#------------------------------------------------------------------------------- # canvas.Group #------------------------------------------------------------------------------- # Class for a group element on a canvas # var Group = { new: func(ghost) { return { parents: [Group, Element.new(ghost)] }; }, # Create a child of given type with specified id. # type can be group, text createChild: func(type, id = nil) { var ghost = me._createChild(type, id); var factory = me._getFactory(type); if (factory == nil) { return ghost; } return factory(ghost); }, # Create multiple children of given type createChildren: func(type, count) { var factory = me._getFactory(type); if (factory == nil) { return []; } var nodes = props._addChildren(me._node._g, [type, count, 0, 0]); for (var i = 0; i < count; i += 1) { nodes[i] = factory(me._getChild(nodes[i])); } return nodes; }, # Create a path child drawing a (rounded) rectangle # # @param x Position of left border # @param y Position of top border # @param w Width # @param h Height # @param cfg Optional settings (eg. {"border-top-radius": 5}) rect: func(x, y, w, h, cfg = nil) { return me.createChild("path").rect(x, y, w, h, cfg); }, # Get a vector of all child elements getChildren: func() { var children = []; foreach(var c; me._node.getChildren()) { if (me._isElementNode(c)) { append(children, me._wrapElement(c)); } } return children; }, # Recursively get all children of class specified by first param getChildrenOfType: func(type, array = nil) { var children = array; if (children == nil) { children = []; } var my_children = me.getChildren(); if (typeof(type) != "vector") { type = [type]; } foreach(var c; my_children) { foreach(var t; type) { if (isa(c, t)) { append(children, c); } } if (isa(c, canvas.Group)) { c.getChildrenOfType(type, children); } } return children; }, # Set color to children of type Path and Text. It is possible to optionally # specify which types of children should be affected by passing a vector as # the last agrument, ie. my_group.setColor(1,1,1,[Path]); setColor: func() { var color = arg; var types = [Path, Text]; var arg_c = size(color); if (arg_c > 1 and typeof(color[-1]) == "vector") { types = color[-1]; color = subvec(color, 0, arg_c - 1); } var children = me.getChildrenOfType(types); if (typeof(color) == "vector") { var first = color[0]; if (typeof(first) == "vector") color = first; } foreach(var c; children) c.setColor(color); }, # Get first child with given id (breadth-first search) # # @note Use with care as it can take several miliseconds (for me eg. ~2ms). # TODO check with new C++ implementation getElementById: func(id) { var ghost = me._getElementById(id); if (ghost == nil) { return nil; } var node = props.wrapNode(ghost._node_ghost); var factory = me._getFactory(node.getName()); if (factory == nil) { return ghost; } return factory(ghost); }, # Remove all children removeAllChildren: func() { foreach(var type; keys(me._element_factories)) { me._node.removeChildren(type, 0); } return me; }, # private: # element nodes have type NONE and valid element names (those in the factory # list) _isElementNode: func(el) { return el.getType() == "NONE" and me._element_factories[el.getName()] != nil; }, # Create element from existing node _wrapElement: func(node) { return me._element_factories[node.getName()](me._getChild(node._g)); }, _getFactory: func(type) { var factory = me._element_factories[type]; if (factory == nil) debug.dump("canvas.Group.createChild(): unknown type ("~type~")"); return factory; } };