svgedit/packages/svgcanvas/draw.js

1065 lines
34 KiB
JavaScript

/**
* 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 {
toXml, getElement
} from './utilities.js'
import {
copyElem as utilCopyElem
} from './copy-elem.js'
import { getParentsUntil } from '../../src/common/util.js'
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(svgCanvas.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) {
const sel = group.querySelector('title')
return sel ? sel.textContent : ''
}
/**
* 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 <svg> 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<string, Layer>}
*/
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_.querySelector('[id=' + id + ']')
}
/**
* @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 {void}
*/
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 {void}
*/
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 = Number.parseInt(id.substr(front.length))
// 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.
* @param {string} 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
}
const oldpos = this.indexCurrentLayer()
if ((oldpos === -1) || (oldpos === newpos)) { return null }
// 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
}
}
/**
* @param {module:history.HistoryRecordingService} hrService
* @returns {void}
*/
mergeLayer (hrService) {
const currentGroup = this.current_layer.getGroup()
const prevGroup = currentGroup.previousElementSibling
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.indexCurrentLayer()
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 {void}
*/
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
}
/**
* 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`
*/
indexCurrentLayer () {
return this.all_layers.indexOf(this.current_layer)
}
/**
* 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 `<g>` child of this drawing).
* @returns {void}
*/
identifyLayers () {
this.all_layers = []
this.layer_map = {}
const numchildren = this.svgElem_.childNodes.length
// loop through all children of SVG element
const orphans = []; const 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?.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 <title> or <defs> 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]
children.forEach((child) => {
if (child.localName === 'title') { return }
group.append(this.copyElem(child))
})
if (hrService) {
hrService.startBatchCommand('Duplicate Layer')
hrService.insertElement(group)
hrService.endBatchCommand()
}
// Update layer containers and current_layer.
const index = this.indexCurrentLayer()
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 {void}
*/
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 that = this
const getNextIdClosure = function () { return that.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 {void}
*/
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 {module:history.UndoManager} undoMgr
*/
/**
* @function module:draw.DrawCanvasInit#getCurrentGroup
* @returns {Element}
*/
/**
* @function module:draw.DrawCanvasInit#setCurrentGroup
* @param {Element} cg
* @returns {void}
*/
/**
* @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 {void}
*/
/**
* 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 {void}
*/
/**
* @function module:draw.DrawCanvasInit#addCommandToHistory
* @param {Command} cmd
* @returns {void}
*/
/**
* @function module:draw.DrawCanvasInit#changeSvgContent
* @returns {void}
*/
let svgCanvas
/**
* @function module:draw.init
* @param {module:draw.DrawCanvasInit} canvas
* @returns {void}
*/
export const init = (canvas) => {
svgCanvas = canvas
}
/**
* Updates layer system.
* @function module:draw.identifyLayers
* @returns {void}
*/
export const identifyLayers = () => {
leaveContext()
svgCanvas.getCurrentDrawing().identifyLayers()
}
/**
* get current index
* @function module:draw.identifyLayers
* @returns {void}
*/
export const indexCurrentLayer = () => {
return svgCanvas.getCurrentDrawing().indexCurrentLayer()
}
/**
* 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 {void}
*/
export const createLayer = (name, hrService) => {
const newLayer = svgCanvas.getCurrentDrawing().createLayer(
name,
historyRecordingService(hrService)
)
svgCanvas.clearSelection()
svgCanvas.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 {void}
*/
export const cloneLayer = (name, hrService) => {
// Clone the current layer and make the cloned layer the new current layer
const newLayer = svgCanvas.getCurrentDrawing().cloneLayer(name, historyRecordingService(hrService))
svgCanvas.clearSelection()
leaveContext()
svgCanvas.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 = () => {
const { BatchCommand, RemoveElementCommand } = svgCanvas.history
let currentLayer = svgCanvas.getCurrentDrawing().getCurrentLayer()
const { nextSibling } = currentLayer
const parent = currentLayer.parentNode
currentLayer = svgCanvas.getCurrentDrawing().deleteCurrentLayer()
if (currentLayer) {
const batchCmd = new BatchCommand('Delete Layer')
// store in our Undo History
batchCmd.addSubCommand(new RemoveElementCommand(currentLayer, nextSibling, parent))
svgCanvas.addCommandToHistory(batchCmd)
svgCanvas.clearSelection()
svgCanvas.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 = (name) => {
const result = svgCanvas.getCurrentDrawing().setCurrentLayer(toXml(name))
if (result) {
svgCanvas.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 = (newName) => {
const drawing = svgCanvas.getCurrentDrawing()
const layer = drawing.getCurrentLayer()
if (layer) {
const result = drawing.setCurrentLayerName(newName, historyRecordingService())
if (result) {
svgCanvas.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 = (newPos) => {
const { MoveElementCommand } = svgCanvas.history
const drawing = svgCanvas.getCurrentDrawing()
const result = drawing.setCurrentLayerPosition(newPos)
if (result) {
svgCanvas.addCommandToHistory(new MoveElementCommand(result.currentGroup, result.oldNextSibling, svgCanvas.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 = (layerName, bVisible) => {
const { ChangeElementCommand } = svgCanvas.history
const drawing = svgCanvas.getCurrentDrawing()
const prevVisibility = drawing.getLayerVisibility(layerName)
const layer = drawing.setLayerVisibility(layerName, bVisible)
if (layer) {
const oldDisplay = prevVisibility ? 'inline' : 'none'
svgCanvas.addCommandToHistory(new ChangeElementCommand(layer, { display: oldDisplay }, 'Layer Visibility'))
} else {
return false
}
if (layer === drawing.getCurrentLayer()) {
svgCanvas.clearSelection()
svgCanvas.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 = (layerName) => {
const { BatchCommand, MoveElementCommand } = svgCanvas.history
// find the layer
const drawing = svgCanvas.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 = svgCanvas.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))
}
svgCanvas.addCommandToHistory(batchCmd)
return true
}
/**
* @function module:draw.mergeLayer
* @param {module:history.HistoryRecordingService} hrService
* @returns {void}
*/
export const mergeLayer = (hrService) => {
svgCanvas.getCurrentDrawing().mergeLayer(historyRecordingService(hrService))
svgCanvas.clearSelection()
leaveContext()
svgCanvas.changeSvgContent()
}
/**
* @function module:draw.mergeAllLayers
* @param {module:history.HistoryRecordingService} hrService
* @returns {void}
*/
export const mergeAllLayers = (hrService) => {
svgCanvas.getCurrentDrawing().mergeAllLayers(historyRecordingService(hrService))
svgCanvas.clearSelection()
leaveContext()
svgCanvas.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 {void}
*/
export const leaveContext = () => {
const len = disabledElems.length
const dataStorage = svgCanvas.getDataStorage()
if (len) {
for (let i = 0; i < len; i++) {
const elem = disabledElems[i]
const orig = dataStorage.get(elem, 'orig_opac')
if (orig !== 1) {
elem.setAttribute('opacity', orig)
} else {
elem.removeAttribute('opacity')
}
elem.setAttribute('style', 'pointer-events: inherit')
}
disabledElems = []
svgCanvas.clearSelection(true)
svgCanvas.call('contextset', null)
}
svgCanvas.setCurrentGroup(null)
}
/**
* Set the current context (for in-group editing).
* @function module:draw.setContext
* @param {Element} elem
* @fires module:svgcanvas.SvgCanvas#event:contextset
* @returns {void}
*/
export const setContext = (elem) => {
const dataStorage = svgCanvas.getDataStorage()
leaveContext()
if (typeof elem === 'string') {
elem = getElement(elem)
}
// Edit inside this group
svgCanvas.setCurrentGroup(elem)
// Disable other elements
const parentsUntil = getParentsUntil(elem, '#svgcontent')
const siblings = []
parentsUntil.forEach(function (parent) {
const elements = Array.prototype.filter.call(parent.parentNode.children, function (child) {
return child !== parent
})
elements.forEach(function (element) {
siblings.push(element)
})
})
siblings.forEach(function (curthis) {
const opac = curthis.getAttribute('opacity') || 1
// Store the original's opacity
dataStorage.put(curthis, 'orig_opac', opac)
curthis.setAttribute('opacity', opac * 0.33)
curthis.setAttribute('style', 'pointer-events: none')
disabledElems.push(curthis)
})
svgCanvas.clearSelection()
svgCanvas.call('contextset', svgCanvas.getCurrentGroup())
}
/**
* @memberof module:draw
* @class Layer
* @see {@link module:layer.Layer}
*/
export { Layer }