312 lines
9.0 KiB
JavaScript
312 lines
9.0 KiB
JavaScript
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//>>built
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// wrapped by build app
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define("dojox/drawing/annotations/BoxShadow", ["dijit","dojo","dojox"], function(dijit,dojo,dojox){
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dojo.provide("dojox.drawing.annotations.BoxShadow");
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dojox.drawing.annotations.BoxShadow = dojox.drawing.util.oo.declare(
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// summary:
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// Creates a box shadow under solid objects. Can change the
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// shadow direction, color, size, and intensity. Can center
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// the shadow and make it a Glow.
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// description:
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// This is a psuedo shadow, created by duplicating the
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// original stencil and increasing the line weight while
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// reducing the opacity. Therefore it will not work with
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// text. Also won't look very good if the Stencil has no
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// fill or is transparent. Can't do knockouts or inner
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// shadows. Currently can't do paths - while doable, it
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// will most likely choke IE into certain death.
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//
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function(/*Object*/options){
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this.stencil = options.stencil;
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this.util = options.stencil.util;
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this.mouse = options.stencil.mouse;
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this.style = options.stencil.style;
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var shadowDefaults = {
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// summary:
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// When passing a shadow object into a stencil, that shadow
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// object will be mixed in with these defaults.
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//
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// size: Number, mult: Number
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// These two props work together. Both affect the size and quality
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// of the shadow. size affects the actual size and mult affects the
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// lineWidths that overlap to make the shadow. Generally you want a
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// bigger 'size' than 'mult'. The defaults are good for a shadow, but
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// you will want to increase them when making a glow.
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// TODO: Make this more clear or use other properties.
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size:6,
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mult:4,
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// alpha: Float
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// Affects the alpha of the shadow. Because this is multiple shapes
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// overlapped, you want much less than you may think. .1 is pretty
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// dark and . is black. Higher numbers also give a sharper edge.
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alpha:.05,
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// place: String
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// Tells the position of the shadow:
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// B: bottom
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// T: top
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// L: left
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// R: right
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// C: center, or a glow
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// Can be used in combinations such as BR, BL, L, T, etc. 'C' should
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// be used by itself.
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place:"BR",
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// color: String
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// The color of the shadow or glow.
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color:"#646464"
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}
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delete options.stencil;
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this.options = dojo.mixin(shadowDefaults, options);
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this.options.color = new dojo.Color(this.options.color)
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this.options.color.a = this.options.alpha;
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switch(this.stencil.shortType){
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case "image":
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case "rect":
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this.method = "createForRect"; break;
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case "ellipse":
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this.method = "createForEllipse"; break;
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case "line":
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this.method = "createForLine"; break;
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case "path":
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this.method = "createForPath"; break;
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// path is a bit of a hassle. Plus I think in IE it would be
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//slower than the political process. Maybe TODO.
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case "vector":
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this.method = "createForZArrow"; break;
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default:
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console.warn("A shadow cannot be made for Stencil type ", this.stencil.type);
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}
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if(this.method){
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this.render();
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this.stencil.connectMult([
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[this.stencil, "onTransform", this, "onTransform"],
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this.method=="createForZArrow"?[this.stencil, "render", this, "render"]:[this.stencil, "render", this, "onRender"],
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[this.stencil, "onDelete", this, "destroy"]
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]);
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}
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},
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{
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showing:true,
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render: function(){
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if(this.container){
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this.container.removeShape();
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}
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this.container = this.stencil.container.createGroup();
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this.container.moveToBack();
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var o = this.options,
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size = o.size,
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mult = o.mult,
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d = this.method == "createForPath"
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? this.stencil.points
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: this.stencil.data,
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r = d.r || 1,
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p = o.place,
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c = o.color;
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this[this.method](o, size, mult, d, r, p, c);
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},
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hide: function(){
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if(this.showing){
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this.showing = false;
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this.container.removeShape();
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}
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},
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show: function(){
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if(!this.showing){
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this.showing = true;
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this.stencil.container.add(this.container);
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}
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},
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createForPath: function(o, size, mult, pts, r, p, c){
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var sh = size * mult / 4,
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shy = /B/.test(p) ? sh : /T/.test(p) ? sh*-1 : 0,
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shx = /R/.test(p) ? sh : /L/.test(p) ? sh*-1 : 0;
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var closePath = true;
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for(var i=1;i<=size;i++){
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var lineWidth = i * mult;
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//var rect = this.container.createLine({x1:d.x1+shx, y1:d.y1+shy, x2:d.x2+shx, y2:d.y2+shy})
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// .setStroke({width:lineWidth, color:c, cap:"round"})
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if(dojox.gfx.renderer=="svg"){
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var strAr = [];
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dojo.forEach(pts, function(o, i){
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if(i==0){
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strAr.push("M " + (o.x+shx) +" "+ (o.y+shy));
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}else{
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var cmd = o.t || "L ";
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strAr.push(cmd + (o.x+shx) +" "+ (o.y+shy)); // Z + undefined works here
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}
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}, this);
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if(closePath){
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strAr.push("Z");
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}
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this.container.createPath(strAr.join(", ")).setStroke({width:lineWidth, color:c, cap:"round"})
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}else{
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// Leaving this code for VML. It seems slightly faster but times vary.
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var pth = this.container.createPath({}).setStroke({width:lineWidth, color:c, cap:"round"})
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dojo.forEach(this.points, function(o, i){
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if(i==0 || o.t=="M"){
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pth.moveTo(o.x+shx, o.y+shy);
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}else if(o.t=="Z"){
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closePath && pth.closePath();
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}else{
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pth.lineTo(o.x+shx, o.y+shy);
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}
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}, this);
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closePath && pth.closePath();
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}
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}
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},
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createForLine: function(o, size, mult, d, r, p, c){
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var sh = size * mult / 4,
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shy = /B/.test(p) ? sh : /T/.test(p) ? sh*-1 : 0,
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shx = /R/.test(p) ? sh : /L/.test(p) ? sh*-1 : 0;
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for(var i=1;i<=size;i++){
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var lineWidth = i * mult;
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this.container.createLine({x1:d.x1+shx, y1:d.y1+shy, x2:d.x2+shx, y2:d.y2+shy})
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.setStroke({width:lineWidth, color:c, cap:"round"})
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}
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},
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createForEllipse: function(o, size, mult, d, r, p, c){
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var sh = size * mult / 8,
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shy = /B/.test(p) ? sh : /T/.test(p) ? sh*-1 : 0,
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shx = /R/.test(p) ? sh*.8 : /L/.test(p) ? sh*-.8 : 0;
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for(var i=1;i<=size;i++){
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var lineWidth = i * mult;
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this.container.createEllipse({cx:d.cx+shx, cy:d.cy+shy, rx:d.rx-sh, ry:d.ry-sh, r:r})
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.setStroke({width:lineWidth, color:c})
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}
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},
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createForRect: function(o, size, mult, d, r, p, c){
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var sh = size * mult / 2,
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shy = /B/.test(p) ? sh : /T/.test(p) ? 0 : sh /2,
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shx = /R/.test(p) ? sh : /L/.test(p) ? 0 : sh /2;
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for(var i=1;i<=size;i++){
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var lineWidth = i * mult;
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this.container.createRect({x:d.x+shx, y:d.y+shy, width:d.width-sh, height:d.height-sh, r:r})
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.setStroke({width:lineWidth, color:c})
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}
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},
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arrowPoints: function(){
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// summary:
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// Creates data used to draw arrow head.
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//
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var d = this.stencil.data;
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var radius = this.stencil.getRadius();
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var angle = this.style.zAngle + 30;
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var pt = this.util.pointOnCircle(d.x1, d.y1, radius*.75, angle);
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var obj = {
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start:{
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x:d.x1,
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y:d.y1
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},
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x:pt.x,
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y:pt.y
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}
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var angle = this.util.angle(obj);
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var lineLength = this.util.length(obj);
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var al = this.style.arrows.length;
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var aw = this.style.arrows.width/3;
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if(lineLength<al){
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al = lineLength/2;
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}
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var p1 = this.util.pointOnCircle(obj.x, obj.y, -al, angle-aw);
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var p2 = this.util.pointOnCircle(obj.x, obj.y, -al, angle+aw);
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return [
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{x:obj.x, y:obj.y},
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p1,
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p2
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];
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},
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createForZArrow: function(o, size, mult, pts, r, p, c){
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if(this.stencil.data.cosphi<1 || !this.stencil.points[0]){ return; }
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var sh = size * mult / 4,
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shy = /B/.test(p) ? sh : /T/.test(p) ? sh*-1 : 0,
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shx = /R/.test(p) ? sh : /L/.test(p) ? sh*-1 : 0;
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var closePath = true;
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for(var i=1;i<=size;i++){
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var lineWidth = i * mult;
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pts = this.arrowPoints();
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if(!pts){ return; }
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if(dojox.gfx.renderer=="svg"){
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var strAr = [];
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dojo.forEach(pts, function(o, i){
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if(i==0){
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strAr.push("M " + (o.x+shx) +" "+ (o.y+shy));
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}else{
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var cmd = o.t || "L ";
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strAr.push(cmd + (o.x+shx) +" "+ (o.y+shy)); // Z + undefined works here
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}
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}, this);
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if(closePath){
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strAr.push("Z");
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}
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this.container.createPath(strAr.join(", ")).setStroke({width:lineWidth, color:c, cap:"round"}).setFill(c);
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}else{
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// Leaving this code for VML. It seems slightly faster but times vary.
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var pth = this.container.createPath({}).setStroke({width:lineWidth, color:c, cap:"round"})
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dojo.forEach(pts, function(o, i){
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if(i==0 || o.t=="M"){
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pth.moveTo(o.x+shx, o.y+shy);
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}else if(o.t=="Z"){
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closePath && pth.closePath();
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}else{
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pth.lineTo(o.x+shx, o.y+shy);
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}
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}, this);
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closePath && pth.closePath();
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}
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var sp = this.stencil.points;
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this.container.createLine({x1:sp[0].x, y1:sp[0].y, x2:pts[0].x, y2:pts[0].y})
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.setStroke({width:lineWidth, color:c, cap:"round"});
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}
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},
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onTransform: function(){
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this.render();
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},
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onRender: function(){
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this.container.moveToBack();
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},
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destroy: function(){
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if(this.container){
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this.container.removeShape();
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}
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}
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}
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);
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});
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