Implement ctx.mozCurrentTransform and ctx.mozCurrentTransformInverse shim
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109
src/canvas.js
109
src/canvas.js
@ -59,6 +59,111 @@ function ScratchCanvas(width, height) {
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return canvas;
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}
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function addCtxCurrentTransform(ctx) {
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// If the context doesn't expose a `mozCurrentTransform`, add a JS based on.
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if (!ctx.mozCurrentTransform) {
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// Store the original context
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ctx._originalSave = ctx.save;
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ctx._originalRestore = ctx.restore;
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ctx._originalRotate = ctx.rotate;
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ctx._originalScale = ctx.scale;
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ctx._originalTranslate = ctx.translate;
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ctx._originalTransform = ctx.transform;
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ctx._transformMatrix = [1, 0, 0, 1, 0, 0];
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ctx._transformStack = [];
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ctx.__defineGetter__('mozCurrentTransform', function getCurrentTransform() {
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return this._transformMatrix;
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});
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ctx.__defineGetter__('mozCurrentTransformInverse',
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function getCurrentTransformInverse() {
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// Calculation done using WolframAlpha:
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// http://www.wolframalpha.com/input/?
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// i=Inverse+{{a%2C+c%2C+e}%2C+{b%2C+d%2C+f}%2C+{0%2C+0%2C+1}}
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var m = this._transformMatrix;
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var a = m[0], b = m[1], c = m[2], d = m[3], e = m[4], f = m[5];
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return [
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d / (a * d - b * c),
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b / (b * c - a * d),
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c / (b * c - a * d),
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a / (a * d - b * c),
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(d * e - c * f) / (b * c - a * d),
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(b * e - a * f) / (a * d - b * c)
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];
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}
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);
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ctx.save = function ctxSave() {
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var old = this._transformMatrix;
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this._transformStack.push(old);
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this._transformMatrix = old.slice(0, 6);
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this._originalSave();
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};
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ctx.restore = function ctxRestore() {
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var prev = this._transformStack.pop();
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if (prev) {
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this._transformMatrix = prev;
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this._originalRestore();
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}
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}
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ctx.translate = function ctxTranslate(x, y) {
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var m = this._transformMatrix;
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m[4] = m[0] * x + m[2] * y + m[4];
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m[5] = m[1] * x + m[3] * y + m[5];
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this._originalTranslate(x, y);
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}
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ctx.scale = function ctxScale(x, y) {
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var m = this._transformMatrix;
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m[0] = m[0] * x;
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m[1] = m[1] * x;
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m[2] = m[2] * y;
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m[3] = m[3] * y;
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this._originalScale(x, y);
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}
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ctx.transform = function ctxTransform(a, b, c, d, e, f) {
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var m = this._transformMatrix;
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this._transformMatrix = [
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m[0] * a + m[2] * b,
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m[1] * a + m[3] * b,
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m[0] * c + m[2] * d,
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m[1] * c + m[3] * d,
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m[0] * e + m[2] * f + m[4],
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m[1] * e + m[3] * f + m[5]
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];
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ctx._originalTransform(a, b, c, d, e, f);
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}
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ctx.rotate = function ctxRotate(angle) {
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var cosValue = Math.cos(angle);
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var sinValue = Math.sin(angle);
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var m = this._transformMatrix;
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this._transformMatrix = [
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m[0] * cosValue + m[2] * sinValue,
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m[1] * cosValue + m[3] * sinValue,
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m[0] * (-sinValue) + m[2] * cosValue,
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m[1] * (-sinValue) + m[3] * cosValue,
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m[4],
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m[5]
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];
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this._originalRotate(angle);
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}
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}
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}
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var CanvasGraphics = (function canvasGraphics() {
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// Defines the time the executeIRQueue is going to be executing
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// before it stops and shedules a continue of execution.
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@ -77,6 +182,10 @@ var CanvasGraphics = (function canvasGraphics() {
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this.xobjs = null;
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this.ScratchCanvas = ScratchCanvas;
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this.objs = objs;
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if (canvasCtx) {
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addCtxCurrentTransform(canvasCtx);
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}
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}
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var LINE_CAP_STYLES = ['butt', 'round', 'square'];
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@ -217,6 +217,8 @@ var TilingPattern = (function tilingPattern() {
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// set the new canvas element context as the graphics context
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var tmpCtx = tmpCanvas.getContext('2d');
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addCtxCurrentTransform(tmpCtx);
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var graphics = new CanvasGraphics(tmpCtx, objs);
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switch (paintType) {
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