本文整理汇总了TypeScript中core/util/canvas.Context2d.stroke方法的典型用法代码示例。如果您正苦于以下问题:TypeScript Context2d.stroke方法的具体用法?TypeScript Context2d.stroke怎么用?TypeScript Context2d.stroke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.stroke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}: LineData): void {
let drawing = false
let last_index: number | null = null
this.visuals.line.set_value(ctx)
for (const i of indices) {
if (drawing) {
if (!isFinite(sx[i] + sy[i])) {
ctx.stroke()
ctx.beginPath()
drawing = false
last_index = i
continue
}
if (last_index != null && i - last_index > 1) {
ctx.stroke()
drawing = false
}
}
if (drawing)
ctx.lineTo(sx[i], sy[i])
else {
ctx.beginPath()
ctx.moveTo(sx[i], sy[i])
drawing = true
}
last_index = i
}
if (drawing)
ctx.stroke()
}
示例2: _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3: _render
_render(ctx: Context2d, indices, {sxs, sys}) {
// @sxss and @syss are used by _hit_point and sxc, syc
// This is the earliest we can build them, and only build them once
this.renderer.sxss = this._build_discontinuous_object(sxs);
this.renderer.syss = this._build_discontinuous_object(sys);
for (const i of indices) {
const [sx, sy] = [sxs[i], sys[i]];
if (this.visuals.fill.doit) {
this.visuals.fill.set_vectorize(ctx, i);
for (let j = 0, end = sx.length; j < end; j++) {
if (j === 0) {
ctx.beginPath();
ctx.moveTo(sx[j], sy[j]);
continue;
} else if (isNaN(sx[j] + sy[j])) {
ctx.closePath();
ctx.fill();
ctx.beginPath();
continue;
} else {
ctx.lineTo(sx[j], sy[j]);
}
}
ctx.closePath();
ctx.fill();
}
if (this.visuals.line.doit) {
this.visuals.line.set_vectorize(ctx, i);
for (let j = 0, end = sx.length; j < end; j++) {
if (j === 0) {
ctx.beginPath();
ctx.moveTo(sx[j], sy[j]);
continue;
} else if (isNaN(sx[j] + sy[j])) {
ctx.closePath();
ctx.stroke();
ctx.beginPath();
continue;
} else {
ctx.lineTo(sx[j], sy[j]);
}
}
ctx.closePath();
ctx.stroke();
}
}
}
示例4: _render
protected _render(ctx: Context2d, indices: number[], {sxs, sys}: PatchesData): void {
// this.sxss and this.syss are used by _hit_point and sxc, syc
// This is the earliest we can build them, and only build them once
this.sxss = this._build_discontinuous_object(sxs as any) // XXX
this.syss = this._build_discontinuous_object(sys as any) // XXX
for (const i of indices) {
const [sx, sy] = [sxs[i], sys[i]]
if (this.visuals.fill.doit) {
this.visuals.fill.set_vectorize(ctx, i)
for (let j = 0, end = sx.length; j < end; j++) {
if (j == 0) {
ctx.beginPath()
ctx.moveTo(sx[j], sy[j])
continue
} else if (isNaN(sx[j] + sy[j])) {
ctx.closePath()
ctx.fill()
ctx.beginPath()
continue
} else
ctx.lineTo(sx[j], sy[j])
}
ctx.closePath()
ctx.fill()
}
if (this.visuals.line.doit) {
this.visuals.line.set_vectorize(ctx, i)
for (let j = 0, end = sx.length; j < end; j++) {
if (j == 0) {
ctx.beginPath()
ctx.moveTo(sx[j], sy[j])
continue
} else if (isNaN(sx[j] + sy[j])) {
ctx.closePath()
ctx.stroke()
ctx.beginPath()
continue
} else
ctx.lineTo(sx[j], sy[j])
}
ctx.closePath()
ctx.stroke()
}
}
}
示例5: _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6: generic_area_legend
export function generic_area_legend(visuals: {line?: Line, fill: Fill, hatch?: Hatch}, ctx: Context2d, {x0, x1, y0, y1}: Area, index: number): void {
const w = Math.abs(x1 - x0)
const dw = w*0.1
const h = Math.abs(y1 - y0)
const dh = h*0.1
const sx0 = x0 + dw
const sx1 = x1 - dw
const sy0 = y0 + dh
const sy1 = y1 - dh
if (visuals.fill.doit) {
visuals.fill.set_vectorize(ctx, index)
ctx.fillRect(sx0, sy0, sx1 - sx0, sy1 - sy0)
}
if (visuals.hatch != null && visuals.hatch.doit) {
visuals.hatch.set_vectorize(ctx, index)
ctx.fillRect(sx0, sy0, sx1 - sx0, sy1 - sy0)
}
if (visuals.line && visuals.line.doit) {
ctx.beginPath()
ctx.rect(sx0, sy0, sx1 - sx0, sy1 - sy0)
visuals.line.set_vectorize(ctx, index)
ctx.stroke()
}
}
示例7: _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8: _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9: _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()
}
示例10: _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])
}
}