Use object-enumeration for pattern type.
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@ -3,8 +3,10 @@
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'use strict';
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var AXIAL_PATTERN_TYPE = 2;
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var RADIAL_PATTERN_TYPE = 3;
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var PatternType = {
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AXIAL: 2,
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RADIAL: 3
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};
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var Pattern = (function patternPattern() {
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// Constructor should define this.getPattern
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@ -31,8 +33,8 @@ var Pattern = (function patternPattern() {
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var type = dict.get('ShadingType');
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switch (type) {
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case AXIAL_PATTERN_TYPE:
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case RADIAL_PATTERN_TYPE:
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case PatternType.AXIAL:
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case PatternType.RADIAL:
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// Both radial and axial shadings are handled by RadialAxial shading.
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return new Shadings.RadialAxial(dict, matrix, xref, res, ctx);
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default:
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@ -120,9 +122,9 @@ Shadings.RadialAxial = (function radialAxialShading() {
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}
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var grad;
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if (type == AXIAL_PATTERN_TYPE)
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if (type == PatternType.AXIAL)
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grad = ctx.createLinearGradient(p0[0], p0[1], p1[0], p1[1]);
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else if (type == RADIAL_PATTERN_TYPE)
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else if (type == PatternType.RADIAL)
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grad = ctx.createRadialGradient(p0[0], p0[1], r0, p1[0], p1[1], r1);
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for (var i = 0, ii = colorStops.length; i < ii; ++i) {
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@ -136,12 +138,12 @@ Shadings.RadialAxial = (function radialAxialShading() {
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getIR: function radialAxialShadingGetIR() {
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var coordsArr = this.coordsArr;
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var type = this.shadingType;
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if (type == AXIAL_PATTERN_TYPE) {
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if (type == PatternType.AXIAL) {
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var p0 = [coordsArr[0], coordsArr[1]];
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var p1 = [coordsArr[2], coordsArr[3]];
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var r0 = null;
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var r1 = null;
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} else if (type == RADIAL_PATTERN_TYPE) {
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} else if (type == PatternType.RADIAL) {
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var p0 = [coordsArr[0], coordsArr[1]];
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var p1 = [coordsArr[3], coordsArr[4]];
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var r0 = coordsArr[2];
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