+
+ contextPrototype.stroke = function(aFill) {
+ var lineStr = [];
+ var lineOpen = false;
+ var a = processStyle(aFill ? this.fillStyle : this.strokeStyle);
+ var color = a[0];
+ var opacity = a[1] * this.globalAlpha;
+
+ var W = 10;
+ var H = 10;
+
+ lineStr.push('<g_vml_:shape',
+ ' fillcolor="', color, '"',
+ ' filled="', Boolean(aFill), '"',
+ ' style="position:absolute;width:', W, ';height:', H, ';"',
+ ' coordorigin="0 0" coordsize="', Z * W, ' ', Z * H, '"',
+ ' stroked="', !aFill, '"',
+ ' strokeweight="', this.lineWidth, '"',
+ ' strokecolor="', color, '"',
+ ' path="');
+
+ var newSeq = false;
+ var min = {x: null, y: null};
+ var max = {x: null, y: null};
+
+ for (var i = 0; i < this.currentPath_.length; i++) {
+ var p = this.currentPath_[i];
+
+ if (p.type == "moveTo") {
+ lineStr.push(" m ");
+ var c = this.getCoords_(p.x, p.y);
+ lineStr.push(mr(c.x), ",", mr(c.y));
+ } else if (p.type == "lineTo") {
+ lineStr.push(" l ");
+ var c = this.getCoords_(p.x, p.y);
+ lineStr.push(mr(c.x), ",", mr(c.y));
+ } else if (p.type == "close") {
+ lineStr.push(" x ");
+ } else if (p.type == "bezierCurveTo") {
+ lineStr.push(" c ");
+ var c = this.getCoords_(p.x, p.y);
+ var c1 = this.getCoords_(p.cp1x, p.cp1y);
+ var c2 = this.getCoords_(p.cp2x, p.cp2y);
+ lineStr.push(mr(c1.x), ",", mr(c1.y), ",",
+ mr(c2.x), ",", mr(c2.y), ",",
+ mr(c.x), ",", mr(c.y));
+ } else if (p.type == "at" || p.type == "wa") {
+ lineStr.push(" ", p.type, " ");
+ var c = this.getCoords_(p.x, p.y);
+ var cStart = this.getCoords_(p.xStart, p.yStart);
+ var cEnd = this.getCoords_(p.xEnd, p.yEnd);
+
+ lineStr.push(mr(c.x - this.arcScaleX_ * p.radius), ",",
+ mr(c.y - this.arcScaleY_ * p.radius), " ",
+ mr(c.x + this.arcScaleX_ * p.radius), ",",
+ mr(c.y + this.arcScaleY_ * p.radius), " ",
+ mr(cStart.x), ",", mr(cStart.y), " ",
+ mr(cEnd.x), ",", mr(cEnd.y));
+ }
+
+
+ // TODO: Following is broken for curves due to
+ // move to proper paths.
+
+ // Figure out dimensions so we can do gradient fills
+ // properly
+ if(c) {
+ if (min.x == null || c.x < min.x) {
+ min.x = c.x;
+ }
+ if (max.x == null || c.x > max.x) {
+ max.x = c.x;
+ }
+ if (min.y == null || c.y < min.y) {
+ min.y = c.y;
+ }
+ if (max.y == null || c.y > max.y) {
+ max.y = c.y;
+ }
+ }
+ }
+ lineStr.push(' ">');
+
+ if (typeof this.fillStyle == "object") {
+ var focus = {x: "50%", y: "50%"};
+ var width = (max.x - min.x);
+ var height = (max.y - min.y);
+ var dimension = (width > height) ? width : height;
+
+ focus.x = mr((this.fillStyle.focus_.x / width) * 100 + 50) + "%";
+ focus.y = mr((this.fillStyle.focus_.y / height) * 100 + 50) + "%";
+
+ var colors = [];
+
+ // inside radius (%)
+ if (this.fillStyle.type_ == "gradientradial") {
+ var inside = (this.fillStyle.radius1_ / dimension * 100);
+
+ // percentage that outside radius exceeds inside radius
+ var expansion = (this.fillStyle.radius2_ / dimension * 100) - inside;
+ } else {
+ var inside = 0;
+ var expansion = 100;
+ }
+
+ var insidecolor = {offset: null, color: null};
+ var outsidecolor = {offset: null, color: null};
+
+ // We need to sort 'colors' by percentage, from 0 > 100 otherwise ie
+ // won't interpret it correctly
+ this.fillStyle.colors_.sort(function (cs1, cs2) {
+ return cs1.offset - cs2.offset;
+ });
+
+ for (var i = 0; i < this.fillStyle.colors_.length; i++) {
+ var fs = this.fillStyle.colors_[i];
+
+ colors.push( (fs.offset * expansion) + inside, "% ", fs.color, ",");
+
+ if (fs.offset > insidecolor.offset || insidecolor.offset == null) {
+ insidecolor.offset = fs.offset;
+ insidecolor.color = fs.color;
+ }
+
+ if (fs.offset < outsidecolor.offset || outsidecolor.offset == null) {
+ outsidecolor.offset = fs.offset;
+ outsidecolor.color = fs.color;
+ }
+ }
+ colors.pop();
+
+ lineStr.push('<g_vml_:fill',
+ ' color="', outsidecolor.color, '"',
+ ' color2="', insidecolor.color, '"',
+ ' type="', this.fillStyle.type_, '"',
+ ' focusposition="', focus.x, ', ', focus.y, '"',
+ ' colors="', colors.join(""), '"',
+ ' opacity="', opacity, '" />');
+ } else if (aFill) {
+ lineStr.push('<g_vml_:fill color="', color, '" opacity="', opacity, '" />');
+ } else {
+ lineStr.push(
+ '<g_vml_:stroke',
+ ' opacity="', opacity,'"',
+ ' joinstyle="', this.lineJoin, '"',
+ ' miterlimit="', this.miterLimit, '"',
+ ' endcap="', processLineCap(this.lineCap) ,'"',
+ ' weight="', this.lineWidth, 'px"',
+ ' color="', color,'" />'
+ );
+ }
+
+ lineStr.push("</g_vml_:shape>");
+
+ this.element_.insertAdjacentHTML("beforeEnd", lineStr.join(""));
+
+ //this.currentPath_ = [];
+ };
+
+ contextPrototype.fill = function() {
+ this.stroke(true);
+ };
+
+ contextPrototype.closePath = function() {
+ this.currentPath_.push({type: "close"});
+ };
+
+ /**
+ * @private
+ */
+ contextPrototype.getCoords_ = function(aX, aY) {
+ return {
+ x: Z * (aX * this.m_[0][0] + aY * this.m_[1][0] + this.m_[2][0]) - Z2,
+ y: Z * (aX * this.m_[0][1] + aY * this.m_[1][1] + this.m_[2][1]) - Z2
+ }
+ };
+
+ contextPrototype.save = function() {
+ var o = {};
+ copyState(this, o);
+ this.aStack_.push(o);
+ this.mStack_.push(this.m_);
+ this.m_ = matrixMultiply(createMatrixIdentity(), this.m_);
+ };
+
+ contextPrototype.restore = function() {
+ copyState(this.aStack_.pop(), this);
+ this.m_ = this.mStack_.pop();
+ };
+
+ contextPrototype.translate = function(aX, aY) {
+ var m1 = [
+ [1, 0, 0],
+ [0, 1, 0],
+ [aX, aY, 1]
+ ];
+
+ this.m_ = matrixMultiply(m1, this.m_);
+ };
+
+ contextPrototype.rotate = function(aRot) {
+ var c = mc(aRot);
+ var s = ms(aRot);
+
+ var m1 = [
+ [c, s, 0],
+ [-s, c, 0],
+ [0, 0, 1]
+ ];
+
+ this.m_ = matrixMultiply(m1, this.m_);
+ };
+
+ contextPrototype.scale = function(aX, aY) {
+ this.arcScaleX_ *= aX;
+ this.arcScaleY_ *= aY;
+ var m1 = [
+ [aX, 0, 0],
+ [0, aY, 0],
+ [0, 0, 1]
+ ];
+
+ this.m_ = matrixMultiply(m1, this.m_);
+ };
+
+ /******** STUBS ********/
+ contextPrototype.clip = function() {
+ // TODO: Implement
+ };
+
+ contextPrototype.arcTo = function() {
+ // TODO: Implement
+ };
+
+ contextPrototype.createPattern = function() {
+ return new CanvasPattern_;
+ };
+
+ // Gradient / Pattern Stubs
+ function CanvasGradient_(aType) {
+ this.type_ = aType;
+ this.radius1_ = 0;
+ this.radius2_ = 0;
+ this.colors_ = [];
+ this.focus_ = {x: 0, y: 0};
+ }
+
+ CanvasGradient_.prototype.addColorStop = function(aOffset, aColor) {
+ aColor = processStyle(aColor);
+ this.colors_.push({offset: 1-aOffset, color: aColor});
+ };
+
+ function CanvasPattern_() {}
+
+ // set up externs
+ G_vmlCanvasManager = G_vmlCanvasManager_;
+ CanvasRenderingContext2D = CanvasRenderingContext2D_;
+ CanvasGradient = CanvasGradient_;
+ CanvasPattern = CanvasPattern_;
+
+})();
+
+} // if