var IMPLEMENTATION = "canvas", SHAPE = "shape", SPLITPATHPATTERN = /[a-z][^a-z]*/ig, SPLITARGSPATTERN = /[\-]?[0-9]*[0-9|\.][0-9]*/g, DOCUMENT = Y.config.doc, Y_LANG = Y.Lang, AttributeLite = Y.AttributeLite, CanvasShape, CanvasPath, CanvasRect, CanvasEllipse, CanvasCircle, CanvasPieSlice, Y_DOM = Y.DOM, Y_Color = Y.Color, PARSE_INT = parseInt, PARSE_FLOAT = parseFloat, IS_NUMBER = Y_LANG.isNumber, RE = RegExp, TORGB = Y_Color.toRGB, TOHEX = Y_Color.toHex, _getClassName = Y.ClassNameManager.getClassName; /** * <a href="http://www.w3.org/TR/html5/the-canvas-element.html">Canvas</a> implementation of the <a href="Drawing.html">`Drawing`</a> class. * `CanvasDrawing` is not intended to be used directly. Instead, use the <a href="Drawing.html">`Drawing`</a> class. * If the browser lacks <a href="http://www.w3.org/TR/SVG/">SVG</a> capabilities but has * <a href="http://www.w3.org/TR/html5/the-canvas-element.html">Canvas</a> capabilities, the <a href="Drawing.html">`Drawing`</a> * class will point to the `CanvasDrawing` class. * * @module graphics * @class CanvasDrawing * @constructor */ function CanvasDrawing() { } CanvasDrawing.prototype = { /** * Maps path to methods * * @property _pathSymbolToMethod * @type Object * @private */ _pathSymbolToMethod: { M: "moveTo", m: "relativeMoveTo", L: "lineTo", l: "relativeLineTo", C: "curveTo", c: "relativeCurveTo", Q: "quadraticCurveTo", q: "relativeQuadraticCurveTo", z: "closePath", Z: "closePath" }, /** * Current x position of the drawing. * * @property _currentX * @type Number * @private */ _currentX: 0, /** * Current y position of the drqwing. * * @property _currentY * @type Number * @private */ _currentY: 0, /** * Parses hex color string and alpha value to rgba * * @method _toRGBA * @param {Object} val Color value to parse. Can be hex string, rgb or name. * @param {Number} alpha Numeric value between 0 and 1 representing the alpha level. * @private */ _toRGBA: function(val, alpha) { alpha = (alpha !== undefined) ? alpha : 1; if (!Y_Color.re_RGB.test(val)) { val = TOHEX(val); } if(Y_Color.re_hex.exec(val)) { val = 'rgba(' + [ PARSE_INT(RE.$1, 16), PARSE_INT(RE.$2, 16), PARSE_INT(RE.$3, 16) ].join(',') + ',' + alpha + ')'; } return val; }, /** * Converts color to rgb format * * @method _toRGB * @param val Color value to convert. * @private */ _toRGB: function(val) { return TORGB(val); }, /** * Sets the size of the graphics object. * * @method setSize * @param w {Number} width to set for the instance. * @param h {Number} height to set for the instance. * @private */ setSize: function(w, h) { if(this.get("autoSize")) { if(w > this.node.getAttribute("width")) { this.node.style.width = w + "px"; this.node.setAttribute("width", w); } if(h > this.node.getAttribute("height")) { this.node.style.height = h + "px"; this.node.setAttribute("height", h); } } }, /** * Tracks coordinates. Used to calculate the start point of dashed lines. * * @method _updateCoords * @param {Number} x x-coordinate * @param {Number} y y-coordinate * @private */ _updateCoords: function(x, y) { this._xcoords.push(x); this._ycoords.push(y); this._currentX = x; this._currentY = y; }, /** * Clears the coordinate arrays. Called at the end of a drawing operation. * * @method _clearAndUpdateCoords * @private */ _clearAndUpdateCoords: function() { var x = this._xcoords.pop() || 0, y = this._ycoords.pop() || 0; this._updateCoords(x, y); }, /** * Moves the shape's dom node. * * @method _updateNodePosition * @private */ _updateNodePosition: function() { var node = this.get("node"), x = this.get("x"), y = this.get("y"); node.style.position = "absolute"; node.style.left = (x + this._left) + "px"; node.style.top = (y + this._top) + "px"; }, /** * Queues up a method to be executed when a shape redraws. * * @method _updateDrawingQueue * @param {Array} val An array containing data that can be parsed into a method and arguments. The value at zero-index * of the array is a string reference of the drawing method that will be called. All subsequent indices are argument for * that method. For example, `lineTo(10, 100)` would be structured as: * `["lineTo", 10, 100]`. * @private */ _updateDrawingQueue: function(val) { this._methods.push(val); }, /** * Draws a line segment from the current drawing position to the specified x and y coordinates. * * @method lineTo * @param {Number} point1 x-coordinate for the end point. * @param {Number} point2 y-coordinate for the end point. * @chainable */ lineTo: function() { this._lineTo.apply(this, [Y.Array(arguments), false]); return this; }, /** * Draws a line segment from the current drawing position to the relative x and y coordinates. * * @method relativeLineTo * @param {Number} point1 x-coordinate for the end point. * @param {Number} point2 y-coordinate for the end point. * @chainable */ relativeLineTo: function() { this._lineTo.apply(this, [Y.Array(arguments), true]); return this; }, /** * Implements lineTo methods. * * @method _lineTo * @param {Array} args The arguments to be used. * @param {Boolean} relative Indicates whether or not to use relative coordinates. * @private */ _lineTo: function(args, relative) { var point1 = args[0], i, len, x, y, wt = this._stroke && this._strokeWeight ? this._strokeWeight : 0, relativeX = relative ? parseFloat(this._currentX) : 0, relativeY = relative ? parseFloat(this._currentY) : 0; if(!this._lineToMethods) { this._lineToMethods = []; } len = args.length - 1; if (typeof point1 === 'string' || typeof point1 === 'number') { for (i = 0; i < len; i = i + 2) { x = parseFloat(args[i]); y = parseFloat(args[i + 1]); x = x + relativeX; y = y + relativeY; this._updateDrawingQueue(["lineTo", x, y]); this._trackSize(x - wt, y - wt); this._trackSize(x + wt, y + wt); this._updateCoords(x, y); } } else { for (i = 0; i < len; i = i + 1) { x = parseFloat(args[i][0]); y = parseFloat(args[i][1]); this._updateDrawingQueue(["lineTo", x, y]); this._lineToMethods[this._lineToMethods.length] = this._methods[this._methods.length - 1]; this._trackSize(x - wt, y - wt); this._trackSize(x + wt, y + wt); this._updateCoords(x, y); } } this._drawingComplete = false; return this; }, /** * Moves the current drawing position to specified x and y coordinates. * * @method moveTo * @param {Number} x x-coordinate for the end point. * @param {Number} y y-coordinate for the end point. * @chainable */ moveTo: function() { this._moveTo.apply(this, [Y.Array(arguments), false]); return this; }, /** * Moves the current drawing position relative to specified x and y coordinates. * * @method relativeMoveTo * @param {Number} x x-coordinate for the end point. * @param {Number} y y-coordinate for the end point. * @chainable */ relativeMoveTo: function() { this._moveTo.apply(this, [Y.Array(arguments), true]); return this; }, /** * Implements moveTo methods. * * @method _moveTo * @param {Array} args The arguments to be used. * @param {Boolean} relative Indicates whether or not to use relative coordinates. * @private */ _moveTo: function(args, relative) { var wt = this._stroke && this._strokeWeight ? this._strokeWeight : 0, relativeX = relative ? parseFloat(this._currentX) : 0, relativeY = relative ? parseFloat(this._currentY) : 0, x = parseFloat(args[0]) + relativeX, y = parseFloat(args[1]) + relativeY; this._updateDrawingQueue(["moveTo", x, y]); this._trackSize(x - wt, y - wt); this._trackSize(x + wt, y + wt); this._updateCoords(x, y); this._drawingComplete = false; return this; }, /** * Draws a bezier curve. * * @method curveTo * @param {Number} cp1x x-coordinate for the first control point. * @param {Number} cp1y y-coordinate for the first control point. * @param {Number} cp2x x-coordinate for the second control point. * @param {Number} cp2y y-coordinate for the second control point. * @param {Number} x x-coordinate for the end point. * @param {Number} y y-coordinate for the end point. * @chainable */ curveTo: function() { this._curveTo.apply(this, [Y.Array(arguments), false]); return this; }, /** * Draws a bezier curve relative to the current coordinates. * * @method relativeCurveTo * @param {Number} cp1x x-coordinate for the first control point. * @param {Number} cp1y y-coordinate for the first control point. * @param {Number} cp2x x-coordinate for the second control point. * @param {Number} cp2y y-coordinate for the second control point. * @param {Number} x x-coordinate for the end point. * @param {Number} y y-coordinate for the end point. * @chainable */ relativeCurveTo: function() { this._curveTo.apply(this, [Y.Array(arguments), true]); return this; }, /** * Implements curveTo methods. * * @method _curveTo * @param {Array} args The arguments to be used. * @param {Boolean} relative Indicates whether or not to use relative coordinates. * @private */ _curveTo: function(args, relative) { var w, h, cp1x, cp1y, cp2x, cp2y, x, y, pts, right, left, bottom, top, i, len, relativeX = relative ? parseFloat(this._currentX) : 0, relativeY = relative ? parseFloat(this._currentY) : 0; len = args.length - 5; for(i = 0; i < len; i = i + 6) { cp1x = parseFloat(args[i]) + relativeX; cp1y = parseFloat(args[i + 1]) + relativeY; cp2x = parseFloat(args[i + 2]) + relativeX; cp2y = parseFloat(args[i + 3]) + relativeY; x = parseFloat(args[i + 4]) + relativeX; y = parseFloat(args[i + 5]) + relativeY; this._updateDrawingQueue(["bezierCurveTo", cp1x, cp1y, cp2x, cp2y, x, y]); this._drawingComplete = false; right = Math.max(x, Math.max(cp1x, cp2x)); bottom = Math.max(y, Math.max(cp1y, cp2y)); left = Math.min(x, Math.min(cp1x, cp2x)); top = Math.min(y, Math.min(cp1y, cp2y)); w = Math.abs(right - left); h = Math.abs(bottom - top); pts = [[this._currentX, this._currentY] , [cp1x, cp1y], [cp2x, cp2y], [x, y]]; this._setCurveBoundingBox(pts, w, h); this._currentX = x; this._currentY = y; } }, /** * Draws a quadratic bezier curve. * * @method quadraticCurveTo * @param {Number} cpx x-coordinate for the control point. * @param {Number} cpy y-coordinate for the control point. * @param {Number} x x-coordinate for the end point. * @param {Number} y y-coordinate for the end point. * @chainable */ quadraticCurveTo: function() { this._quadraticCurveTo.apply(this, [Y.Array(arguments), false]); return this; }, /** * Draws a quadratic bezier curve relative to the current position. * * @method relativeQuadraticCurveTo * @param {Number} cpx x-coordinate for the control point. * @param {Number} cpy y-coordinate for the control point. * @param {Number} x x-coordinate for the end point. * @param {Number} y y-coordinate for the end point. * @chainable */ relativeQuadraticCurveTo: function() { this._quadraticCurveTo.apply(this, [Y.Array(arguments), true]); return this; }, /** * Implements quadraticCurveTo methods. * * @method _quadraticCurveTo * @param {Array} args The arguments to be used. * @param {Boolean} relative Indicates whether or not to use relative coordinates. * @private */ _quadraticCurveTo: function(args, relative) { var cpx, cpy, x, y, w, h, pts, right, left, bottom, top, i, len = args.length - 3, relativeX = relative ? parseFloat(this._currentX) : 0, relativeY = relative ? parseFloat(this._currentY) : 0; for(i = 0; i < len; i = i + 4) { cpx = parseFloat(args[i]) + relativeX; cpy = parseFloat(args[i + 1]) + relativeY; x = parseFloat(args[i + 2]) + relativeX; y = parseFloat(args[i + 3]) + relativeY; this._drawingComplete = false; right = Math.max(x, cpx); bottom = Math.max(y, cpy); left = Math.min(x, cpx); top = Math.min(y, cpy); w = Math.abs(right - left); h = Math.abs(bottom - top); pts = [[this._currentX, this._currentY] , [cpx, cpy], [x, y]]; this._setCurveBoundingBox(pts, w, h); this._updateDrawingQueue(["quadraticCurveTo", cpx, cpy, x, y]); this._updateCoords(x, y); } return this; }, /** * Draws a circle. Used internally by `CanvasCircle` class. * * @method drawCircle * @param {Number} x y-coordinate * @param {Number} y x-coordinate * @param {Number} r radius * @chainable * @protected */ drawCircle: function(x, y, radius) { var startAngle = 0, endAngle = 2 * Math.PI, wt = this._stroke && this._strokeWeight ? this._strokeWeight : 0, circum = radius * 2; circum += wt; this._drawingComplete = false; this._trackSize(x + circum, y + circum); this._trackSize(x - wt, y - wt); this._updateCoords(x, y); this._updateDrawingQueue(["arc", x + radius, y + radius, radius, startAngle, endAngle, false]); return this; }, /** * Draws a diamond. * * @method drawDiamond * @param {Number} x y-coordinate * @param {Number} y x-coordinate * @param {Number} width width * @param {Number} height height * @chainable * @protected */ drawDiamond: function(x, y, width, height) { var midWidth = width * 0.5, midHeight = height * 0.5; this.moveTo(x + midWidth, y); this.lineTo(x + width, y + midHeight); this.lineTo(x + midWidth, y + height); this.lineTo(x, y + midHeight); this.lineTo(x + midWidth, y); return this; }, /** * Draws an ellipse. Used internally by `CanvasEllipse` class. * * @method drawEllipse * @param {Number} x x-coordinate * @param {Number} y y-coordinate * @param {Number} w width * @param {Number} h height * @chainable * @protected */ drawEllipse: function(x, y, w, h) { var l = 8, theta = -(45/180) * Math.PI, angle = 0, angleMid, radius = w/2, yRadius = h/2, i, centerX = x + radius, centerY = y + yRadius, ax, ay, bx, by, cx, cy, wt = this._stroke && this._strokeWeight ? this._strokeWeight : 0; ax = centerX + Math.cos(0) * radius; ay = centerY + Math.sin(0) * yRadius; this.moveTo(ax, ay); for(i = 0; i < l; i++) { angle += theta; angleMid = angle - (theta / 2); bx = centerX + Math.cos(angle) * radius; by = centerY + Math.sin(angle) * yRadius; cx = centerX + Math.cos(angleMid) * (radius / Math.cos(theta / 2)); cy = centerY + Math.sin(angleMid) * (yRadius / Math.cos(theta / 2)); this._updateDrawingQueue(["quadraticCurveTo", cx, cy, bx, by]); } this._trackSize(x + w + wt, y + h + wt); this._trackSize(x - wt, y - wt); this._updateCoords(x, y); return this; }, /** * Draws a rectangle. * * @method drawRect * @param {Number} x x-coordinate * @param {Number} y y-coordinate * @param {Number} w width * @param {Number} h height * @chainable */ drawRect: function(x, y, w, h) { this._drawingComplete = false; this.moveTo(x, y); this.lineTo(x + w, y); this.lineTo(x + w, y + h); this.lineTo(x, y + h); this.lineTo(x, y); return this; }, /** * Draws a rectangle with rounded corners. * * @method drawRect * @param {Number} x x-coordinate * @param {Number} y y-coordinate * @param {Number} w width * @param {Number} h height * @param {Number} ew width of the ellipse used to draw the rounded corners * @param {Number} eh height of the ellipse used to draw the rounded corners * @chainable */ drawRoundRect: function(x, y, w, h, ew, eh) { this._drawingComplete = false; this.moveTo( x, y + eh); this.lineTo(x, y + h - eh); this.quadraticCurveTo(x, y + h, x + ew, y + h); this.lineTo(x + w - ew, y + h); this.quadraticCurveTo(x + w, y + h, x + w, y + h - eh); this.lineTo(x + w, y + eh); this.quadraticCurveTo(x + w, y, x + w - ew, y); this.lineTo(x + ew, y); this.quadraticCurveTo(x, y, x, y + eh); return this; }, /** * Draws a wedge. * * @method drawWedge * @param {Number} x x-coordinate of the wedge's center point * @param {Number} y y-coordinate of the wedge's center point * @param {Number} startAngle starting angle in degrees * @param {Number} arc sweep of the wedge. Negative values draw clockwise. * @param {Number} radius radius of wedge. If [optional] yRadius is defined, then radius is the x radius. * @param {Number} yRadius [optional] y radius for wedge. * @chainable * @private */ drawWedge: function(x, y, startAngle, arc, radius, yRadius) { var wt = this._stroke && this._strokeWeight ? this._strokeWeight : 0, segs, segAngle, theta, angle, angleMid, ax, ay, bx, by, cx, cy, i = 0; yRadius = yRadius || radius; this._drawingComplete = false; // move to x,y position this._updateDrawingQueue(["moveTo", x, y]); yRadius = yRadius || radius; // limit sweep to reasonable numbers if(Math.abs(arc) > 360) { arc = 360; } // First we calculate how many segments are needed // for a smooth arc. segs = Math.ceil(Math.abs(arc) / 45); // Now calculate the sweep of each segment. segAngle = arc / segs; // The math requires radians rather than degrees. To convert from degrees // use the formula (degrees/180)*Math.PI to get radians. theta = -(segAngle / 180) * Math.PI; // convert angle startAngle to radians angle = (startAngle / 180) * Math.PI; // draw the curve in segments no larger than 45 degrees. if(segs > 0) { // draw a line from the center to the start of the curve ax = x + Math.cos(startAngle / 180 * Math.PI) * radius; ay = y + Math.sin(startAngle / 180 * Math.PI) * yRadius; this.lineTo(ax, ay); // Loop for drawing curve segments for(i = 0; i < segs; ++i) { angle += theta; angleMid = angle - (theta / 2); bx = x + Math.cos(angle) * radius; by = y + Math.sin(angle) * yRadius; cx = x + Math.cos(angleMid) * (radius / Math.cos(theta / 2)); cy = y + Math.sin(angleMid) * (yRadius / Math.cos(theta / 2)); this._updateDrawingQueue(["quadraticCurveTo", cx, cy, bx, by]); } // close the wedge by drawing a line to the center this._updateDrawingQueue(["lineTo", x, y]); } this._trackSize(-wt , -wt); this._trackSize((radius * 2) + wt, (radius * 2) + wt); return this; }, /** * Completes a drawing operation. * * @method end * @chainable */ end: function() { this._closePath(); return this; }, /** * Ends a fill and stroke * * @method closePath * @chainable */ closePath: function() { this._updateDrawingQueue(["closePath"]); this._updateDrawingQueue(["beginPath"]); return this; }, /** * Clears the graphics object. * * @method clear * @chainable */ clear: function() { this._initProps(); if(this.node) { this._context.clearRect(0, 0, this.node.width, this.node.height); } return this; }, /** * Returns a linear gradient fill * * @method _getLinearGradient * @return CanvasGradient * @private */ _getLinearGradient: function() { var isNumber = Y.Lang.isNumber, fill = this.get("fill"), stops = fill.stops, opacity, color, stop, i, len = stops.length, gradient, x = 0, y = 0, w = this.get("width"), h = this.get("height"), r = fill.rotation || 0, x1, x2, y1, y2, cx = x + w/2, cy = y + h/2, offset, radCon = Math.PI/180, tanRadians = parseFloat(parseFloat(Math.tan(r * radCon)).toFixed(8)); if(Math.abs(tanRadians) * w/2 >= h/2) { if(r < 180) { y1 = y; y2 = y + h; } else { y1 = y + h; y2 = y; } x1 = cx - ((cy - y1)/tanRadians); x2 = cx - ((cy - y2)/tanRadians); } else { if(r > 90 && r < 270) { x1 = x + w; x2 = x; } else { x1 = x; x2 = x + w; } y1 = ((tanRadians * (cx - x1)) - cy) * -1; y2 = ((tanRadians * (cx - x2)) - cy) * -1; } gradient = this._context.createLinearGradient(x1, y1, x2, y2); for(i = 0; i < len; ++i) { stop = stops[i]; opacity = stop.opacity; color = stop.color; offset = stop.offset; if(isNumber(opacity)) { opacity = Math.max(0, Math.min(1, opacity)); color = this._toRGBA(color, opacity); } else { color = TORGB(color); } offset = stop.offset || i/(len - 1); gradient.addColorStop(offset, color); } return gradient; }, /** * Returns a radial gradient fill * * @method _getRadialGradient * @return CanvasGradient * @private */ _getRadialGradient: function() { var isNumber = Y.Lang.isNumber, fill = this.get("fill"), r = fill.r, fx = fill.fx, fy = fill.fy, stops = fill.stops, opacity, color, stop, i, len = stops.length, gradient, x = 0, y = 0, w = this.get("width"), h = this.get("height"), x1, x2, y1, y2, r2, xc, yc, xn, yn, d, offset, ratio, stopMultiplier; xc = x + w/2; yc = y + h/2; x1 = w * fx; y1 = h * fy; x2 = x + w/2; y2 = y + h/2; r2 = w * r; d = Math.sqrt( Math.pow(Math.abs(xc - x1), 2) + Math.pow(Math.abs(yc - y1), 2) ); if(d >= r2) { ratio = d/r2; //hack. gradient won't show if it is exactly on the edge of the arc if(ratio === 1) { ratio = 1.01; } xn = (x1 - xc)/ratio; yn = (y1 - yc)/ratio; xn = xn > 0 ? Math.floor(xn) : Math.ceil(xn); yn = yn > 0 ? Math.floor(yn) : Math.ceil(yn); x1 = xc + xn; y1 = yc + yn; } //If the gradient radius is greater than the circle's, adjusting the radius stretches the gradient properly. //If the gradient radius is less than the circle's, adjusting the radius of the gradient will not work. //Instead, adjust the color stops to reflect the smaller radius. if(r >= 0.5) { gradient = this._context.createRadialGradient(x1, y1, r, x2, y2, r * w); stopMultiplier = 1; } else { gradient = this._context.createRadialGradient(x1, y1, r, x2, y2, w/2); stopMultiplier = r * 2; } for(i = 0; i < len; ++i) { stop = stops[i]; opacity = stop.opacity; color = stop.color; offset = stop.offset; if(isNumber(opacity)) { opacity = Math.max(0, Math.min(1, opacity)); color = this._toRGBA(color, opacity); } else { color = TORGB(color); } offset = stop.offset || i/(len - 1); offset *= stopMultiplier; if(offset <= 1) { gradient.addColorStop(offset, color); } } return gradient; }, /** * Clears all values * * @method _initProps * @private */ _initProps: function() { this._methods = []; this._lineToMethods = []; this._xcoords = [0]; this._ycoords = [0]; this._width = 0; this._height = 0; this._left = 0; this._top = 0; this._right = 0; this._bottom = 0; this._currentX = 0; this._currentY = 0; }, /** * Indicates a drawing has completed. * * @property _drawingComplete * @type Boolean * @private */ _drawingComplete: false, /** * Creates canvas element * * @method _createGraphic * @return HTMLCanvasElement * @private */ _createGraphic: function() { var graphic = Y.config.doc.createElement('canvas'); return graphic; }, /** * Returns the points on a curve * * @method getBezierData * @param Array points Array containing the begin, end and control points of a curve. * @param Number t The value for incrementing the next set of points. * @return Array * @private */ getBezierData: function(points, t) { var n = points.length, tmp = [], i, j; for (i = 0; i < n; ++i){ tmp[i] = [points[i][0], points[i][1]]; // save input } for (j = 1; j < n; ++j) { for (i = 0; i < n - j; ++i) { tmp[i][0] = (1 - t) * tmp[i][0] + t * tmp[parseInt(i + 1, 10)][0]; tmp[i][1] = (1 - t) * tmp[i][1] + t * tmp[parseInt(i + 1, 10)][1]; } } return [ tmp[0][0], tmp[0][1] ]; }, /** * Calculates the bounding box for a curve * * @method _setCurveBoundingBox * @param Array pts Array containing points for start, end and control points of a curve. * @param Number w Width used to calculate the number of points to describe the curve. * @param Number h Height used to calculate the number of points to describe the curve. * @private */ _setCurveBoundingBox: function(pts, w, h) { var i = 0, left = this._currentX, right = left, top = this._currentY, bottom = top, len = Math.round(Math.sqrt((w * w) + (h * h))), t = 1/len, wt = this._stroke && this._strokeWeight ? this._strokeWeight : 0, xy; for(i = 0; i < len; ++i) { xy = this.getBezierData(pts, t * i); left = isNaN(left) ? xy[0] : Math.min(xy[0], left); right = isNaN(right) ? xy[0] : Math.max(xy[0], right); top = isNaN(top) ? xy[1] : Math.min(xy[1], top); bottom = isNaN(bottom) ? xy[1] : Math.max(xy[1], bottom); } left = Math.round(left * 10)/10; right = Math.round(right * 10)/10; top = Math.round(top * 10)/10; bottom = Math.round(bottom * 10)/10; this._trackSize(right + wt, bottom + wt); this._trackSize(left - wt, top - wt); }, /** * Updates the size of the graphics object * * @method _trackSize * @param {Number} w width * @param {Number} h height * @private */ _trackSize: function(w, h) { if (w > this._right) { this._right = w; } if(w < this._left) { this._left = w; } if (h < this._top) { this._top = h; } if (h > this._bottom) { this._bottom = h; } this._width = this._right - this._left; this._height = this._bottom - this._top; } }; Y.CanvasDrawing = CanvasDrawing;