本文整理汇总了TypeScript中core/util/canvas.Context2d.rotate方法的典型用法代码示例。如果您正苦于以下问题:TypeScript Context2d.rotate方法的具体用法?TypeScript Context2d.rotate怎么用?TypeScript Context2d.rotate使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类core/util/canvas.Context2d
的用法示例。
在下文中一共展示了Context2d.rotate方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: _render
protected _render(ctx: Context2d, indices: number[],
{sx, sy, _start_angle, _angle, sinner_radius, souter_radius}: AnnularWedgeData): void {
const direction = this.model.properties.direction.value();
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + sinner_radius[i] + souter_radius[i] + _start_angle[i] + _angle[i]))
continue;
ctx.translate(sx[i], sy[i]);
ctx.rotate(_start_angle[i]);
ctx.moveTo(souter_radius[i], 0);
ctx.beginPath();
ctx.arc(0, 0, souter_radius[i], 0, _angle[i], direction);
ctx.rotate(_angle[i]);
ctx.lineTo(sinner_radius[i], 0);
ctx.arc(0, 0, sinner_radius[i], 0, -_angle[i], !direction);
ctx.closePath();
ctx.rotate(-_angle[i]-_start_angle[i]);
ctx.translate(-sx[i], -sy[i]);
if (this.visuals.fill.doit) {
this.visuals.fill.set_vectorize(ctx, i);
ctx.fill();
}
if (this.visuals.line.doit) {
this.visuals.line.set_vectorize(ctx, i);
ctx.stroke();
}
}
}
示例2: _render
protected _render(ctx: Context2d, indices: number[], {sx, sy, sw, sh, _angle}: OvalData): void {
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + sw[i] + sh[i] + _angle[i]))
continue
ctx.translate(sx[i], sy[i])
ctx.rotate(_angle[i])
ctx.beginPath()
ctx.moveTo(0, -sh[i]/2)
ctx.bezierCurveTo( sw[i]/2, -sh[i]/2, sw[i]/2, sh[i]/2, 0, sh[i]/2)
ctx.bezierCurveTo(-sw[i]/2, sh[i]/2, -sw[i]/2, -sh[i]/2, 0, -sh[i]/2)
ctx.closePath()
if (this.visuals.fill.doit) {
this.visuals.fill.set_vectorize(ctx, i)
ctx.fill()
}
if (this.visuals.line.doit) {
this.visuals.line.set_vectorize(ctx, i)
ctx.stroke()
}
ctx.rotate(-_angle[i])
ctx.translate(-sx[i], -sy[i])
}
}
示例3: _render
protected _render(ctx: Context2d, indices: number[], {sx, sy, slength, _angle}: RayData): void {
if (this.visuals.line.doit) {
const width = this.renderer.plot_view.frame._width.value
const height = this.renderer.plot_view.frame._height.value
const inf_len = 2 * (width + height)
for (let i = 0, end = slength.length; i < end; i++) {
if (slength[i] == 0)
slength[i] = inf_len
}
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + _angle[i] + slength[i]))
continue
ctx.translate(sx[i], sy[i])
ctx.rotate(_angle[i])
ctx.beginPath()
ctx.moveTo(0, 0)
ctx.lineTo(slength[i], 0)
this.visuals.line.set_vectorize(ctx, i)
ctx.stroke()
ctx.rotate(-_angle[i])
ctx.translate(-sx[i], -sy[i])
}
}
}
示例4: _render
_render(ctx: Context2d, indices, {sx, sy, sw, sh}) {
for (const i of indices) {
if (isNaN(sx[i]+sy[i]+sw[i]+sh[i]+this._angle[i])) {
continue;
}
ctx.translate(sx[i], sy[i]);
ctx.rotate(this._angle[i]);
ctx.beginPath();
ctx.moveTo(0, -sh[i]/2);
ctx.bezierCurveTo( sw[i]/2, -sh[i]/2, sw[i]/2, sh[i]/2, 0, sh[i]/2);
ctx.bezierCurveTo(-sw[i]/2, sh[i]/2, -sw[i]/2, -sh[i]/2, 0, -sh[i]/2);
ctx.closePath();
if (this.visuals.fill.doit) {
this.visuals.fill.set_vectorize(ctx, i);
ctx.fill();
}
if (this.visuals.line.doit) {
this.visuals.line.set_vectorize(ctx, i);
ctx.stroke();
}
ctx.rotate(-this._angle[i]);
ctx.translate(-sx[i], -sy[i]);
}
}
示例5: _render
_render(ctx: Context2d, indices, {sx, sy, slength, _angle}) {
if (this.visuals.line.doit) {
const width = this.renderer.plot_view.frame._width.value;
const height = this.renderer.plot_view.frame._height.value;
const inf_len = 2 * (width + height);
for (let i = 0, end = slength.length; i < end; i++) {
if (slength[i] === 0) {
slength[i] = inf_len;
}
}
for (const i of indices) {
if (isNaN(sx[i]+sy[i]+_angle[i]+slength[i])) {
continue;
}
ctx.translate(sx[i], sy[i]);
ctx.rotate(_angle[i]);
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(slength[i], 0);
this.visuals.line.set_vectorize(ctx, i);
ctx.stroke();
ctx.rotate(-_angle[i]);
ctx.translate(-sx[i], -sy[i]);
}
}
}
示例6: _render
_render(ctx: Context2d, indices, {sx, sy, sx0, sy1, sw, sh, _angle}) {
if (this.visuals.fill.doit) {
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + sx0[i] + sy1[i] + sw[i] + sh[i] + _angle[i])) {
continue;
}
//no need to test the return value, we call fillRect for every glyph anyway
this.visuals.fill.set_vectorize(ctx, i);
if (_angle[i]) {
ctx.translate(sx[i], sy[i]);
ctx.rotate(_angle[i]);
ctx.fillRect(-sw[i]/2, -sh[i]/2, sw[i], sh[i]);
ctx.rotate(-_angle[i]);
ctx.translate(-sx[i], -sy[i]);
} else {
ctx.fillRect(sx0[i], sy1[i], sw[i], sh[i]);
}
}
}
if (this.visuals.line.doit) {
ctx.beginPath();
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + sx0[i] + sy1[i] + sw[i] + sh[i] + _angle[i])) {
continue;
}
// fillRect does not fill zero-height or -width rects, but rect(...)
// does seem to stroke them (1px wide or tall). Explicitly ignore rects
// with zero width or height to be consistent
if ((sw[i]===0) || (sh[i]===0)) {
continue;
}
if (_angle[i]) {
ctx.translate(sx[i], sy[i]);
ctx.rotate(_angle[i]);
ctx.rect(-sw[i]/2, -sh[i]/2, sw[i], sh[i]);
ctx.rotate(-_angle[i]);
ctx.translate(-sx[i], -sy[i]);
} else {
ctx.rect(sx0[i], sy1[i], sw[i], sh[i]);
}
this.visuals.line.set_vectorize(ctx, i);
ctx.stroke();
ctx.beginPath();
}
return ctx.stroke();
}
}
示例7: _render
protected _render(ctx: Context2d, indices: number[], {sx, sy, sx0, sy1, sw, sh, _angle}: RectData): void {
if (this.visuals.fill.doit) {
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + sx0[i] + sy1[i] + sw[i] + sh[i] + _angle[i]))
continue
//no need to test the return value, we call fillRect for every glyph anyway
this.visuals.fill.set_vectorize(ctx, i)
if (_angle[i]) {
ctx.translate(sx[i], sy[i])
ctx.rotate(_angle[i])
ctx.fillRect(-sw[i]/2, -sh[i]/2, sw[i], sh[i])
ctx.rotate(-_angle[i])
ctx.translate(-sx[i], -sy[i])
} else
ctx.fillRect(sx0[i], sy1[i], sw[i], sh[i])
}
}
if (this.visuals.line.doit) {
ctx.beginPath()
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + sx0[i] + sy1[i] + sw[i] + sh[i] + _angle[i]))
continue
// fillRect does not fill zero-height or -width rects, but rect(...)
// does seem to stroke them (1px wide or tall). Explicitly ignore rects
// with zero width or height to be consistent
if (sw[i] == 0 || sh[i] == 0)
continue
if (_angle[i]) {
ctx.translate(sx[i], sy[i])
ctx.rotate(_angle[i])
ctx.rect(-sw[i]/2, -sh[i]/2, sw[i], sh[i])
ctx.rotate(-_angle[i])
ctx.translate(-sx[i], -sy[i])
} else
ctx.rect(sx0[i], sy1[i], sw[i], sh[i])
this.visuals.line.set_vectorize(ctx, i)
ctx.stroke()
ctx.beginPath()
}
ctx.stroke()
}
}
示例8: _render
_render(ctx: Context2d, indices: number[],
{sx, sy, smodule, _angle, _teeth, _pressure_angle, _shaft_size, _internal}: GearData): void {
for (const i of indices) {
if (isNaN(sx[i] + sy[i] + _angle[i] + smodule[i] + _teeth[i] + _pressure_angle[i] + _shaft_size[i]))
continue
const fn = _internal[i] ? internal_gear_tooth : gear_tooth
const seq0 = fn(smodule[i], _teeth[i], _pressure_angle[i])
const [, x, y, ...seq] = seq0
ctx.save()
ctx.translate(sx[i], sy[i])
ctx.rotate(_angle[i])
ctx.beginPath()
const rot = 2*Math.PI/_teeth[i]
ctx.moveTo(x as number, y as number)
for (let j = 0; j < _teeth[i]; j++) {
this._render_seq(ctx, seq)
ctx.rotate(rot)
}
ctx.closePath()
const pitch_radius = smodule[i]*_teeth[i]/2
if (_internal[i]) {
const rim_radius = pitch_radius + 2.75*smodule[i]
ctx.moveTo(rim_radius, 0)
ctx.arc(0, 0, rim_radius, 0, 2*Math.PI, true)
} else if (_shaft_size[i] > 0) {
const shaft_radius = pitch_radius*_shaft_size[i]
ctx.moveTo(shaft_radius, 0)
ctx.arc(0, 0, shaft_radius, 0, 2*Math.PI, true)
}
if (this.visuals.fill.doit) {
this.visuals.fill.set_vectorize(ctx, i)
ctx.fill()
}
if (this.visuals.line.doit) {
this.visuals.line.set_vectorize(ctx, i)
ctx.stroke()
}
ctx.restore()
}
}
示例9: _v_canvas_text
_v_canvas_text(ctx: Context2d, i, text, sx, sy, angle) {
this.visuals.text.set_vectorize(ctx, i);
const bbox_dims = this._calculate_bounding_box_dimensions(ctx, text);
ctx.save();
ctx.beginPath();
ctx.translate(sx, sy);
ctx.rotate(angle);
ctx.rect(bbox_dims[0], bbox_dims[1], bbox_dims[2], bbox_dims[3]);
if (this.visuals.background_fill.doit) {
this.visuals.background_fill.set_vectorize(ctx, i);
ctx.fill();
}
if (this.visuals.border_line.doit) {
this.visuals.border_line.set_vectorize(ctx, i);
ctx.stroke();
}
if (this.visuals.text.doit) {
this.visuals.text.set_vectorize(ctx, i);
ctx.fillText(text, 0, 0);
}
return ctx.restore();
}
示例10: _canvas_text
protected _canvas_text(ctx: Context2d, text: string, sx: number, sy: number, angle: number): void {
this.visuals.text.set_value(ctx)
const bbox_dims = this._calculate_bounding_box_dimensions(ctx, text)
ctx.save()
ctx.beginPath()
ctx.translate(sx, sy)
if (angle)
ctx.rotate(angle)
ctx.rect(bbox_dims[0], bbox_dims[1], bbox_dims[2], bbox_dims[3])
if (this.visuals.background_fill.doit) {
this.visuals.background_fill.set_value(ctx)
ctx.fill()
}
if (this.visuals.border_line.doit) {
this.visuals.border_line.set_value(ctx)
ctx.stroke()
}
if (this.visuals.text.doit) {
this.visuals.text.set_value(ctx)
ctx.fillText(text, 0, 0)
}
ctx.restore()
}