/* globals jQuery */ /** * Tools for drawing * @module draw * @license MIT * @copyright 2011 Jeff Schiller */ import Layer from './layer.js'; import HistoryRecordingService from './historyrecording.js'; import {NS} from './namespaces.js'; import {isOpera} from './browser.js'; import { toXml, getElem, copyElem as utilCopyElem } from './utilities.js'; import { BatchCommand, RemoveElementCommand, MoveElementCommand, ChangeElementCommand } from './history.js'; const $ = jQuery; const visElems = 'a,circle,ellipse,foreignObject,g,image,line,path,polygon,polyline,rect,svg,text,tspan,use'.split(','); const RandomizeModes = { LET_DOCUMENT_DECIDE: 0, ALWAYS_RANDOMIZE: 1, NEVER_RANDOMIZE: 2 }; let randIds = RandomizeModes.LET_DOCUMENT_DECIDE; // Array with current disabled elements (for in-group editing) let disabledElems = []; /** * Get a HistoryRecordingService. * @param {module:history.HistoryRecordingService} [hrService] - if exists, return it instead of creating a new service. * @returns {module:history.HistoryRecordingService} */ function historyRecordingService (hrService) { return hrService || new HistoryRecordingService(canvas_.undoMgr); } /** * Find the layer name in a group element. * @param {Element} group The group element to search in. * @returns {string} The layer name or empty string. */ function findLayerNameInGroup (group) { return $('title', group).text() || (isOpera() && group.querySelectorAll // Hack for Opera 10.60 ? $(group.querySelectorAll('title')).text() : ''); } /** * Given a set of names, return a new unique name. * @param {string[]} existingLayerNames - Existing layer names. * @returns {string} - The new name. */ function getNewLayerName (existingLayerNames) { let i = 1; // TODO(codedread): What about internationalization of "Layer"? while (existingLayerNames.includes(('Layer ' + i))) { i++; } return 'Layer ' + i; } /** * This class encapsulates the concept of a SVG-edit drawing */ export class Drawing { /** * @param {SVGSVGElement} svgElem - The SVG DOM Element that this JS object * encapsulates. If the svgElem has a se:nonce attribute on it, then * IDs will use the nonce as they are generated. * @param {string} [optIdPrefix=svg_] - The ID prefix to use. * @throws {Error} If not initialized with an SVG element */ constructor (svgElem, optIdPrefix) { if (!svgElem || !svgElem.tagName || !svgElem.namespaceURI || svgElem.tagName !== 'svg' || svgElem.namespaceURI !== NS.SVG) { throw new Error('Error: svgedit.draw.Drawing instance initialized without a element'); } /** * The SVG DOM Element that represents this drawing. * @type {SVGSVGElement} */ this.svgElem_ = svgElem; /** * The latest object number used in this drawing. * @type {Integer} */ this.obj_num = 0; /** * The prefix to prepend to each element id in the drawing. * @type {string} */ this.idPrefix = optIdPrefix || 'svg_'; /** * An array of released element ids to immediately reuse. * @type {Integer[]} */ this.releasedNums = []; /** * The z-ordered array of Layer objects. Each layer has a name * and group element. * The first layer is the one at the bottom of the rendering. * @type {Layer[]} */ this.all_layers = []; /** * Map of all_layers by name. * * Note: Layers are ordered, but referenced externally by name; so, we need both container * types depending on which function is called (i.e. all_layers and layer_map). * * @type {PlainObject.} */ this.layer_map = {}; /** * The current layer being used. * @type {Layer} */ this.current_layer = null; /** * The nonce to use to uniquely identify elements across drawings. * @type {!String} */ this.nonce_ = ''; const n = this.svgElem_.getAttributeNS(NS.SE, 'nonce'); // If already set in the DOM, use the nonce throughout the document // else, if randomizeIds(true) has been called, create and set the nonce. if (!!n && randIds !== RandomizeModes.NEVER_RANDOMIZE) { this.nonce_ = n; } else if (randIds === RandomizeModes.ALWAYS_RANDOMIZE) { this.setNonce(Math.floor(Math.random() * 100001)); } } /** * @param {string} id Element ID to retrieve * @returns {Element} SVG element within the root SVGSVGElement */ getElem_ (id) { if (this.svgElem_.querySelector) { // querySelector lookup return this.svgElem_.querySelector('#' + id); } // jQuery lookup: twice as slow as xpath in FF return $(this.svgElem_).find('[id=' + id + ']')[0]; } /** * @returns {SVGSVGElement} */ getSvgElem () { return this.svgElem_; } /** * @returns {!(string|Integer)} The previously set nonce */ getNonce () { return this.nonce_; } /** * @param {!(string|Integer)} n The nonce to set * @returns {undefined} */ setNonce (n) { this.svgElem_.setAttributeNS(NS.XMLNS, 'xmlns:se', NS.SE); this.svgElem_.setAttributeNS(NS.SE, 'se:nonce', n); this.nonce_ = n; } /** * Clears any previously set nonce * @returns {undefined} */ clearNonce () { // We deliberately leave any se:nonce attributes alone, // we just don't use it to randomize ids. this.nonce_ = ''; } /** * Returns the latest object id as a string. * @returns {string} The latest object Id. */ getId () { return this.nonce_ ? this.idPrefix + this.nonce_ + '_' + this.obj_num : this.idPrefix + this.obj_num; } /** * Returns the next object Id as a string. * @returns {string} The next object Id to use. */ getNextId () { const oldObjNum = this.obj_num; let restoreOldObjNum = false; // If there are any released numbers in the release stack, // use the last one instead of the next obj_num. // We need to temporarily use obj_num as that is what getId() depends on. if (this.releasedNums.length > 0) { this.obj_num = this.releasedNums.pop(); restoreOldObjNum = true; } else { // If we are not using a released id, then increment the obj_num. this.obj_num++; } // Ensure the ID does not exist. let id = this.getId(); while (this.getElem_(id)) { if (restoreOldObjNum) { this.obj_num = oldObjNum; restoreOldObjNum = false; } this.obj_num++; id = this.getId(); } // Restore the old object number if required. if (restoreOldObjNum) { this.obj_num = oldObjNum; } return id; } /** * Releases the object Id, letting it be used as the next id in getNextId(). * This method DOES NOT remove any elements from the DOM, it is expected * that client code will do this. * @param {string} id - The id to release. * @returns {boolean} True if the id was valid to be released, false otherwise. */ releaseId (id) { // confirm if this is a valid id for this Document, else return false const front = this.idPrefix + (this.nonce_ ? this.nonce_ + '_' : ''); if (typeof id !== 'string' || !id.startsWith(front)) { return false; } // extract the obj_num of this id const num = parseInt(id.substr(front.length), 10); // if we didn't get a positive number or we already released this number // then return false. if (typeof num !== 'number' || num <= 0 || this.releasedNums.includes(num)) { return false; } // push the released number into the released queue this.releasedNums.push(num); return true; } /** * Returns the number of layers in the current drawing. * @returns {Integer} The number of layers in the current drawing. */ getNumLayers () { return this.all_layers.length; } /** * Check if layer with given name already exists * @param {string} name - The layer name to check * @returns {boolean} */ hasLayer (name) { return this.layer_map[name] !== undefined; } /** * Returns the name of the ith layer. If the index is out of range, an empty string is returned. * @param {Integer} i - The zero-based index of the layer you are querying. * @returns {string} The name of the ith layer (or the empty string if none found) */ getLayerName (i) { return i >= 0 && i < this.getNumLayers() ? this.all_layers[i].getName() : ''; } /** * @returns {SVGGElement|null} The SVGGElement representing the current layer. */ getCurrentLayer () { return this.current_layer ? this.current_layer.getGroup() : null; } /** * Get a layer by name. * @returns {SVGGElement} The SVGGElement representing the named layer or null. */ getLayerByName (name) { const layer = this.layer_map[name]; return layer ? layer.getGroup() : null; } /** * Returns the name of the currently selected layer. If an error occurs, an empty string * is returned. * @returns {string} The name of the currently active layer (or the empty string if none found). */ getCurrentLayerName () { return this.current_layer ? this.current_layer.getName() : ''; } /** * Set the current layer's name. * @param {string} name - The new name. * @param {module:history.HistoryRecordingService} hrService - History recording service * @returns {string|null} The new name if changed; otherwise, null. */ setCurrentLayerName (name, hrService) { let finalName = null; if (this.current_layer) { const oldName = this.current_layer.getName(); finalName = this.current_layer.setName(name, hrService); if (finalName) { delete this.layer_map[oldName]; this.layer_map[finalName] = this.current_layer; } } return finalName; } /** * Set the current layer's position. * @param {Integer} newpos - The zero-based index of the new position of the layer. Range should be 0 to layers-1 * @returns {{title: SVGGElement, previousName: string}|null} If the name was changed, returns {title:SVGGElement, previousName:string}; otherwise null. */ setCurrentLayerPosition (newpos) { const layerCount = this.getNumLayers(); if (!this.current_layer || newpos < 0 || newpos >= layerCount) { return null; } let oldpos; for (oldpos = 0; oldpos < layerCount; ++oldpos) { if (this.all_layers[oldpos] === this.current_layer) { break; } } // some unknown error condition (current_layer not in all_layers) if (oldpos === layerCount) { return null; } if (oldpos !== newpos) { // if our new position is below us, we need to insert before the node after newpos const currentGroup = this.current_layer.getGroup(); const oldNextSibling = currentGroup.nextSibling; let refGroup = null; if (newpos > oldpos) { if (newpos < layerCount - 1) { refGroup = this.all_layers[newpos + 1].getGroup(); } // if our new position is above us, we need to insert before the node at newpos } else { refGroup = this.all_layers[newpos].getGroup(); } this.svgElem_.insertBefore(currentGroup, refGroup); // Ok to replace with `refGroup.before(currentGroup);`? this.identifyLayers(); this.setCurrentLayer(this.getLayerName(newpos)); return { currentGroup, oldNextSibling }; } return null; } /** * @param {module:history.HistoryRecordingService} hrService * @returns {undefined} */ mergeLayer (hrService) { const currentGroup = this.current_layer.getGroup(); const prevGroup = $(currentGroup).prev()[0]; if (!prevGroup) { return; } hrService.startBatchCommand('Merge Layer'); const layerNextSibling = currentGroup.nextSibling; hrService.removeElement(currentGroup, layerNextSibling, this.svgElem_); while (currentGroup.firstChild) { const child = currentGroup.firstChild; if (child.localName === 'title') { hrService.removeElement(child, child.nextSibling, currentGroup); child.remove(); continue; } const oldNextSibling = child.nextSibling; prevGroup.append(child); hrService.moveElement(child, oldNextSibling, currentGroup); } // Remove current layer's group this.current_layer.removeGroup(); // Remove the current layer and set the previous layer as the new current layer const index = this.all_layers.indexOf(this.current_layer); if (index > 0) { const name = this.current_layer.getName(); this.current_layer = this.all_layers[index - 1]; this.all_layers.splice(index, 1); delete this.layer_map[name]; } hrService.endBatchCommand(); } /** * @param {module:history.HistoryRecordingService} hrService * @returns {undefined} */ mergeAllLayers (hrService) { // Set the current layer to the last layer. this.current_layer = this.all_layers[this.all_layers.length - 1]; hrService.startBatchCommand('Merge all Layers'); while (this.all_layers.length > 1) { this.mergeLayer(hrService); } hrService.endBatchCommand(); } /** * Sets the current layer. If the name is not a valid layer name, then this * function returns `false`. Otherwise it returns `true`. This is not an * undo-able action. * @param {string} name - The name of the layer you want to switch to. * @returns {boolean} `true` if the current layer was switched, otherwise `false` */ setCurrentLayer (name) { const layer = this.layer_map[name]; if (layer) { if (this.current_layer) { this.current_layer.deactivate(); } this.current_layer = layer; this.current_layer.activate(); return true; } return false; } /** * Deletes the current layer from the drawing and then clears the selection. * This function then calls the 'changed' handler. This is an undoable action. * @todo Does this actually call the 'changed' handler? * @returns {SVGGElement} The SVGGElement of the layer removed or null. */ deleteCurrentLayer () { if (this.current_layer && this.getNumLayers() > 1) { const oldLayerGroup = this.current_layer.removeGroup(); this.identifyLayers(); return oldLayerGroup; } return null; } /** * Updates layer system and sets the current layer to the * top-most layer (last `` child of this drawing). * @returns {undefined} */ identifyLayers () { this.all_layers = []; this.layer_map = {}; const numchildren = this.svgElem_.childNodes.length; // loop through all children of SVG element const orphans = [], layernames = []; let layer = null; let childgroups = false; for (let i = 0; i < numchildren; ++i) { const child = this.svgElem_.childNodes.item(i); // for each g, find its layer name if (child && child.nodeType === 1) { if (child.tagName === 'g') { childgroups = true; const name = findLayerNameInGroup(child); if (name) { layernames.push(name); layer = new Layer(name, child); this.all_layers.push(layer); this.layer_map[name] = layer; } else { // if group did not have a name, it is an orphan orphans.push(child); } } else if (visElems.includes(child.nodeName)) { // Child is "visible" (i.e. not a or element), so it is an orphan orphans.push(child); } } } // If orphans or no layers found, create a new layer and add all the orphans to it if (orphans.length > 0 || !childgroups) { layer = new Layer(getNewLayerName(layernames), null, this.svgElem_); layer.appendChildren(orphans); this.all_layers.push(layer); this.layer_map[name] = layer; } else { layer.activate(); } this.current_layer = layer; } /** * Creates a new top-level layer in the drawing with the given name and * makes it the current layer. * @param {string} name - The given name. If the layer name exists, a new name will be generated. * @param {module:history.HistoryRecordingService} hrService - History recording service * @returns {SVGGElement} The SVGGElement of the new layer, which is * also the current layer of this drawing. */ createLayer (name, hrService) { if (this.current_layer) { this.current_layer.deactivate(); } // Check for duplicate name. if (name === undefined || name === null || name === '' || this.layer_map[name]) { name = getNewLayerName(Object.keys(this.layer_map)); } // Crate new layer and add to DOM as last layer const layer = new Layer(name, null, this.svgElem_); // Like to assume hrService exists, but this is backwards compatible with old version of createLayer. if (hrService) { hrService.startBatchCommand('Create Layer'); hrService.insertElement(layer.getGroup()); hrService.endBatchCommand(); } this.all_layers.push(layer); this.layer_map[name] = layer; this.current_layer = layer; return layer.getGroup(); } /** * Creates a copy of the current layer with the given name and makes it the current layer. * @param {string} name - The given name. If the layer name exists, a new name will be generated. * @param {module:history.HistoryRecordingService} hrService - History recording service * @returns {SVGGElement} The SVGGElement of the new layer, which is * also the current layer of this drawing. */ cloneLayer (name, hrService) { if (!this.current_layer) { return null; } this.current_layer.deactivate(); // Check for duplicate name. if (name === undefined || name === null || name === '' || this.layer_map[name]) { name = getNewLayerName(Object.keys(this.layer_map)); } // Create new group and add to DOM just after current_layer const currentGroup = this.current_layer.getGroup(); const layer = new Layer(name, currentGroup, this.svgElem_); const group = layer.getGroup(); // Clone children const children = currentGroup.childNodes; for (let index = 0; index < children.length; index++) { const ch = children[index]; if (ch.localName === 'title') { continue; } group.append(this.copyElem(ch)); } if (hrService) { hrService.startBatchCommand('Duplicate Layer'); hrService.insertElement(group); hrService.endBatchCommand(); } // Update layer containers and current_layer. const index = this.all_layers.indexOf(this.current_layer); if (index >= 0) { this.all_layers.splice(index + 1, 0, layer); } else { this.all_layers.push(layer); } this.layer_map[name] = layer; this.current_layer = layer; return group; } /** * Returns whether the layer is visible. If the layer name is not valid, * then this function returns `false`. * @param {string} layerName - The name of the layer which you want to query. * @returns {boolean} The visibility state of the layer, or `false` if the layer name was invalid. */ getLayerVisibility (layerName) { const layer = this.layer_map[layerName]; return layer ? layer.isVisible() : false; } /** * Sets the visibility of the layer. If the layer name is not valid, this * function returns `null`, otherwise it returns the `SVGElement` representing * the layer. This is an undo-able action. * @param {string} layerName - The name of the layer to change the visibility * @param {boolean} bVisible - Whether the layer should be visible * @returns {?SVGGElement} The SVGGElement representing the layer if the * `layerName` was valid, otherwise `null`. */ setLayerVisibility (layerName, bVisible) { if (typeof bVisible !== 'boolean') { return null; } const layer = this.layer_map[layerName]; if (!layer) { return null; } layer.setVisible(bVisible); return layer.getGroup(); } /** * Returns the opacity of the given layer. If the input name is not a layer, `null` is returned. * @param {string} layerName - name of the layer on which to get the opacity * @returns {?Float} The opacity value of the given layer. This will be a value between 0.0 and 1.0, or `null` * if `layerName` is not a valid layer */ getLayerOpacity (layerName) { const layer = this.layer_map[layerName]; if (!layer) { return null; } return layer.getOpacity(); } /** * Sets the opacity of the given layer. If the input name is not a layer, * nothing happens. If opacity is not a value between 0.0 and 1.0, then * nothing happens. * NOTE: this function exists solely to apply a highlighting/de-emphasis * effect to a layer. When it is possible for a user to affect the opacity * of a layer, we will need to allow this function to produce an undo-able * action. * @param {string} layerName - Name of the layer on which to set the opacity * @param {Float} opacity - A float value in the range 0.0-1.0 * @returns {undefined} */ setLayerOpacity (layerName, opacity) { if (typeof opacity !== 'number' || opacity < 0.0 || opacity > 1.0) { return; } const layer = this.layer_map[layerName]; if (layer) { layer.setOpacity(opacity); } } /** * Create a clone of an element, updating its ID and its children's IDs when needed * @param {Element} el - DOM element to clone * @returns {Element} */ copyElem (el) { const self = this; const getNextIdClosure = function () { return self.getNextId(); }; return utilCopyElem(el, getNextIdClosure); } } /** * Called to ensure that drawings will or will not have randomized ids. * The currentDrawing will have its nonce set if it doesn't already. * @function module:draw.randomizeIds * @param {boolean} enableRandomization - flag indicating if documents should have randomized ids * @param {draw.Drawing} currentDrawing * @returns {undefined} */ export const randomizeIds = function (enableRandomization, currentDrawing) { randIds = enableRandomization === false ? RandomizeModes.NEVER_RANDOMIZE : RandomizeModes.ALWAYS_RANDOMIZE; if (randIds === RandomizeModes.ALWAYS_RANDOMIZE && !currentDrawing.getNonce()) { currentDrawing.setNonce(Math.floor(Math.random() * 100001)); } else if (randIds === RandomizeModes.NEVER_RANDOMIZE && currentDrawing.getNonce()) { currentDrawing.clearNonce(); } }; // Layer API Functions /** * Group: Layers */ /** * @see {@link https://api.jquery.com/jQuery.data/} * @name external:jQuery.data */ /** * @interface module:draw.DrawCanvasInit * @property {module:path.pathActions} pathActions * @property {external:jQuery.data} elData * @property {module:history.UndoManager} undoMgr */ /** * @function module:draw.DrawCanvasInit#getCurrentGroup * @returns {Element} */ /** * @function module:draw.DrawCanvasInit#setCurrentGroup * @param {Element} cg * @returns {undefined} */ /** * @function module:draw.DrawCanvasInit#getSelectedElements * @returns {Element[]} the array with selected DOM elements */ /** * @function module:draw.DrawCanvasInit#getSVGContent * @returns {SVGSVGElement} */ /** * @function module:draw.DrawCanvasInit#getCurrentDrawing * @returns {module:draw.Drawing} */ /** * @function module:draw.DrawCanvasInit#clearSelection * @param {boolean} [noCall] - When `true`, does not call the "selected" handler * @returns {undefined} */ /** * Run the callback function associated with the given event * @function module:draw.DrawCanvasInit#call * @param {"changed"|"contextset"} ev - String with the event name * @param {module:svgcanvas.SvgCanvas#event:changed|module:svgcanvas.SvgCanvas#event:contextset} arg - Argument to pass through to the callback * function. If the event is "changed", a (single-item) array of `Element`s is * passed. If the event is "contextset", the arg is `null` or `Element`. * @returns {undefined} */ /** * @function module:draw.DrawCanvasInit#addCommandToHistory * @param {Command} cmd * @returns {undefined} */ /** * @function module:draw.DrawCanvasInit#changeSVGContent * @returns {undefined} */ let canvas_; /** * @function module:draw.init * @param {module:draw.DrawCanvasInit} canvas * @returns {undefined} */ export const init = function (canvas) { canvas_ = canvas; }; /** * Updates layer system * @function module:draw.identifyLayers * @returns {undefined} */ export const identifyLayers = function () { leaveContext(); canvas_.getCurrentDrawing().identifyLayers(); }; /** * Creates a new top-level layer in the drawing with the given name, sets the current layer * to it, and then clears the selection. This function then calls the 'changed' handler. * This is an undoable action. * @function module:draw.createLayer * @param {string} name - The given name * @param {module:history.HistoryRecordingService} hrService * @fires module:svgcanvas.SvgCanvas#event:changed * @returns {undefined} */ export const createLayer = function (name, hrService) { const newLayer = canvas_.getCurrentDrawing().createLayer( name, historyRecordingService(hrService) ); canvas_.clearSelection(); canvas_.call('changed', [newLayer]); }; /** * Creates a new top-level layer in the drawing with the given name, copies all the current layer's contents * to it, and then clears the selection. This function then calls the 'changed' handler. * This is an undoable action. * @function module:draw.cloneLayer * @param {string} name - The given name. If the layer name exists, a new name will be generated. * @param {module:history.HistoryRecordingService} hrService - History recording service * @fires module:svgcanvas.SvgCanvas#event:changed * @returns {undefined} */ export const cloneLayer = function (name, hrService) { // Clone the current layer and make the cloned layer the new current layer const newLayer = canvas_.getCurrentDrawing().cloneLayer(name, historyRecordingService(hrService)); canvas_.clearSelection(); leaveContext(); canvas_.call('changed', [newLayer]); }; /** * Deletes the current layer from the drawing and then clears the selection. This function * then calls the 'changed' handler. This is an undoable action. * @function module:draw.deleteCurrentLayer * @fires module:svgcanvas.SvgCanvas#event:changed * @returns {boolean} `true` if an old layer group was found to delete */ export const deleteCurrentLayer = function () { let currentLayer = canvas_.getCurrentDrawing().getCurrentLayer(); const {nextSibling} = currentLayer; const parent = currentLayer.parentNode; currentLayer = canvas_.getCurrentDrawing().deleteCurrentLayer(); if (currentLayer) { const batchCmd = new BatchCommand('Delete Layer'); // store in our Undo History batchCmd.addSubCommand(new RemoveElementCommand(currentLayer, nextSibling, parent)); canvas_.addCommandToHistory(batchCmd); canvas_.clearSelection(); canvas_.call('changed', [parent]); return true; } return false; }; /** * Sets the current layer. If the name is not a valid layer name, then this function returns * false. Otherwise it returns true. This is not an undo-able action. * @function module:draw.setCurrentLayer * @param {string} name - The name of the layer you want to switch to. * @returns {boolean} true if the current layer was switched, otherwise false */ export const setCurrentLayer = function (name) { const result = canvas_.getCurrentDrawing().setCurrentLayer(toXml(name)); if (result) { canvas_.clearSelection(); } return result; }; /** * Renames the current layer. If the layer name is not valid (i.e. unique), then this function * does nothing and returns `false`, otherwise it returns `true`. This is an undo-able action. * @function module:draw.renameCurrentLayer * @param {string} newName - the new name you want to give the current layer. This name must * be unique among all layer names. * @fires module:svgcanvas.SvgCanvas#event:changed * @returns {boolean} Whether the rename succeeded */ export const renameCurrentLayer = function (newName) { const drawing = canvas_.getCurrentDrawing(); const layer = drawing.getCurrentLayer(); if (layer) { const result = drawing.setCurrentLayerName(newName, historyRecordingService()); if (result) { canvas_.call('changed', [layer]); return true; } } return false; }; /** * Changes the position of the current layer to the new value. If the new index is not valid, * this function does nothing and returns false, otherwise it returns true. This is an * undo-able action. * @function module:draw.setCurrentLayerPosition * @param {Integer} newPos - The zero-based index of the new position of the layer. This should be between * 0 and (number of layers - 1) * @returns {boolean} `true` if the current layer position was changed, `false` otherwise. */ export const setCurrentLayerPosition = function (newPos) { const drawing = canvas_.getCurrentDrawing(); const result = drawing.setCurrentLayerPosition(newPos); if (result) { canvas_.addCommandToHistory(new MoveElementCommand(result.currentGroup, result.oldNextSibling, canvas_.getSVGContent())); return true; } return false; }; /** * Sets the visibility of the layer. If the layer name is not valid, this function return * `false`, otherwise it returns `true`. This is an undo-able action. * @function module:draw.setLayerVisibility * @param {string} layerName - The name of the layer to change the visibility * @param {boolean} bVisible - Whether the layer should be visible * @returns {boolean} true if the layer's visibility was set, false otherwise */ export const setLayerVisibility = function (layerName, bVisible) { const drawing = canvas_.getCurrentDrawing(); const prevVisibility = drawing.getLayerVisibility(layerName); const layer = drawing.setLayerVisibility(layerName, bVisible); if (layer) { const oldDisplay = prevVisibility ? 'inline' : 'none'; canvas_.addCommandToHistory(new ChangeElementCommand(layer, {display: oldDisplay}, 'Layer Visibility')); } else { return false; } if (layer === drawing.getCurrentLayer()) { canvas_.clearSelection(); canvas_.pathActions.clear(); } // call('changed', [selected]); return true; }; /** * Moves the selected elements to layerName. If the name is not a valid layer name, then `false` * is returned. Otherwise it returns `true`. This is an undo-able action. * @function module:draw.moveSelectedToLayer * @param {string} layerName - The name of the layer you want to which you want to move the selected elements * @returns {boolean} Whether the selected elements were moved to the layer. */ export const moveSelectedToLayer = function (layerName) { // find the layer const drawing = canvas_.getCurrentDrawing(); const layer = drawing.getLayerByName(layerName); if (!layer) { return false; } const batchCmd = new BatchCommand('Move Elements to Layer'); // loop for each selected element and move it const selElems = canvas_.getSelectedElements(); let i = selElems.length; while (i--) { const elem = selElems[i]; if (!elem) { continue; } const oldNextSibling = elem.nextSibling; // TODO: this is pretty brittle! const oldLayer = elem.parentNode; layer.append(elem); batchCmd.addSubCommand(new MoveElementCommand(elem, oldNextSibling, oldLayer)); } canvas_.addCommandToHistory(batchCmd); return true; }; /** * @function module:draw.mergeLayer * @param {module:history.HistoryRecordingService} hrService * @returns {undefined} */ export const mergeLayer = function (hrService) { canvas_.getCurrentDrawing().mergeLayer(historyRecordingService(hrService)); canvas_.clearSelection(); leaveContext(); canvas_.changeSVGContent(); }; /** * @function module:draw.mergeAllLayers * @param {module:history.HistoryRecordingService} hrService * @returns {undefined} */ export const mergeAllLayers = function (hrService) { canvas_.getCurrentDrawing().mergeAllLayers(historyRecordingService(hrService)); canvas_.clearSelection(); leaveContext(); canvas_.changeSVGContent(); }; /** * Return from a group context to the regular kind, make any previously * disabled elements enabled again * @function module:draw.leaveContext * @fires module:svgcanvas.SvgCanvas#event:contextset * @returns {undefined} */ export const leaveContext = function () { const len = disabledElems.length; if (len) { for (let i = 0; i < len; i++) { const elem = disabledElems[i]; const orig = canvas_.elData(elem, 'orig_opac'); if (orig !== 1) { elem.setAttribute('opacity', orig); } else { elem.removeAttribute('opacity'); } elem.setAttribute('style', 'pointer-events: inherit'); } disabledElems = []; canvas_.clearSelection(true); canvas_.call('contextset', null); } canvas_.setCurrentGroup(null); }; /** * Set the current context (for in-group editing) * @function module:draw.setContext * @param {Element} elem * @fires module:svgcanvas.SvgCanvas#event:contextset * @returns {undefined} */ export const setContext = function (elem) { leaveContext(); if (typeof elem === 'string') { elem = getElem(elem); } // Edit inside this group canvas_.setCurrentGroup(elem); // Disable other elements $(elem).parentsUntil('#svgcontent').andSelf().siblings().each(function () { const opac = this.getAttribute('opacity') || 1; // Store the original's opacity canvas_.elData(this, 'orig_opac', opac); this.setAttribute('opacity', opac * 0.33); this.setAttribute('style', 'pointer-events: none'); disabledElems.push(this); }); canvas_.clearSelection(); canvas_.call('contextset', canvas_.getCurrentGroup()); }; /** * @memberof module:draw * @class Layer * @see {@link module:layer.Layer} */ export {Layer};