##// END OF EJS Templates
localrepo: experimental support for non-zlib revlog compression...
localrepo: experimental support for non-zlib revlog compression The final part of integrating the compression manager APIs into revlog storage is the plumbing for repositories to advertise they are using non-zlib storage and for revlogs to instantiate a non-zlib compression engine. The main intent of the compression manager work was to zstd all of the things. Adding zstd to revlogs has proved to be more involved than other places because revlogs are... special. Very small inputs and the use of delta chains (which are themselves a form of compression) are a completely different use case from streaming compression, which bundles and the wire protocol employ. I've conducted numerous experiments with zstd in revlogs and have yet to formalize compression settings and a storage architecture that I'm confident I won't regret later. In other words, I'm not yet ready to commit to a new mechanism for using zstd - or any other compression format - in revlogs. That being said, having some support for zstd (and other compression formats) in revlogs in core is beneficial. It can allow others to conduct experiments. This patch introduces *highly experimental* support for non-zlib compression formats in revlogs. Introduced is a config option to control which compression engine to use. Also introduced is a namespace of "exp-compression-*" requirements to denote support for non-zlib compression in revlogs. I've prefixed the namespace with "exp-" (short for "experimental") because I'm not confident of the requirements "schema" and in no way want to give the illusion of supporting these requirements in the future. I fully intend to drop support for these requirements once we figure out what we're doing with zstd in revlogs. A good portion of the patch is teaching the requirements system about registered compression engines and passing the requested compression engine as an opener option so revlogs can instantiate the proper compression engine for new operations. That's a verbose way of saying "we can now use zstd in revlogs!" On an `hg pull` conversion of the mozilla-unified repo with no extra redelta settings (like aggressivemergedeltas), we can see the impact of zstd vs zlib in revlogs: $ hg perfrevlogchunks -c ! chunk ! wall 2.032052 comb 2.040000 user 1.990000 sys 0.050000 (best of 5) ! wall 1.866360 comb 1.860000 user 1.820000 sys 0.040000 (best of 6) ! chunk batch ! wall 1.877261 comb 1.870000 user 1.860000 sys 0.010000 (best of 6) ! wall 1.705410 comb 1.710000 user 1.690000 sys 0.020000 (best of 6) $ hg perfrevlogchunks -m ! chunk ! wall 2.721427 comb 2.720000 user 2.640000 sys 0.080000 (best of 4) ! wall 2.035076 comb 2.030000 user 1.950000 sys 0.080000 (best of 5) ! chunk batch ! wall 2.614561 comb 2.620000 user 2.580000 sys 0.040000 (best of 4) ! wall 1.910252 comb 1.910000 user 1.880000 sys 0.030000 (best of 6) $ hg perfrevlog -c -d 1 ! wall 4.812885 comb 4.820000 user 4.800000 sys 0.020000 (best of 3) ! wall 4.699621 comb 4.710000 user 4.700000 sys 0.010000 (best of 3) $ hg perfrevlog -m -d 1000 ! wall 34.252800 comb 34.250000 user 33.730000 sys 0.520000 (best of 3) ! wall 24.094999 comb 24.090000 user 23.320000 sys 0.770000 (best of 3) Only modest wins for the changelog. But manifest reading is significantly faster. What's going on? One reason might be data volume. zstd decompresses faster. So given more bytes, it will put more distance between it and zlib. Another reason is size. In the current design, zstd revlogs are *larger*: debugcreatestreamclonebundle (size in bytes) zlib: 1,638,852,492 zstd: 1,680,601,332 I haven't investigated this fully, but I reckon a significant cause of larger revlogs is that the zstd frame/header has more bytes than zlib's. For very small inputs or data that doesn't compress well, we'll tend to store more uncompressed chunks than with zlib (because the compressed size isn't smaller than original). This will make revlog reading faster because it is doing less decompression. Moving on to bundle performance: $ hg bundle -a -t none-v2 (total CPU time) zlib: 102.79s zstd: 97.75s So, marginal CPU decrease for reading all chunks in all revlogs (this is somewhat disappointing). $ hg bundle -a -t <engine>-v2 (total CPU time) zlib: 191.59s zstd: 115.36s This last test effectively measures the difference between zlib->zlib and zstd->zstd for revlogs to bundle. This is a rough approximation of what a server does during `hg clone`. There are some promising results for zstd. But not enough for me to feel comfortable advertising it to users. We'll get there...

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r30818:4c0a5a25 default
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excanvas.js
924 lines | 26.4 KiB | application/javascript | JavascriptLexer
// Copyright 2006 Google Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Known Issues:
//
// * Patterns are not implemented.
// * Radial gradient are not implemented. The VML version of these look very
// different from the canvas one.
// * Clipping paths are not implemented.
// * Coordsize. The width and height attribute have higher priority than the
// width and height style values which isn't correct.
// * Painting mode isn't implemented.
// * Canvas width/height should is using content-box by default. IE in
// Quirks mode will draw the canvas using border-box. Either change your
// doctype to HTML5
// (http://www.whatwg.org/specs/web-apps/current-work/#the-doctype)
// or use Box Sizing Behavior from WebFX
// (http://webfx.eae.net/dhtml/boxsizing/boxsizing.html)
// * Non uniform scaling does not correctly scale strokes.
// * Optimize. There is always room for speed improvements.
// Only add this code if we do not already have a canvas implementation
if (!document.createElement('canvas').getContext) {
(function() {
// alias some functions to make (compiled) code shorter
var m = Math;
var mr = m.round;
var ms = m.sin;
var mc = m.cos;
var abs = m.abs;
var sqrt = m.sqrt;
// this is used for sub pixel precision
var Z = 10;
var Z2 = Z / 2;
/**
* This funtion is assigned to the <canvas> elements as element.getContext().
* @this {HTMLElement}
* @return {CanvasRenderingContext2D_}
*/
function getContext() {
return this.context_ ||
(this.context_ = new CanvasRenderingContext2D_(this));
}
var slice = Array.prototype.slice;
/**
* Binds a function to an object. The returned function will always use the
* passed in {@code obj} as {@code this}.
*
* Example:
*
* g = bind(f, obj, a, b)
* g(c, d) // will do f.call(obj, a, b, c, d)
*
* @param {Function} f The function to bind the object to
* @param {Object} obj The object that should act as this when the function
* is called
* @param {*} var_args Rest arguments that will be used as the initial
* arguments when the function is called
* @return {Function} A new function that has bound this
*/
function bind(f, obj, var_args) {
var a = slice.call(arguments, 2);
return function() {
return f.apply(obj, a.concat(slice.call(arguments)));
};
}
var G_vmlCanvasManager_ = {
init: function(opt_doc) {
if (/MSIE/.test(navigator.userAgent) && !window.opera) {
var doc = opt_doc || document;
// Create a dummy element so that IE will allow canvas elements to be
// recognized.
doc.createElement('canvas');
doc.attachEvent('onreadystatechange', bind(this.init_, this, doc));
}
},
init_: function(doc) {
// create xmlns
if (!doc.namespaces['g_vml_']) {
doc.namespaces.add('g_vml_', 'urn:schemas-microsoft-com:vml',
'#default#VML');
}
if (!doc.namespaces['g_o_']) {
doc.namespaces.add('g_o_', 'urn:schemas-microsoft-com:office:office',
'#default#VML');
}
// Setup default CSS. Only add one style sheet per document
if (!doc.styleSheets['ex_canvas_']) {
var ss = doc.createStyleSheet();
ss.owningElement.id = 'ex_canvas_';
ss.cssText = 'canvas{display:inline-block;overflow:hidden;' +
// default size is 300x150 in Gecko and Opera
'text-align:left;width:300px;height:150px}' +
'g_vml_\\:*{behavior:url(#default#VML)}' +
'g_o_\\:*{behavior:url(#default#VML)}';
}
// find all canvas elements
var els = doc.getElementsByTagName('canvas');
for (var i = 0; i < els.length; i++) {
this.initElement(els[i]);
}
},
/**
* Public initializes a canvas element so that it can be used as canvas
* element from now on. This is called automatically before the page is
* loaded but if you are creating elements using createElement you need to
* make sure this is called on the element.
* @param {HTMLElement} el The canvas element to initialize.
* @return {HTMLElement} the element that was created.
*/
initElement: function(el) {
if (!el.getContext) {
el.getContext = getContext;
// Remove fallback content. There is no way to hide text nodes so we
// just remove all childNodes. We could hide all elements and remove
// text nodes but who really cares about the fallback content.
el.innerHTML = '';
// do not use inline function because that will leak memory
el.attachEvent('onpropertychange', onPropertyChange);
el.attachEvent('onresize', onResize);
var attrs = el.attributes;
if (attrs.width && attrs.width.specified) {
// TODO: use runtimeStyle and coordsize
// el.getContext().setWidth_(attrs.width.nodeValue);
el.style.width = attrs.width.nodeValue + 'px';
} else {
el.width = el.clientWidth;
}
if (attrs.height && attrs.height.specified) {
// TODO: use runtimeStyle and coordsize
// el.getContext().setHeight_(attrs.height.nodeValue);
el.style.height = attrs.height.nodeValue + 'px';
} else {
el.height = el.clientHeight;
}
//el.getContext().setCoordsize_()
}
return el;
}
};
function onPropertyChange(e) {
var el = e.srcElement;
switch (e.propertyName) {
case 'width':
el.style.width = el.attributes.width.nodeValue + 'px';
el.getContext().clearRect();
break;
case 'height':
el.style.height = el.attributes.height.nodeValue + 'px';
el.getContext().clearRect();
break;
}
}
function onResize(e) {
var el = e.srcElement;
if (el.firstChild) {
el.firstChild.style.width = el.clientWidth + 'px';
el.firstChild.style.height = el.clientHeight + 'px';
}
}
G_vmlCanvasManager_.init();
// precompute "00" to "FF"
var dec2hex = [];
for (var i = 0; i < 16; i++) {
for (var j = 0; j < 16; j++) {
dec2hex[i * 16 + j] = i.toString(16) + j.toString(16);
}
}
function createMatrixIdentity() {
return [
[1, 0, 0],
[0, 1, 0],
[0, 0, 1]
];
}
function matrixMultiply(m1, m2) {
var result = createMatrixIdentity();
for (var x = 0; x < 3; x++) {
for (var y = 0; y < 3; y++) {
var sum = 0;
for (var z = 0; z < 3; z++) {
sum += m1[x][z] * m2[z][y];
}
result[x][y] = sum;
}
}
return result;
}
function copyState(o1, o2) {
o2.fillStyle = o1.fillStyle;
o2.lineCap = o1.lineCap;
o2.lineJoin = o1.lineJoin;
o2.lineWidth = o1.lineWidth;
o2.miterLimit = o1.miterLimit;
o2.shadowBlur = o1.shadowBlur;
o2.shadowColor = o1.shadowColor;
o2.shadowOffsetX = o1.shadowOffsetX;
o2.shadowOffsetY = o1.shadowOffsetY;
o2.strokeStyle = o1.strokeStyle;
o2.globalAlpha = o1.globalAlpha;
o2.arcScaleX_ = o1.arcScaleX_;
o2.arcScaleY_ = o1.arcScaleY_;
o2.lineScale_ = o1.lineScale_;
}
function processStyle(styleString) {
var str, alpha = 1;
styleString = String(styleString);
if (styleString.substring(0, 3) == 'rgb') {
var start = styleString.indexOf('(', 3);
var end = styleString.indexOf(')', start + 1);
var guts = styleString.substring(start + 1, end).split(',');
str = '#';
for (var i = 0; i < 3; i++) {
str += dec2hex[Number(guts[i])];
}
if (guts.length == 4 && styleString.substr(3, 1) == 'a') {
alpha = guts[3];
}
} else {
str = styleString;
}
return {color: str, alpha: alpha};
}
function processLineCap(lineCap) {
switch (lineCap) {
case 'butt':
return 'flat';
case 'round':
return 'round';
case 'square':
default:
return 'square';
}
}
/**
* This class implements CanvasRenderingContext2D interface as described by
* the WHATWG.
* @param {HTMLElement} surfaceElement The element that the 2D context should
* be associated with
*/
function CanvasRenderingContext2D_(surfaceElement) {
this.m_ = createMatrixIdentity();
this.mStack_ = [];
this.aStack_ = [];
this.currentPath_ = [];
// Canvas context properties
this.strokeStyle = '#000';
this.fillStyle = '#000';
this.lineWidth = 1;
this.lineJoin = 'miter';
this.lineCap = 'butt';
this.miterLimit = Z * 1;
this.globalAlpha = 1;
this.canvas = surfaceElement;
var el = surfaceElement.ownerDocument.createElement('div');
el.style.width = surfaceElement.clientWidth + 'px';
el.style.height = surfaceElement.clientHeight + 'px';
el.style.overflow = 'hidden';
el.style.position = 'absolute';
surfaceElement.appendChild(el);
this.element_ = el;
this.arcScaleX_ = 1;
this.arcScaleY_ = 1;
this.lineScale_ = 1;
}
var contextPrototype = CanvasRenderingContext2D_.prototype;
contextPrototype.clearRect = function() {
this.element_.innerHTML = '';
};
contextPrototype.beginPath = function() {
// TODO: Branch current matrix so that save/restore has no effect
// as per safari docs.
this.currentPath_ = [];
};
contextPrototype.moveTo = function(aX, aY) {
var p = this.getCoords_(aX, aY);
this.currentPath_.push({type: 'moveTo', x: p.x, y: p.y});
this.currentX_ = p.x;
this.currentY_ = p.y;
};
contextPrototype.lineTo = function(aX, aY) {
var p = this.getCoords_(aX, aY);
this.currentPath_.push({type: 'lineTo', x: p.x, y: p.y});
this.currentX_ = p.x;
this.currentY_ = p.y;
};
contextPrototype.bezierCurveTo = function(aCP1x, aCP1y,
aCP2x, aCP2y,
aX, aY) {
var p = this.getCoords_(aX, aY);
var cp1 = this.getCoords_(aCP1x, aCP1y);
var cp2 = this.getCoords_(aCP2x, aCP2y);
bezierCurveTo(this, cp1, cp2, p);
};
// Helper function that takes the already fixed cordinates.
function bezierCurveTo(self, cp1, cp2, p) {
self.currentPath_.push({
type: 'bezierCurveTo',
cp1x: cp1.x,
cp1y: cp1.y,
cp2x: cp2.x,
cp2y: cp2.y,
x: p.x,
y: p.y
});
self.currentX_ = p.x;
self.currentY_ = p.y;
}
contextPrototype.quadraticCurveTo = function(aCPx, aCPy, aX, aY) {
// the following is lifted almost directly from
// http://developer.mozilla.org/en/docs/Canvas_tutorial:Drawing_shapes
var cp = this.getCoords_(aCPx, aCPy);
var p = this.getCoords_(aX, aY);
var cp1 = {
x: this.currentX_ + 2.0 / 3.0 * (cp.x - this.currentX_),
y: this.currentY_ + 2.0 / 3.0 * (cp.y - this.currentY_)
};
var cp2 = {
x: cp1.x + (p.x - this.currentX_) / 3.0,
y: cp1.y + (p.y - this.currentY_) / 3.0
};
bezierCurveTo(this, cp1, cp2, p);
};
contextPrototype.arc = function(aX, aY, aRadius,
aStartAngle, aEndAngle, aClockwise) {
aRadius *= Z;
var arcType = aClockwise ? 'at' : 'wa';
var xStart = aX + mc(aStartAngle) * aRadius - Z2;
var yStart = aY + ms(aStartAngle) * aRadius - Z2;
var xEnd = aX + mc(aEndAngle) * aRadius - Z2;
var yEnd = aY + ms(aEndAngle) * aRadius - Z2;
// IE won't render arches drawn counter clockwise if xStart == xEnd.
if (xStart == xEnd && !aClockwise) {
xStart += 0.125; // Offset xStart by 1/80 of a pixel. Use something
// that can be represented in binary
}
var p = this.getCoords_(aX, aY);
var pStart = this.getCoords_(xStart, yStart);
var pEnd = this.getCoords_(xEnd, yEnd);
this.currentPath_.push({type: arcType,
x: p.x,
y: p.y,
radius: aRadius,
xStart: pStart.x,
yStart: pStart.y,
xEnd: pEnd.x,
yEnd: pEnd.y});
};
contextPrototype.rect = function(aX, aY, aWidth, aHeight) {
this.moveTo(aX, aY);
this.lineTo(aX + aWidth, aY);
this.lineTo(aX + aWidth, aY + aHeight);
this.lineTo(aX, aY + aHeight);
this.closePath();
};
contextPrototype.strokeRect = function(aX, aY, aWidth, aHeight) {
var oldPath = this.currentPath_;
this.beginPath();
this.moveTo(aX, aY);
this.lineTo(aX + aWidth, aY);
this.lineTo(aX + aWidth, aY + aHeight);
this.lineTo(aX, aY + aHeight);
this.closePath();
this.stroke();
this.currentPath_ = oldPath;
};
contextPrototype.fillRect = function(aX, aY, aWidth, aHeight) {
var oldPath = this.currentPath_;
this.beginPath();
this.moveTo(aX, aY);
this.lineTo(aX + aWidth, aY);
this.lineTo(aX + aWidth, aY + aHeight);
this.lineTo(aX, aY + aHeight);
this.closePath();
this.fill();
this.currentPath_ = oldPath;
};
contextPrototype.createLinearGradient = function(aX0, aY0, aX1, aY1) {
var gradient = new CanvasGradient_('gradient');
gradient.x0_ = aX0;
gradient.y0_ = aY0;
gradient.x1_ = aX1;
gradient.y1_ = aY1;
return gradient;
};
contextPrototype.createRadialGradient = function(aX0, aY0, aR0,
aX1, aY1, aR1) {
var gradient = new CanvasGradient_('gradientradial');
gradient.x0_ = aX0;
gradient.y0_ = aY0;
gradient.r0_ = aR0;
gradient.x1_ = aX1;
gradient.y1_ = aY1;
gradient.r1_ = aR1;
return gradient;
};
contextPrototype.drawImage = function(image, var_args) {
var dx, dy, dw, dh, sx, sy, sw, sh;
// to find the original width we overide the width and height
var oldRuntimeWidth = image.runtimeStyle.width;
var oldRuntimeHeight = image.runtimeStyle.height;
image.runtimeStyle.width = 'auto';
image.runtimeStyle.height = 'auto';
// get the original size
var w = image.width;
var h = image.height;
// and remove overides
image.runtimeStyle.width = oldRuntimeWidth;
image.runtimeStyle.height = oldRuntimeHeight;
if (arguments.length == 3) {
dx = arguments[1];
dy = arguments[2];
sx = sy = 0;
sw = dw = w;
sh = dh = h;
} else if (arguments.length == 5) {
dx = arguments[1];
dy = arguments[2];
dw = arguments[3];
dh = arguments[4];
sx = sy = 0;
sw = w;
sh = h;
} else if (arguments.length == 9) {
sx = arguments[1];
sy = arguments[2];
sw = arguments[3];
sh = arguments[4];
dx = arguments[5];
dy = arguments[6];
dw = arguments[7];
dh = arguments[8];
} else {
throw Error('Invalid number of arguments');
}
var d = this.getCoords_(dx, dy);
var w2 = sw / 2;
var h2 = sh / 2;
var vmlStr = [];
var W = 10;
var H = 10;
// For some reason that I've now forgotten, using divs didn't work
vmlStr.push(' <g_vml_:group',
' coordsize="', Z * W, ',', Z * H, '"',
' coordorigin="0,0"' ,
' style="width:', W, 'px;height:', H, 'px;position:absolute;');
// If filters are necessary (rotation exists), create them
// filters are bog-slow, so only create them if abbsolutely necessary
// The following check doesn't account for skews (which don't exist
// in the canvas spec (yet) anyway.
if (this.m_[0][0] != 1 || this.m_[0][1]) {
var filter = [];
// Note the 12/21 reversal
filter.push('M11=', this.m_[0][0], ',',
'M12=', this.m_[1][0], ',',
'M21=', this.m_[0][1], ',',
'M22=', this.m_[1][1], ',',
'Dx=', mr(d.x / Z), ',',
'Dy=', mr(d.y / Z), '');
// Bounding box calculation (need to minimize displayed area so that
// filters don't waste time on unused pixels.
var max = d;
var c2 = this.getCoords_(dx + dw, dy);
var c3 = this.getCoords_(dx, dy + dh);
var c4 = this.getCoords_(dx + dw, dy + dh);
max.x = m.max(max.x, c2.x, c3.x, c4.x);
max.y = m.max(max.y, c2.y, c3.y, c4.y);
vmlStr.push('padding:0 ', mr(max.x / Z), 'px ', mr(max.y / Z),
'px 0;filter:progid:DXImageTransform.Microsoft.Matrix(',
filter.join(''), ", sizingmethod='clip');")
} else {
vmlStr.push('top:', mr(d.y / Z), 'px;left:', mr(d.x / Z), 'px;');
}
vmlStr.push(' ">' ,
'<g_vml_:image src="', image.src, '"',
' style="width:', Z * dw, 'px;',
' height:', Z * dh, 'px;"',
' cropleft="', sx / w, '"',
' croptop="', sy / h, '"',
' cropright="', (w - sx - sw) / w, '"',
' cropbottom="', (h - sy - sh) / h, '"',
' />',
'</g_vml_:group>');
this.element_.insertAdjacentHTML('BeforeEnd',
vmlStr.join(''));
};
contextPrototype.stroke = function(aFill) {
var lineStr = [];
var lineOpen = false;
var a = processStyle(aFill ? this.fillStyle : this.strokeStyle);
var color = a.color;
var opacity = a.alpha * this.globalAlpha;
var W = 10;
var H = 10;
lineStr.push('<g_vml_:shape',
' filled="', !!aFill, '"',
' style="position:absolute;width:', W, 'px;height:', H, 'px;"',
' coordorigin="0 0" coordsize="', Z * W, ' ', Z * H, '"',
' stroked="', !aFill, '"',
' path="');
var newSeq = false;
var min = {x: null, y: null};
var max = {x: null, y: null};
for (var i = 0; i < this.currentPath_.length; i++) {
var p = this.currentPath_[i];
var c;
switch (p.type) {
case 'moveTo':
c = p;
lineStr.push(' m ', mr(p.x), ',', mr(p.y));
break;
case 'lineTo':
lineStr.push(' l ', mr(p.x), ',', mr(p.y));
break;
case 'close':
lineStr.push(' x ');
p = null;
break;
case 'bezierCurveTo':
lineStr.push(' c ',
mr(p.cp1x), ',', mr(p.cp1y), ',',
mr(p.cp2x), ',', mr(p.cp2y), ',',
mr(p.x), ',', mr(p.y));
break;
case 'at':
case 'wa':
lineStr.push(' ', p.type, ' ',
mr(p.x - this.arcScaleX_ * p.radius), ',',
mr(p.y - this.arcScaleY_ * p.radius), ' ',
mr(p.x + this.arcScaleX_ * p.radius), ',',
mr(p.y + this.arcScaleY_ * p.radius), ' ',
mr(p.xStart), ',', mr(p.yStart), ' ',
mr(p.xEnd), ',', mr(p.yEnd));
break;
}
// TODO: Following is broken for curves due to
// move to proper paths.
// Figure out dimensions so we can do gradient fills
// properly
if (p) {
if (min.x == null || p.x < min.x) {
min.x = p.x;
}
if (max.x == null || p.x > max.x) {
max.x = p.x;
}
if (min.y == null || p.y < min.y) {
min.y = p.y;
}
if (max.y == null || p.y > max.y) {
max.y = p.y;
}
}
}
lineStr.push(' ">');
if (!aFill) {
var lineWidth = this.lineScale_ * this.lineWidth;
// VML cannot correctly render a line if the width is less than 1px.
// In that case, we dilute the color to make the line look thinner.
if (lineWidth < 1) {
opacity *= lineWidth;
}
lineStr.push(
'<g_vml_:stroke',
' opacity="', opacity, '"',
' joinstyle="', this.lineJoin, '"',
' miterlimit="', this.miterLimit, '"',
' endcap="', processLineCap(this.lineCap), '"',
' weight="', lineWidth, 'px"',
' color="', color, '" />'
);
} else if (typeof this.fillStyle == 'object') {
var fillStyle = this.fillStyle;
var angle = 0;
var focus = {x: 0, y: 0};
// additional offset
var shift = 0;
// scale factor for offset
var expansion = 1;
if (fillStyle.type_ == 'gradient') {
var x0 = fillStyle.x0_ / this.arcScaleX_;
var y0 = fillStyle.y0_ / this.arcScaleY_;
var x1 = fillStyle.x1_ / this.arcScaleX_;
var y1 = fillStyle.y1_ / this.arcScaleY_;
var p0 = this.getCoords_(x0, y0);
var p1 = this.getCoords_(x1, y1);
var dx = p1.x - p0.x;
var dy = p1.y - p0.y;
angle = Math.atan2(dx, dy) * 180 / Math.PI;
// The angle should be a non-negative number.
if (angle < 0) {
angle += 360;
}
// Very small angles produce an unexpected result because they are
// converted to a scientific notation string.
if (angle < 1e-6) {
angle = 0;
}
} else {
var p0 = this.getCoords_(fillStyle.x0_, fillStyle.y0_);
var width = max.x - min.x;
var height = max.y - min.y;
focus = {
x: (p0.x - min.x) / width,
y: (p0.y - min.y) / height
};
width /= this.arcScaleX_ * Z;
height /= this.arcScaleY_ * Z;
var dimension = m.max(width, height);
shift = 2 * fillStyle.r0_ / dimension;
expansion = 2 * fillStyle.r1_ / dimension - shift;
}
// We need to sort the color stops in ascending order by offset,
// otherwise IE won't interpret it correctly.
var stops = fillStyle.colors_;
stops.sort(function(cs1, cs2) {
return cs1.offset - cs2.offset;
});
var length = stops.length;
var color1 = stops[0].color;
var color2 = stops[length - 1].color;
var opacity1 = stops[0].alpha * this.globalAlpha;
var opacity2 = stops[length - 1].alpha * this.globalAlpha;
var colors = [];
for (var i = 0; i < length; i++) {
var stop = stops[i];
colors.push(stop.offset * expansion + shift + ' ' + stop.color);
}
// When colors attribute is used, the meanings of opacity and o:opacity2
// are reversed.
lineStr.push('<g_vml_:fill type="', fillStyle.type_, '"',
' method="none" focus="100%"',
' color="', color1, '"',
' color2="', color2, '"',
' colors="', colors.join(','), '"',
' opacity="', opacity2, '"',
' g_o_:opacity2="', opacity1, '"',
' angle="', angle, '"',
' focusposition="', focus.x, ',', focus.y, '" />');
} else {
lineStr.push('<g_vml_:fill color="', color, '" opacity="', opacity,
'" />');
}
lineStr.push('</g_vml_:shape>');
this.element_.insertAdjacentHTML('beforeEnd', lineStr.join(''));
};
contextPrototype.fill = function() {
this.stroke(true);
}
contextPrototype.closePath = function() {
this.currentPath_.push({type: 'close'});
};
/**
* @private
*/
contextPrototype.getCoords_ = function(aX, aY) {
var m = this.m_;
return {
x: Z * (aX * m[0][0] + aY * m[1][0] + m[2][0]) - Z2,
y: Z * (aX * m[0][1] + aY * m[1][1] + m[2][1]) - Z2
}
};
contextPrototype.save = function() {
var o = {};
copyState(this, o);
this.aStack_.push(o);
this.mStack_.push(this.m_);
this.m_ = matrixMultiply(createMatrixIdentity(), this.m_);
};
contextPrototype.restore = function() {
copyState(this.aStack_.pop(), this);
this.m_ = this.mStack_.pop();
};
function matrixIsFinite(m) {
for (var j = 0; j < 3; j++) {
for (var k = 0; k < 2; k++) {
if (!isFinite(m[j][k]) || isNaN(m[j][k])) {
return false;
}
}
}
return true;
}
function setM(ctx, m, updateLineScale) {
if (!matrixIsFinite(m)) {
return;
}
ctx.m_ = m;
if (updateLineScale) {
// Get the line scale.
// Determinant of this.m_ means how much the area is enlarged by the
// transformation. So its square root can be used as a scale factor
// for width.
var det = m[0][0] * m[1][1] - m[0][1] * m[1][0];
ctx.lineScale_ = sqrt(abs(det));
}
}
contextPrototype.translate = function(aX, aY) {
var m1 = [
[1, 0, 0],
[0, 1, 0],
[aX, aY, 1]
];
setM(this, matrixMultiply(m1, this.m_), false);
};
contextPrototype.rotate = function(aRot) {
var c = mc(aRot);
var s = ms(aRot);
var m1 = [
[c, s, 0],
[-s, c, 0],
[0, 0, 1]
];
setM(this, matrixMultiply(m1, this.m_), false);
};
contextPrototype.scale = function(aX, aY) {
this.arcScaleX_ *= aX;
this.arcScaleY_ *= aY;
var m1 = [
[aX, 0, 0],
[0, aY, 0],
[0, 0, 1]
];
setM(this, matrixMultiply(m1, this.m_), true);
};
contextPrototype.transform = function(m11, m12, m21, m22, dx, dy) {
var m1 = [
[m11, m12, 0],
[m21, m22, 0],
[dx, dy, 1]
];
setM(this, matrixMultiply(m1, this.m_), true);
};
contextPrototype.setTransform = function(m11, m12, m21, m22, dx, dy) {
var m = [
[m11, m12, 0],
[m21, m22, 0],
[dx, dy, 1]
];
setM(this, m, true);
};
/******** STUBS ********/
contextPrototype.clip = function() {
// TODO: Implement
};
contextPrototype.arcTo = function() {
// TODO: Implement
};
contextPrototype.createPattern = function() {
return new CanvasPattern_;
};
// Gradient / Pattern Stubs
function CanvasGradient_(aType) {
this.type_ = aType;
this.x0_ = 0;
this.y0_ = 0;
this.r0_ = 0;
this.x1_ = 0;
this.y1_ = 0;
this.r1_ = 0;
this.colors_ = [];
}
CanvasGradient_.prototype.addColorStop = function(aOffset, aColor) {
aColor = processStyle(aColor);
this.colors_.push({offset: aOffset,
color: aColor.color,
alpha: aColor.alpha});
};
function CanvasPattern_() {}
// set up externs
G_vmlCanvasManager = G_vmlCanvasManager_;
CanvasRenderingContext2D = CanvasRenderingContext2D_;
CanvasGradient = CanvasGradient_;
CanvasPattern = CanvasPattern_;
})();
} // if