• Jump To … +
    ./source/asset-management/image-asset.js ./source/asset-management/noise-asset.js ./source/asset-management/raw-asset.js ./source/asset-management/reaction-diffusion-asset.js ./source/asset-management/sprite-asset.js ./source/asset-management/video-asset.js ./source/core/animation-loop.js ./source/core/display-cycle.js ./source/core/document.js ./source/core/events.js ./source/core/init.js ./source/core/library.js ./source/core/snippets.js ./source/core/user-interaction.js ./source/factory/action.js ./source/factory/anchor.js ./source/factory/animation.js ./source/factory/bezier.js ./source/factory/block.js ./source/factory/button.js ./source/factory/canvas.js ./source/factory/cell.js ./source/factory/cog.js ./source/factory/color.js ./source/factory/conic-gradient.js ./source/factory/crescent.js ./source/factory/element.js ./source/factory/emitter.js ./source/factory/enhanced-label.js ./source/factory/filter.js ./source/factory/gradient.js ./source/factory/grid.js ./source/factory/group.js ./source/factory/label.js ./source/factory/line-spiral.js ./source/factory/line.js ./source/factory/loom.js ./source/factory/mesh.js ./source/factory/net.js ./source/factory/oval.js ./source/factory/particle-force.js ./source/factory/particle-spring.js ./source/factory/particle-world.js ./source/factory/particle.js ./source/factory/pattern.js ./source/factory/picture.js ./source/factory/polygon.js ./source/factory/polyline.js ./source/factory/quadratic.js ./source/factory/radial-gradient.js ./source/factory/rectangle.js ./source/factory/render-animation.js ./source/factory/shape.js ./source/factory/spiral.js ./source/factory/stack.js ./source/factory/star.js ./source/factory/tetragon.js ./source/factory/ticker.js ./source/factory/tracer.js ./source/factory/tween.js ./source/factory/unstacked-element.js ./source/factory/wheel.js ./source/helper/array-pool.js ./source/helper/color-engine.js ./source/helper/document-root-elements.js ./source/helper/filter-engine-bluenoise-data.js ./source/helper/filter-engine.js ./source/helper/random-seed.js ./source/helper/shape-path-calculation.js ./source/helper/shared-vars.js ./source/helper/system-flags.js ./source/helper/utilities.js ./source/helper/workstore.js ./source/mixin/anchor.js ./source/mixin/asset-advanced-functionality.js ./source/mixin/asset-consumer.js ./source/mixin/asset.js ./source/mixin/base.js ./source/mixin/button.js ./source/mixin/cascade.js ./source/mixin/cell-key-functions.js ./source/mixin/delta.js ./source/mixin/display-shape.js ./source/mixin/dom.js ./source/mixin/entity.js ./source/mixin/filter.js ./source/mixin/hidden-dom-elements.js ./source/mixin/mimic.js ./source/mixin/path.js ./source/mixin/pattern.js ./source/mixin/pivot.js ./source/mixin/position.js ./source/mixin/shape-basic.js ./source/mixin/shape-curve.js ./source/mixin/styles.js ./source/mixin/text.js ./source/mixin/tween.js ./source/scrawl.js ./source/untracked-factory/cell-fragment.js ./source/untracked-factory/coordinate.js ./source/untracked-factory/drag-zone.js ./source/untracked-factory/keyboard-zone.js ./source/untracked-factory/observe-update.js ./source/untracked-factory/palette.js ./source/untracked-factory/particle-history.js ./source/untracked-factory/quaternion.js ./source/untracked-factory/state.js ./source/untracked-factory/text-style.js ./source/untracked-factory/vector.js
  • §

    Pattern mixin

    Most of the code relating to the CanvasPattern API can be found here.

    • To create a pattern from an image asset, use the Pattern factory.
    • We can also use a Scrawl-canvas Cell as the asset for a pattern.
    • In both cases, we assign the pattern to an entity’s fillStyle or strokeStyle attribute by supplying the Pattern object or Cell wrapper’s String name to it.
  • §

    Imports

    import { isa_number, mergeOver, Ωempty } from '../helper/utilities.js';
    
    import { cell } from '../core/library.js';
  • §

    Shared constants

    import { _isArray, BLANK, T_CELL, T_NOISE } from '../helper/shared-vars.js';
  • §

    Local constants

    const _A = 'a',
        _B = 'b',
        _C = 'c',
        _D = 'd',
        _E = 'e',
        _F = 'f',
        MAT_POS = ['a', 'b', 'c', 'd', 'e', 'f'],
        MAT_REPEAT = ['repeat', 'repeat-x', 'repeat-y', 'no-repeat'],
        REPEAT = 'repeat';
  • §

    Export function

    export default function (P = Ωempty) {
  • §

    Shared attributes

        const defaultAttributes = {
  • §

    repeat - String indicating how to repeat the pattern’s image. Possible values are: repeat (default), repeat-x, repeat-y, no-repeat

            repeat: REPEAT,
  • §

    patternMatrix - Scrawl-canvas will apply a 2d-style, 6 value DOMMatrix to the pattern each time it is recreated. Changing the values of the matrix will change the rotation, skew, etc of the pattern. Pseudo-attributes can be used to set individual elements of the matrix, as follows:

    • stretchX (or matrixA) - generally used for horizontal (x axis) scale
    • skewY (or matrixB) - generally used for horizontal (x axis) skew
    • skewX (or matrixC) - generally used for vertical (y axis) skew
    • stretchY (or matrixD) - generally used for vertical (y axis) scale
    • shiftX (or matrixE) - generally used for horizontal (x axis) positioning
    • shiftY (or matrixF) - generally used for vertical (y axis) positioning

    To rotate the pattern, update the B and C matrix values in tandem. Results will be dependent on the surrounding matrix values. See demo Canvas-035 to explore further.

            patternMatrix: null,
        };
        P.defs = mergeOver(P.defs, defaultAttributes);
  • §

    Packet management

    No additional packet functionality defined here

  • §

    Clone management

    No additional clone functionality defined here

  • §

    Kill management

    No additional kill functionality defined here

  • §

    Get, Set, deltaSet

        const S = P.setters,
            G = P.getters;
  • §

    repeat

        S.repeat = function (item) {
    
            if (MAT_REPEAT.includes(item)) this.repeat = item;
            else this.repeat = this.defs.repeat;
        };
  • §

    checkMatrixExists - internal helper function

        P.checkMatrixExists = function () {
    
            if (!this.patternMatrix) this.patternMatrix = new DOMMatrix();
        };
  • §

    updateMatrixNumber - internal helper function

        P.updateMatrixNumber = function (item, pos) {
    
            this.checkMatrixExists();
    
            item = (item.substring) ? parseFloat(item) : item;
    
            const posCheck = MAT_POS.includes(pos);
    
            if (isa_number(item) && posCheck) this.patternMatrix[pos] = item;
        };
  • §

    matrixA, matrixB, matrixC, matrixD, matrixE, matrixF - these pseudo-attributes can be used to set individual attributes of the patternMatrix DOMMatrix object

        S.matrixA = function (item) { this.updateMatrixNumber(item, _A); };
        S.matrixB = function (item) { this.updateMatrixNumber(item, _B); };
        S.matrixC = function (item) { this.updateMatrixNumber(item, _C); };
        S.matrixD = function (item) { this.updateMatrixNumber(item, _D); };
        S.matrixE = function (item) { this.updateMatrixNumber(item, _E); };
        S.matrixF = function (item) { this.updateMatrixNumber(item, _F); };
  • §

    stretchX, skewY, skewX, stretchY, shiftX, shiftY - these pseudo-attributes can be used to set individual attributes of the patternMatrix DOMMatrix object

        S.stretchX = function (item) { this.updateMatrixNumber(item, _A); };
        S.skewY = function (item) { this.updateMatrixNumber(item, _B); };
        S.skewX = function (item) { this.updateMatrixNumber(item, _C); };
        S.stretchY = function (item) { this.updateMatrixNumber(item, _D); };
        S.shiftX = function (item) { this.updateMatrixNumber(item, _E); };
        S.shiftY = function (item) { this.updateMatrixNumber(item, _F); };
  • §

    retrieveMatrixNumber - internal helper function

        P.retrieveMatrixNumber = function (pos) {
    
            this.checkMatrixExists();
            return this.patternMatrix[pos];
        };
    
        G.matrixA = function () { return this.retrieveMatrixNumber(_A); };
        G.matrixB = function () { return this.retrieveMatrixNumber(_B); };
        G.matrixC = function () { return this.retrieveMatrixNumber(_C); };
        G.matrixD = function () { return this.retrieveMatrixNumber(_D); };
        G.matrixE = function () { return this.retrieveMatrixNumber(_E); };
        G.matrixF = function () { return this.retrieveMatrixNumber(_F); };
    
        G.stretchX = function () { return this.retrieveMatrixNumber(_A); };
        G.skewY = function () { return this.retrieveMatrixNumber(_B); };
        G.skewX = function () { return this.retrieveMatrixNumber(_C); };
        G.stretchY = function () { return this.retrieveMatrixNumber(_D); };
        G.shiftX = function () { return this.retrieveMatrixNumber(_E); };
        G.shiftY = function () { return this.retrieveMatrixNumber(_F); };
  • §

    patternMatrix - the argument must be an Array containing 6 Number elements in the form of [a, b, c, d, e, f]

        S.patternMatrix = function (item) {
    
            if (_isArray(item)) {
    
                const update = this.updateMatrixNumber;
    
                update(item[0], _A);
                update(item[1], _B);
                update(item[2], _C);
                update(item[3], _D);
                update(item[4], _E);
                update(item[5], _F);
            }
        };
  • §

    Prototype functions

  • §

    buildStyle - internal function: creates the pattern on the Cell’s CanvasRenderingContext2D engine.

        P.buildStyle = function (mycell) {
    
            if (mycell) {
    
                if (mycell.substring) mycell = cell[mycell];
    
                let source = this.source,
                    loaded = this.sourceLoaded;
    
                const repeat = this.repeat,
                    engine = mycell.engine;
    
                if (this.type === T_CELL || this.type === T_NOISE) {
    
                    source = this.element;
                    loaded = true;
                }
                if (engine && loaded) {
    
                    const p = engine.createPattern(source, repeat);
    
                    p.setTransform(this.patternMatrix);
    
                    return p;
                }
            }
            return BLANK;
        };
    }