2 * This script refer to:
5 * Availability: https://github.com/szimek/signature_pad
9 * @class Roo.bootstrap.BezierSignature
10 * @extends Roo.bootstrap.Component
11 * Bootstrap BezierSignature class
14 * Create a new BezierSignature
15 * @param {Object} config The config object
18 Roo.bootstrap.BezierSignature = function(config){
19 Roo.bootstrap.BezierSignature.superclass.constructor.call(this, config);
25 Roo.extend(Roo.bootstrap.BezierSignature, Roo.bootstrap.Component, {
34 * @cfg(int) canvas height
36 canvas_height: '200px',
39 * @cfg(float or function) Radius of a single dot.
44 * @cfg(float) Minimum width of a line. Defaults to 0.5.
49 * @cfg(float) Maximum width of a line. Defaults to 2.5.
54 * @cfg(integer) Draw the next point at most once per every x milliseconds. Set it to 0 to turn off throttling. Defaults to 16.
59 * @cfg(integer) Add the next point only if the previous one is farther than x pixels. Defaults to 5.
64 * @cfg(string) Color used to clear the background. Can be any color format accepted by context.fillStyle. Defaults to "rgba(0,0,0,0)" (transparent black). Use a non-transparent color e.g. "rgb(255,255,255)" (opaque white) if you'd like to save signatures as JPEG images.
66 bg_color: 'rgba(0, 0, 0, 0)',
69 * @cfg(string) Color used to draw the lines. Can be any color format accepted by context.fillStyle. Defaults to "black".
74 * @cfg(float) Weight used to modify new velocity based on the previous velocity. Defaults to 0.7.
76 velocity_filter_weight: 0.7,
79 * @cfg(function) Callback when stroke begin.
84 * @cfg(function) Callback when stroke end.
88 getAutoCreate : function()
90 var cls = 'roo-signature column';
93 cls += ' ' + this.cls;
103 for(var i = 0; i < col_sizes.length; i++) {
104 if(this[col_sizes[i]]) {
105 cls += " col-"+col_sizes[i]+"-"+this[col_sizes[i]];
115 cls: 'roo-signature-body',
119 cls: 'roo-signature-body-canvas',
120 height: this.canvas_height,
121 width: this.canvas_width
131 initEvents: function()
133 Roo.bootstrap.BezierSignature.superclass.initEvents.call(this);
135 var canvas = this.canvasEl();
137 // mouse && touch event swapping...
138 canvas.dom.style.touchAction = 'none';
139 canvas.dom.style.msTouchAction = 'none';
141 this.mouse_btn_down = false;
142 canvas.on('mousedown', this._handleMouseDown, this);
143 canvas.on('mousemove', this._handleMouseMove, this);
144 Roo.select('html').first().on('mouseup', this._handleMouseUp, this);
146 if (window.PointerEvent) {
147 canvas.on('pointerdown', this._handleMouseDown, this);
148 canvas.on('pointermove', this._handleMouseMove, this);
149 Roo.select('html').first().on('pointerup', this._handleMouseUp, this);
152 if ('ontouchstart' in window) {
153 canvas.on('touchstart', this._handleTouchStart, this);
154 canvas.on('touchmove', this._handleTouchMove, this);
155 canvas.on('touchend', this._handleTouchEnd, this);
158 Roo.EventManager.onWindowResize(this.resize, this, true);
167 var canvas = this.canvasEl().dom;
168 var ctx = this.canvasElCtx();
169 var img_data = ctx.getImageData(0, 0, canvas.width, canvas.height);
171 // setting canvas width will clean img data
174 var style = window.getComputedStyle ?
175 getComputedStyle(this.el.dom, null) : this.el.dom.currentStyle;
177 var padding_left = parseInt(style.paddingLeft) || 0;
178 var padding_right = parseInt(style.paddingRight) || 0;
180 canvas.width = this.el.dom.clientWidth - padding_left - padding_right;
182 ctx.putImageData(img_data, 0, 0);
185 _handleMouseDown: function(e)
187 if (e.browserEvent.which === 1) {
188 this.mouse_btn_down = true;
193 _handleMouseMove: function (e)
195 if (this.mouse_btn_down) {
196 this.strokeMoveUpdate(e);
200 _handleMouseUp: function (e)
202 if (e.browserEvent.which === 1 && this.mouse_btn_down) {
203 this.mouse_btn_down = false;
208 _handleTouchStart: function (e) {
211 if (e.browserEvent.targetTouches.length === 1) {
212 // var touch = e.browserEvent.changedTouches[0];
213 // this.strokeBegin(touch);
215 this.strokeBegin(e); // assume e catching the correct xy...
219 _handleTouchMove: function (e) {
221 // var touch = event.targetTouches[0];
222 // _this._strokeMoveUpdate(touch);
223 this.strokeMoveUpdate(e);
226 _handleTouchEnd: function (e) {
227 var wasCanvasTouched = e.target === this.canvasEl().dom;
228 if (wasCanvasTouched) {
230 // var touch = event.changedTouches[0];
231 // _this._strokeEnd(touch);
237 this._lastPoints = [];
238 this._lastVelocity = 0;
239 this._lastWidth = (this.min_width + this.max_width) / 2;
240 this.canvasElCtx().fillStyle = this.dot_color;
243 strokeMoveUpdate: function(e)
245 this.strokeUpdate(e);
248 this.throttle(this.strokeUpdate, this.throttle);
251 this.strokeUpdate(e);
255 strokeBegin: function(e)
257 var newPointGroup = {
258 color: this.dot_color,
262 if (typeof this.onBegin === 'function') {
266 this.curve_data.push(newPointGroup);
268 this.strokeUpdate(e);
271 strokeUpdate: function(e)
273 var rect = this.canvasEl().dom.getBoundingClientRect();
274 var point = new this.Point(e.xy[0] - rect.left, e.xy[1] - rect.top, new Date().getTime());
275 var lastPointGroup = this.curve_data[this.curve_data.length - 1];
276 var lastPoints = lastPointGroup.points;
277 var lastPoint = lastPoints.length > 0 && lastPoints[lastPoints.length - 1];
278 var isLastPointTooClose = lastPoint
279 ? point.distanceTo(lastPoint) <= this.min_distance
281 var color = lastPointGroup.color;
282 if (!lastPoint || !(lastPoint && isLastPointTooClose)) {
283 var curve = this.addPoint(point);
285 this.drawDot({color: color, point: point});
288 this.drawCurve({color: color, curve: curve});
298 strokeEnd: function(e)
300 this.strokeUpdate(e);
301 if (typeof this.onEnd === 'function') {
306 addPoint: function (point) {
307 var _lastPoints = this._lastPoints;
308 _lastPoints.push(point);
309 if (_lastPoints.length > 2) {
310 if (_lastPoints.length === 3) {
311 _lastPoints.unshift(_lastPoints[0]);
313 var widths = this.calculateCurveWidths(_lastPoints[1], _lastPoints[2]);
314 var curve = this.Bezier.fromPoints(_lastPoints, widths, this);
321 calculateCurveWidths: function (startPoint, endPoint) {
322 var velocity = this.velocity_filter_weight * endPoint.velocityFrom(startPoint) +
323 (1 - this.velocity_filter_weight) * this._lastVelocity;
325 var newWidth = Math.max(this.max_width / (velocity + 1), this.min_width);
328 start: this._lastWidth
331 this._lastVelocity = velocity;
332 this._lastWidth = newWidth;
336 drawDot: function (_a) {
337 var color = _a.color, point = _a.point;
338 var ctx = this.canvasElCtx();
339 var width = typeof this.dot_size === 'function' ? this.dot_size() : this.dot_size;
341 this.drawCurveSegment(point.x, point.y, width);
343 ctx.fillStyle = color;
347 drawCurve: function (_a) {
348 var color = _a.color, curve = _a.curve;
349 var ctx = this.canvasElCtx();
350 var widthDelta = curve.endWidth - curve.startWidth;
351 var drawSteps = Math.floor(curve.length()) * 2;
353 ctx.fillStyle = color;
354 for (var i = 0; i < drawSteps; i += 1) {
355 var t = i / drawSteps;
361 var x = uuu * curve.startPoint.x;
362 x += 3 * uu * t * curve.control1.x;
363 x += 3 * u * tt * curve.control2.x;
364 x += ttt * curve.endPoint.x;
365 var y = uuu * curve.startPoint.y;
366 y += 3 * uu * t * curve.control1.y;
367 y += 3 * u * tt * curve.control2.y;
368 y += ttt * curve.endPoint.y;
369 var width = curve.startWidth + ttt * widthDelta;
370 this.drawCurveSegment(x, y, width);
376 drawCurveSegment: function (x, y, width) {
377 var ctx = this.canvasElCtx();
379 ctx.arc(x, y, width, 0, 2 * Math.PI, false);
380 this.is_empty = false;
385 var ctx = this.canvasElCtx();
386 var canvas = this.canvasEl().dom;
387 ctx.fillStyle = this.bg_color;
388 ctx.clearRect(0, 0, canvas.width, canvas.height);
389 ctx.fillRect(0, 0, canvas.width, canvas.height);
390 this.curve_data = [];
392 this.is_empty = true;
397 return this.el.select('canvas',true).first();
400 canvasElCtx: function()
402 return this.el.select('canvas',true).first().dom.getContext('2d');
405 getImage: function(type)
412 return this.canvasEl().dom.toDataURL('image/'+type, 1);
415 drawFromImage: function(img_src)
417 var img = new Image();
421 this.canvasElCtx().drawImage(img, 0, 0);
424 // Bezier Point Constructor
425 Point: (function () {
426 function Point(x, y, time) {
429 this.time = time || Date.now();
431 Point.prototype.distanceTo = function (start) {
432 return Math.sqrt(Math.pow(this.x - start.x, 2) + Math.pow(this.y - start.y, 2));
434 Point.prototype.equals = function (other) {
435 return this.x === other.x && this.y === other.y && this.time === other.time;
437 Point.prototype.velocityFrom = function (start) {
438 return this.time !== start.time
439 ? this.distanceTo(start) / (this.time - start.time)
446 // Bezier Constructor
447 Bezier: (function () {
448 function Bezier(startPoint, control2, control1, endPoint, startWidth, endWidth) {
449 this.startPoint = startPoint;
450 this.control2 = control2;
451 this.control1 = control1;
452 this.endPoint = endPoint;
453 this.startWidth = startWidth;
454 this.endWidth = endWidth;
456 Bezier.fromPoints = function (points, widths, scope) {
457 var c2 = this.calculateControlPoints(points[0], points[1], points[2], scope).c2;
458 var c3 = this.calculateControlPoints(points[1], points[2], points[3], scope).c1;
459 return new Bezier(points[1], c2, c3, points[2], widths.start, widths.end);
461 Bezier.calculateControlPoints = function (s1, s2, s3, scope) {
462 var dx1 = s1.x - s2.x;
463 var dy1 = s1.y - s2.y;
464 var dx2 = s2.x - s3.x;
465 var dy2 = s2.y - s3.y;
466 var m1 = { x: (s1.x + s2.x) / 2.0, y: (s1.y + s2.y) / 2.0 };
467 var m2 = { x: (s2.x + s3.x) / 2.0, y: (s2.y + s3.y) / 2.0 };
468 var l1 = Math.sqrt(dx1 * dx1 + dy1 * dy1);
469 var l2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
470 var dxm = m1.x - m2.x;
471 var dym = m1.y - m2.y;
472 var k = l2 / (l1 + l2);
473 var cm = { x: m2.x + dxm * k, y: m2.y + dym * k };
474 var tx = s2.x - cm.x;
475 var ty = s2.y - cm.y;
477 c1: new scope.Point(m1.x + tx, m1.y + ty),
478 c2: new scope.Point(m2.x + tx, m2.y + ty)
481 Bezier.prototype.length = function () {
486 for (var i = 0; i <= steps; i += 1) {
488 var cx = this.point(t, this.startPoint.x, this.control1.x, this.control2.x, this.endPoint.x);
489 var cy = this.point(t, this.startPoint.y, this.control1.y, this.control2.y, this.endPoint.y);
493 length += Math.sqrt(xdiff * xdiff + ydiff * ydiff);
500 Bezier.prototype.point = function (t, start, c1, c2, end) {
501 return (start * (1.0 - t) * (1.0 - t) * (1.0 - t))
502 + (3.0 * c1 * (1.0 - t) * (1.0 - t) * t)
503 + (3.0 * c2 * (1.0 - t) * t * t)
509 throttle: function(fn, wait) {
510 if (wait === void 0) { wait = 250; }
516 var later = function () {
517 previous = Date.now();
519 result = fn.apply(storedContext, storedArgs);
521 storedContext = null;
525 return function wrapper() {
527 for (var _i = 0; _i < arguments.length; _i++) {
528 args[_i] = arguments[_i];
530 var now = Date.now();
531 var remaining = wait - (now - previous);
532 storedContext = this;
534 if (remaining <= 0 || remaining > wait) {
536 clearTimeout(timeout);
540 result = fn.apply(storedContext, storedArgs);
542 storedContext = null;
547 timeout = window.setTimeout(later, remaining);