konva/src/Shape.ts
2023-06-05 10:25:36 -05:00

2030 lines
54 KiB
TypeScript

import { Konva } from './Global';
import { Transform, Util } from './Util';
import { Factory } from './Factory';
import { Node, NodeConfig } from './Node';
import {
getNumberValidator,
getNumberOrAutoValidator,
getStringValidator,
getBooleanValidator,
getStringOrGradientValidator,
} from './Validators';
import { Context, SceneContext } from './Context';
import { _registerNode } from './Global';
import * as PointerEvents from './PointerEvents';
import { GetSet, Vector2d } from './types';
import { HitCanvas, SceneCanvas } from './Canvas';
// hack from here https://stackoverflow.com/questions/52667959/what-is-the-purpose-of-bivariancehack-in-typescript-types/52668133#52668133
export type ShapeConfigHandler<TTarget> = {
bivarianceHack(ctx: Context, shape: TTarget): void;
}['bivarianceHack'];
export type LineJoin = 'round' | 'bevel' | 'miter';
export type LineCap = 'butt' | 'round' | 'square';
export interface ShapeConfig extends NodeConfig {
fill?: string;
fillPatternImage?: HTMLImageElement;
fillPatternX?: number;
fillPatternY?: number;
fillPatternOffset?: Vector2d;
fillPatternOffsetX?: number;
fillPatternOffsetY?: number;
fillPatternScale?: Vector2d;
fillPatternScaleX?: number;
fillPatternScaleY?: number;
fillPatternRotation?: number;
fillPatternRepeat?: string;
fillLinearGradientStartPoint?: Vector2d;
fillLinearGradientStartPointX?: number;
fillLinearGradientStartPointY?: number;
fillLinearGradientEndPoint?: Vector2d;
fillLinearGradientEndPointX?: number;
fillLinearGradientEndPointY?: number;
fillLinearGradientColorStops?: Array<number | string>;
fillRadialGradientStartPoint?: Vector2d;
fillRadialGradientStartPointX?: number;
fillRadialGradientStartPointY?: number;
fillRadialGradientEndPoint?: Vector2d;
fillRadialGradientEndPointX?: number;
fillRadialGradientEndPointY?: number;
fillRadialGradientStartRadius?: number;
fillRadialGradientEndRadius?: number;
fillRadialGradientColorStops?: Array<number | string>;
fillEnabled?: boolean;
fillPriority?: string;
fillRule?: CanvasFillRule;
stroke?: string | CanvasGradient;
strokeWidth?: number;
fillAfterStrokeEnabled?: boolean;
hitStrokeWidth?: number | string;
strokeScaleEnabled?: boolean;
strokeHitEnabled?: boolean;
strokeEnabled?: boolean;
lineJoin?: LineJoin;
lineCap?: LineCap;
sceneFunc?: (con: Context, shape: Shape) => void;
hitFunc?: (con: Context, shape: Shape) => void;
shadowColor?: string;
shadowBlur?: number;
shadowOffset?: Vector2d;
shadowOffsetX?: number;
shadowOffsetY?: number;
shadowOpacity?: number;
shadowEnabled?: boolean;
shadowForStrokeEnabled?: boolean;
dash?: number[];
dashOffset?: number;
dashEnabled?: boolean;
perfectDrawEnabled?: boolean;
}
export interface ShapeGetClientRectConfig {
skipTransform?: boolean;
skipShadow?: boolean;
skipStroke?: boolean;
relativeTo?: Node;
}
export type FillFuncOutput =
| void
| [Path2D | CanvasFillRule]
| [Path2D, CanvasFillRule];
var HAS_SHADOW = 'hasShadow';
var SHADOW_RGBA = 'shadowRGBA';
var patternImage = 'patternImage';
var linearGradient = 'linearGradient';
var radialGradient = 'radialGradient';
let dummyContext: CanvasRenderingContext2D;
function getDummyContext(): CanvasRenderingContext2D {
if (dummyContext) {
return dummyContext;
}
dummyContext = Util.createCanvasElement().getContext('2d');
return dummyContext;
}
export const shapes: { [key: string]: Shape } = {};
// TODO: idea - use only "remove" (or destroy method)
// how? on add, check that every inner shape has reference in konva store with color
// on remove - clear that reference
// the approach is good. But what if we want to cache the shape before we add it into the stage
// what color to use for hit test?
function _fillFunc(context) {
const fillRule = this.attrs.fillRule;
if (fillRule) {
context.fill(fillRule);
} else {
context.fill();
}
}
function _strokeFunc(context) {
context.stroke();
}
function _fillFuncHit(context) {
context.fill();
}
function _strokeFuncHit(context) {
context.stroke();
}
function _clearHasShadowCache() {
this._clearCache(HAS_SHADOW);
}
function _clearGetShadowRGBACache() {
this._clearCache(SHADOW_RGBA);
}
function _clearFillPatternCache() {
this._clearCache(patternImage);
}
function _clearLinearGradientCache() {
this._clearCache(linearGradient);
}
function _clearRadialGradientCache() {
this._clearCache(radialGradient);
}
/**
* Shape constructor. Shapes are primitive objects such as rectangles,
* circles, text, lines, etc.
* @constructor
* @memberof Konva
* @augments Konva.Node
* @param {Object} config
* @@shapeParams
* @@nodeParams
* @example
* var customShape = new Konva.Shape({
* x: 5,
* y: 10,
* fill: 'red',
* // a Konva.Canvas renderer is passed into the sceneFunc function
* sceneFunc (context, shape) {
* context.beginPath();
* context.moveTo(200, 50);
* context.lineTo(420, 80);
* context.quadraticCurveTo(300, 100, 260, 170);
* context.closePath();
* // Konva specific method
* context.fillStrokeShape(shape);
* }
*});
*/
export class Shape<
Config extends ShapeConfig = ShapeConfig
> extends Node<Config> {
_centroid: boolean;
colorKey: string;
_fillFunc: (ctx: Context) => FillFuncOutput;
_strokeFunc: (ctx: Context) => void;
_fillFuncHit: (ctx: Context) => void;
_strokeFuncHit: (ctx: Context) => void;
constructor(config?: Config) {
super(config);
// set colorKey
let key: string;
while (true) {
key = Util.getRandomColor();
if (key && !(key in shapes)) {
break;
}
}
this.colorKey = key;
shapes[key] = this;
}
getContext() {
Util.warn('shape.getContext() method is deprecated. Please do not use it.');
return this.getLayer().getContext();
}
getCanvas() {
Util.warn('shape.getCanvas() method is deprecated. Please do not use it.');
return this.getLayer().getCanvas();
}
getSceneFunc() {
return this.attrs.sceneFunc || this['_sceneFunc'];
}
getHitFunc() {
return this.attrs.hitFunc || this['_hitFunc'];
}
/**
* returns whether or not a shadow will be rendered
* @method
* @name Konva.Shape#hasShadow
* @returns {Boolean}
*/
hasShadow() {
return this._getCache(HAS_SHADOW, this._hasShadow);
}
_hasShadow() {
return (
this.shadowEnabled() &&
this.shadowOpacity() !== 0 &&
!!(
this.shadowColor() ||
this.shadowBlur() ||
this.shadowOffsetX() ||
this.shadowOffsetY()
)
);
}
_getFillPattern() {
return this._getCache(patternImage, this.__getFillPattern);
}
__getFillPattern() {
if (this.fillPatternImage()) {
var ctx = getDummyContext();
const pattern = ctx.createPattern(
this.fillPatternImage(),
this.fillPatternRepeat() || 'repeat'
);
if (pattern && pattern.setTransform) {
const tr = new Transform();
tr.translate(this.fillPatternX(), this.fillPatternY());
tr.rotate(Konva.getAngle(this.fillPatternRotation()));
tr.scale(this.fillPatternScaleX(), this.fillPatternScaleY());
tr.translate(
-1 * this.fillPatternOffsetX(),
-1 * this.fillPatternOffsetY()
);
const m = tr.getMatrix();
const matrix =
typeof DOMMatrix === 'undefined'
? {
a: m[0], // Horizontal scaling. A value of 1 results in no scaling.
b: m[1], // Vertical skewing.
c: m[2], // Horizontal skewing.
d: m[3],
e: m[4], // Horizontal translation (moving).
f: m[5], // Vertical translation (moving).
}
: new DOMMatrix(m);
pattern.setTransform(matrix);
}
return pattern;
}
}
_getLinearGradient() {
return this._getCache(linearGradient, this.__getLinearGradient);
}
__getLinearGradient() {
var colorStops = this.fillLinearGradientColorStops();
if (colorStops) {
var ctx = getDummyContext();
var start = this.fillLinearGradientStartPoint();
var end = this.fillLinearGradientEndPoint();
var grd = ctx.createLinearGradient(start.x, start.y, end.x, end.y);
// build color stops
for (var n = 0; n < colorStops.length; n += 2) {
grd.addColorStop(colorStops[n] as number, colorStops[n + 1] as string);
}
return grd;
}
}
_getRadialGradient() {
return this._getCache(radialGradient, this.__getRadialGradient);
}
__getRadialGradient() {
var colorStops = this.fillRadialGradientColorStops();
if (colorStops) {
var ctx = getDummyContext();
var start = this.fillRadialGradientStartPoint();
var end = this.fillRadialGradientEndPoint();
var grd = ctx.createRadialGradient(
start.x,
start.y,
this.fillRadialGradientStartRadius(),
end.x,
end.y,
this.fillRadialGradientEndRadius()
);
// build color stops
for (var n = 0; n < colorStops.length; n += 2) {
grd.addColorStop(colorStops[n] as number, colorStops[n + 1] as string);
}
return grd;
}
}
getShadowRGBA() {
return this._getCache(SHADOW_RGBA, this._getShadowRGBA);
}
_getShadowRGBA() {
if (!this.hasShadow()) {
return;
}
var rgba = Util.colorToRGBA(this.shadowColor());
if (rgba) {
return (
'rgba(' +
rgba.r +
',' +
rgba.g +
',' +
rgba.b +
',' +
rgba.a * (this.shadowOpacity() || 1) +
')'
);
}
}
/**
* returns whether or not the shape will be filled
* @method
* @name Konva.Shape#hasFill
* @returns {Boolean}
*/
hasFill() {
return this._calculate(
'hasFill',
[
'fillEnabled',
'fill',
'fillPatternImage',
'fillLinearGradientColorStops',
'fillRadialGradientColorStops',
],
() => {
return (
this.fillEnabled() &&
!!(
this.fill() ||
this.fillPatternImage() ||
this.fillLinearGradientColorStops() ||
this.fillRadialGradientColorStops()
)
);
}
);
}
/**
* returns whether or not the shape will be stroked
* @method
* @name Konva.Shape#hasStroke
* @returns {Boolean}
*/
hasStroke() {
return this._calculate(
'hasStroke',
[
'strokeEnabled',
'strokeWidth',
'stroke',
'strokeLinearGradientColorStops',
],
() => {
return (
this.strokeEnabled() &&
this.strokeWidth() &&
!!(this.stroke() || this.strokeLinearGradientColorStops())
// this.getStrokeRadialGradientColorStops()
);
}
);
// return (
// this.strokeEnabled() &&
// this.strokeWidth() &&
// !!(this.stroke() || this.strokeLinearGradientColorStops())
// // this.getStrokeRadialGradientColorStops()
// );
}
hasHitStroke() {
const width = this.hitStrokeWidth();
// on auto just check by stroke
if (width === 'auto') {
return this.hasStroke();
}
// we should enable hit stroke if stroke is enabled
// and we have some value from width
return this.strokeEnabled() && !!width;
}
/**
* determines if point is in the shape, regardless if other shapes are on top of it. Note: because
* this method clears a temporary canvas and then redraws the shape, it performs very poorly if executed many times
* consecutively. Please use the {@link Konva.Stage#getIntersection} method if at all possible
* because it performs much better
* @method
* @name Konva.Shape#intersects
* @param {Object} point
* @param {Number} point.x
* @param {Number} point.y
* @returns {Boolean}
*/
intersects(point) {
var stage = this.getStage(),
bufferHitCanvas = stage.bufferHitCanvas,
p;
bufferHitCanvas.getContext().clear();
this.drawHit(bufferHitCanvas, null, true);
p = bufferHitCanvas.context.getImageData(
Math.round(point.x),
Math.round(point.y),
1,
1
).data;
return p[3] > 0;
}
destroy() {
Node.prototype.destroy.call(this);
delete shapes[this.colorKey];
delete this.colorKey;
return this;
}
// why do we need buffer canvas?
// it give better result when a shape has
// stroke with fill and with some opacity
_useBufferCanvas(forceFill?: boolean): boolean {
// image and sprite still has "fill" as image
// so they use that method with forced fill
// it probably will be simpler, then copy/paste the code
// buffer canvas is available only inside the stage
if (!this.getStage()) {
return false;
}
// force skip buffer canvas
const perfectDrawEnabled = this.attrs.perfectDrawEnabled ?? true;
if (!perfectDrawEnabled) {
return false;
}
const hasFill = forceFill || this.hasFill();
const hasStroke = this.hasStroke();
const isTransparent = this.getAbsoluteOpacity() !== 1;
if (hasFill && hasStroke && isTransparent) {
return true;
}
const hasShadow = this.hasShadow();
const strokeForShadow = this.shadowForStrokeEnabled();
if (hasFill && hasStroke && hasShadow && strokeForShadow) {
return true;
}
return false;
}
setStrokeHitEnabled(val: number) {
Util.warn(
'strokeHitEnabled property is deprecated. Please use hitStrokeWidth instead.'
);
if (val) {
this.hitStrokeWidth('auto');
} else {
this.hitStrokeWidth(0);
}
}
getStrokeHitEnabled() {
if (this.hitStrokeWidth() === 0) {
return false;
} else {
return true;
}
}
/**
* return self rectangle (x, y, width, height) of shape.
* This method are not taken into account transformation and styles.
* @method
* @name Konva.Shape#getSelfRect
* @returns {Object} rect with {x, y, width, height} properties
* @example
*
* rect.getSelfRect(); // return {x:0, y:0, width:rect.width(), height:rect.height()}
* circle.getSelfRect(); // return {x: - circle.width() / 2, y: - circle.height() / 2, width:circle.width(), height:circle.height()}
*
*/
getSelfRect() {
var size = this.size();
return {
x: this._centroid ? -size.width / 2 : 0,
y: this._centroid ? -size.height / 2 : 0,
width: size.width,
height: size.height,
};
}
getClientRect(config: ShapeGetClientRectConfig = {}) {
const skipTransform = config.skipTransform;
const relativeTo = config.relativeTo;
const fillRect = this.getSelfRect();
const applyStroke = !config.skipStroke && this.hasStroke();
const strokeWidth = (applyStroke && this.strokeWidth()) || 0;
const fillAndStrokeWidth = fillRect.width + strokeWidth;
const fillAndStrokeHeight = fillRect.height + strokeWidth;
const applyShadow = !config.skipShadow && this.hasShadow();
const shadowOffsetX = applyShadow ? this.shadowOffsetX() : 0;
const shadowOffsetY = applyShadow ? this.shadowOffsetY() : 0;
const preWidth = fillAndStrokeWidth + Math.abs(shadowOffsetX);
const preHeight = fillAndStrokeHeight + Math.abs(shadowOffsetY);
const blurRadius = (applyShadow && this.shadowBlur()) || 0;
const width = preWidth + blurRadius * 2;
const height = preHeight + blurRadius * 2;
const rect = {
width: width,
height: height,
x:
-(strokeWidth / 2 + blurRadius) +
Math.min(shadowOffsetX, 0) +
fillRect.x,
y:
-(strokeWidth / 2 + blurRadius) +
Math.min(shadowOffsetY, 0) +
fillRect.y,
};
if (!skipTransform) {
return this._transformedRect(rect, relativeTo);
}
return rect;
}
drawScene(can?: SceneCanvas, top?: Node) {
// basically there are 3 drawing modes
// 1 - simple drawing when nothing is cached.
// 2 - when we are caching current
// 3 - when node is cached and we need to draw it into layer
var layer = this.getLayer(),
canvas = can || layer.getCanvas(),
context = canvas.getContext() as SceneContext,
cachedCanvas = this._getCanvasCache(),
drawFunc = this.getSceneFunc(),
hasShadow = this.hasShadow(),
stage,
bufferCanvas,
bufferContext;
var skipBuffer = canvas.isCache;
var cachingSelf = top === this;
if (!this.isVisible() && !cachingSelf) {
return this;
}
// if node is cached we just need to draw from cache
if (cachedCanvas) {
context.save();
var m = this.getAbsoluteTransform(top).getMatrix();
context.transform(m[0], m[1], m[2], m[3], m[4], m[5]);
this._drawCachedSceneCanvas(context);
context.restore();
return this;
}
if (!drawFunc) {
return this;
}
context.save();
// if buffer canvas is needed
if (this._useBufferCanvas() && !skipBuffer) {
stage = this.getStage();
bufferCanvas = stage.bufferCanvas;
bufferContext = bufferCanvas.getContext();
bufferContext.clear();
bufferContext.save();
bufferContext._applyLineJoin(this);
// layer might be undefined if we are using cache before adding to layer
var o = this.getAbsoluteTransform(top).getMatrix();
bufferContext.transform(o[0], o[1], o[2], o[3], o[4], o[5]);
drawFunc.call(this, bufferContext, this);
bufferContext.restore();
var ratio = bufferCanvas.pixelRatio;
if (hasShadow) {
context._applyShadow(this);
}
context._applyOpacity(this);
context._applyGlobalCompositeOperation(this);
context.drawImage(
bufferCanvas._canvas,
0,
0,
bufferCanvas.width / ratio,
bufferCanvas.height / ratio
);
} else {
context._applyLineJoin(this);
if (!cachingSelf) {
var o = this.getAbsoluteTransform(top).getMatrix();
context.transform(o[0], o[1], o[2], o[3], o[4], o[5]);
context._applyOpacity(this);
context._applyGlobalCompositeOperation(this);
}
if (hasShadow) {
context._applyShadow(this);
}
drawFunc.call(this, context, this);
}
context.restore();
return this;
}
drawHit(can?: HitCanvas, top?: Node, skipDragCheck = false) {
if (!this.shouldDrawHit(top, skipDragCheck)) {
return this;
}
var layer = this.getLayer(),
canvas = can || layer.hitCanvas,
context = canvas && canvas.getContext(),
drawFunc = this.hitFunc() || this.sceneFunc(),
cachedCanvas = this._getCanvasCache(),
cachedHitCanvas = cachedCanvas && cachedCanvas.hit;
if (!this.colorKey) {
Util.warn(
'Looks like your canvas has a destroyed shape in it. Do not reuse shape after you destroyed it. If you want to reuse shape you should call remove() instead of destroy()'
);
}
if (cachedHitCanvas) {
context.save();
var m = this.getAbsoluteTransform(top).getMatrix();
context.transform(m[0], m[1], m[2], m[3], m[4], m[5]);
this._drawCachedHitCanvas(context);
context.restore();
return this;
}
if (!drawFunc) {
return this;
}
context.save();
context._applyLineJoin(this);
const selfCache = this === top;
if (!selfCache) {
var o = this.getAbsoluteTransform(top).getMatrix();
context.transform(o[0], o[1], o[2], o[3], o[4], o[5]);
}
drawFunc.call(this, context, this);
context.restore();
return this;
}
/**
* draw hit graph using the cached scene canvas
* @method
* @name Konva.Shape#drawHitFromCache
* @param {Integer} alphaThreshold alpha channel threshold that determines whether or not
* a pixel should be drawn onto the hit graph. Must be a value between 0 and 255.
* The default is 0
* @returns {Konva.Shape}
* @example
* shape.cache();
* shape.drawHitFromCache();
*/
drawHitFromCache(alphaThreshold = 0) {
var cachedCanvas = this._getCanvasCache(),
sceneCanvas = this._getCachedSceneCanvas(),
hitCanvas = cachedCanvas.hit,
hitContext = hitCanvas.getContext(),
hitWidth = hitCanvas.getWidth(),
hitHeight = hitCanvas.getHeight(),
hitImageData,
hitData,
len,
rgbColorKey,
i,
alpha;
hitContext.clear();
hitContext.drawImage(sceneCanvas._canvas, 0, 0, hitWidth, hitHeight);
try {
hitImageData = hitContext.getImageData(0, 0, hitWidth, hitHeight);
hitData = hitImageData.data;
len = hitData.length;
rgbColorKey = Util._hexToRgb(this.colorKey);
// replace non transparent pixels with color key
for (i = 0; i < len; i += 4) {
alpha = hitData[i + 3];
if (alpha > alphaThreshold) {
hitData[i] = rgbColorKey.r;
hitData[i + 1] = rgbColorKey.g;
hitData[i + 2] = rgbColorKey.b;
hitData[i + 3] = 255;
} else {
hitData[i + 3] = 0;
}
}
hitContext.putImageData(hitImageData, 0, 0);
} catch (e) {
Util.error(
'Unable to draw hit graph from cached scene canvas. ' + e.message
);
}
return this;
}
hasPointerCapture(pointerId: number): boolean {
return PointerEvents.hasPointerCapture(pointerId, this);
}
setPointerCapture(pointerId: number) {
PointerEvents.setPointerCapture(pointerId, this);
}
releaseCapture(pointerId: number) {
PointerEvents.releaseCapture(pointerId, this);
}
draggable: GetSet<boolean, this>;
embossBlend: GetSet<boolean, this>;
dash: GetSet<number[], this>;
dashEnabled: GetSet<boolean, this>;
dashOffset: GetSet<number, this>;
fill: GetSet<string, this>;
fillEnabled: GetSet<boolean, this>;
fillLinearGradientColorStops: GetSet<Array<number | string>, this>;
fillLinearGradientStartPoint: GetSet<Vector2d, this>;
fillLinearGradientStartPointX: GetSet<number, this>;
fillLinearGradientStartPointY: GetSet<number, this>;
fillLinearGradientEndPoint: GetSet<Vector2d, this>;
fillLinearGradientEndPointX: GetSet<number, this>;
fillLinearGradientEndPointY: GetSet<number, this>;
fillLinearRadialStartPoint: GetSet<Vector2d, this>;
fillLinearRadialStartPointX: GetSet<number, this>;
fillLinearRadialStartPointY: GetSet<number, this>;
fillLinearRadialEndPoint: GetSet<Vector2d, this>;
fillLinearRadialEndPointX: GetSet<number, this>;
fillLinearRadialEndPointY: GetSet<number, this>;
fillPatternImage: GetSet<HTMLImageElement | HTMLCanvasElement, this>;
fillRadialGradientStartRadius: GetSet<number, this>;
fillRadialGradientEndRadius: GetSet<number, this>;
fillRadialGradientColorStops: GetSet<Array<number | string>, this>;
fillRadialGradientStartPoint: GetSet<Vector2d, this>;
fillRadialGradientStartPointX: GetSet<number, this>;
fillRadialGradientStartPointY: GetSet<number, this>;
fillRadialGradientEndPoint: GetSet<Vector2d, this>;
fillRadialGradientEndPointX: GetSet<number, this>;
fillRadialGradientEndPointY: GetSet<number, this>;
fillPatternOffset: GetSet<Vector2d, this>;
fillPatternOffsetX: GetSet<number, this>;
fillPatternOffsetY: GetSet<number, this>;
fillPatternRepeat: GetSet<string, this>;
fillPatternRotation: GetSet<number, this>;
fillPatternScale: GetSet<Vector2d, this>;
fillPatternScaleX: GetSet<number, this>;
fillPatternScaleY: GetSet<number, this>;
fillPatternX: GetSet<number, this>;
fillPatternY: GetSet<number, this>;
fillPriority: GetSet<string, this>;
hitFunc: GetSet<ShapeConfigHandler<this>, this>;
lineCap: GetSet<LineCap, this>;
lineJoin: GetSet<LineJoin, this>;
perfectDrawEnabled: GetSet<boolean, this>;
sceneFunc: GetSet<ShapeConfigHandler<this>, this>;
shadowColor: GetSet<string, this>;
shadowEnabled: GetSet<boolean, this>;
shadowForStrokeEnabled: GetSet<boolean, this>;
shadowOffset: GetSet<Vector2d, this>;
shadowOffsetX: GetSet<number, this>;
shadowOffsetY: GetSet<number, this>;
shadowOpacity: GetSet<number, this>;
shadowBlur: GetSet<number, this>;
stroke: GetSet<string, this>;
strokeEnabled: GetSet<boolean, this>;
fillAfterStrokeEnabled: GetSet<boolean, this>;
strokeScaleEnabled: GetSet<boolean, this>;
strokeHitEnabled: GetSet<boolean, this>;
strokeWidth: GetSet<number, this>;
hitStrokeWidth: GetSet<number | 'auto', this>;
strokeLinearGradientStartPoint: GetSet<Vector2d, this>;
strokeLinearGradientEndPoint: GetSet<Vector2d, this>;
strokeLinearGradientColorStops: GetSet<Array<number | string>, this>;
}
Shape.prototype._fillFunc = _fillFunc;
Shape.prototype._strokeFunc = _strokeFunc;
Shape.prototype._fillFuncHit = _fillFuncHit;
Shape.prototype._strokeFuncHit = _strokeFuncHit;
Shape.prototype._centroid = false;
Shape.prototype.nodeType = 'Shape';
_registerNode(Shape);
Shape.prototype.eventListeners = {};
Shape.prototype.on.call(
Shape.prototype,
'shadowColorChange.konva shadowBlurChange.konva shadowOffsetChange.konva shadowOpacityChange.konva shadowEnabledChange.konva',
_clearHasShadowCache
);
Shape.prototype.on.call(
Shape.prototype,
'shadowColorChange.konva shadowOpacityChange.konva shadowEnabledChange.konva',
_clearGetShadowRGBACache
);
Shape.prototype.on.call(
Shape.prototype,
'fillPriorityChange.konva fillPatternImageChange.konva fillPatternRepeatChange.konva fillPatternScaleXChange.konva fillPatternScaleYChange.konva fillPatternOffsetXChange.konva fillPatternOffsetYChange.konva fillPatternXChange.konva fillPatternYChange.konva fillPatternRotationChange.konva',
_clearFillPatternCache
);
Shape.prototype.on.call(
Shape.prototype,
'fillPriorityChange.konva fillLinearGradientColorStopsChange.konva fillLinearGradientStartPointXChange.konva fillLinearGradientStartPointYChange.konva fillLinearGradientEndPointXChange.konva fillLinearGradientEndPointYChange.konva',
_clearLinearGradientCache
);
Shape.prototype.on.call(
Shape.prototype,
'fillPriorityChange.konva fillRadialGradientColorStopsChange.konva fillRadialGradientStartPointXChange.konva fillRadialGradientStartPointYChange.konva fillRadialGradientEndPointXChange.konva fillRadialGradientEndPointYChange.konva fillRadialGradientStartRadiusChange.konva fillRadialGradientEndRadiusChange.konva',
_clearRadialGradientCache
);
// add getters and setters
Factory.addGetterSetter(
Shape,
'stroke',
undefined,
getStringOrGradientValidator()
);
/**
* get/set stroke color
* @name Konva.Shape#stroke
* @method
* @param {String} color
* @returns {String}
* @example
* // get stroke color
* var stroke = shape.stroke();
*
* // set stroke color with color string
* shape.stroke('green');
*
* // set stroke color with hex
* shape.stroke('#00ff00');
*
* // set stroke color with rgb
* shape.stroke('rgb(0,255,0)');
*
* // set stroke color with rgba and make it 50% opaque
* shape.stroke('rgba(0,255,0,0.5');
*/
Factory.addGetterSetter(Shape, 'strokeWidth', 2, getNumberValidator());
/**
* get/set stroke width
* @name Konva.Shape#strokeWidth
* @method
* @param {Number} strokeWidth
* @returns {Number}
* @example
* // get stroke width
* var strokeWidth = shape.strokeWidth();
*
* // set stroke width
* shape.strokeWidth(10);
*/
Factory.addGetterSetter(Shape, 'fillAfterStrokeEnabled', false);
/**
* get/set fillAfterStrokeEnabled property. By default Konva is drawing filling first, then stroke on top of the fill.
* In rare situations you may want a different behavior. When you have a stroke first then fill on top of it.
* Especially useful for Text objects.
* Default is false.
* @name Konva.Shape#fillAfterStrokeEnabled
* @method
* @param {Boolean} fillAfterStrokeEnabled
* @returns {Boolean}
* @example
* // get stroke width
* var fillAfterStrokeEnabled = shape.fillAfterStrokeEnabled();
*
* // set stroke width
* shape.fillAfterStrokeEnabled(true);
*/
Factory.addGetterSetter(
Shape,
'hitStrokeWidth',
'auto',
getNumberOrAutoValidator()
);
/**
* get/set stroke width for hit detection. Default value is "auto", it means it will be equals to strokeWidth
* @name Konva.Shape#hitStrokeWidth
* @method
* @param {Number} hitStrokeWidth
* @returns {Number}
* @example
* // get stroke width
* var hitStrokeWidth = shape.hitStrokeWidth();
*
* // set hit stroke width
* shape.hitStrokeWidth(20);
* // set hit stroke width always equals to scene stroke width
* shape.hitStrokeWidth('auto');
*/
Factory.addGetterSetter(Shape, 'strokeHitEnabled', true, getBooleanValidator());
/**
* **deprecated, use hitStrokeWidth instead!** get/set strokeHitEnabled property. Useful for performance optimization.
* You may set `shape.strokeHitEnabled(false)`. In this case stroke will be no draw on hit canvas, so hit area
* of shape will be decreased (by lineWidth / 2). Remember that non closed line with `strokeHitEnabled = false`
* will be not drawn on hit canvas, that is mean line will no trigger pointer events (like mouseover)
* Default value is true.
* @name Konva.Shape#strokeHitEnabled
* @method
* @param {Boolean} strokeHitEnabled
* @returns {Boolean}
* @example
* // get strokeHitEnabled
* var strokeHitEnabled = shape.strokeHitEnabled();
*
* // set strokeHitEnabled
* shape.strokeHitEnabled();
*/
Factory.addGetterSetter(
Shape,
'perfectDrawEnabled',
true,
getBooleanValidator()
);
/**
* get/set perfectDrawEnabled. If a shape has fill, stroke and opacity you may set `perfectDrawEnabled` to false to improve performance.
* See http://konvajs.org/docs/performance/Disable_Perfect_Draw.html for more information.
* Default value is true
* @name Konva.Shape#perfectDrawEnabled
* @method
* @param {Boolean} perfectDrawEnabled
* @returns {Boolean}
* @example
* // get perfectDrawEnabled
* var perfectDrawEnabled = shape.perfectDrawEnabled();
*
* // set perfectDrawEnabled
* shape.perfectDrawEnabled();
*/
Factory.addGetterSetter(
Shape,
'shadowForStrokeEnabled',
true,
getBooleanValidator()
);
/**
* get/set shadowForStrokeEnabled. Useful for performance optimization.
* You may set `shape.shadowForStrokeEnabled(false)`. In this case stroke will no effect shadow.
* Remember if you set `shadowForStrokeEnabled = false` for non closed line - that line will have no shadow!.
* Default value is true
* @name Konva.Shape#shadowForStrokeEnabled
* @method
* @param {Boolean} shadowForStrokeEnabled
* @returns {Boolean}
* @example
* // get shadowForStrokeEnabled
* var shadowForStrokeEnabled = shape.shadowForStrokeEnabled();
*
* // set shadowForStrokeEnabled
* shape.shadowForStrokeEnabled();
*/
Factory.addGetterSetter(Shape, 'lineJoin');
/**
* get/set line join. Can be miter, round, or bevel. The
* default is miter
* @name Konva.Shape#lineJoin
* @method
* @param {String} lineJoin
* @returns {String}
* @example
* // get line join
* var lineJoin = shape.lineJoin();
*
* // set line join
* shape.lineJoin('round');
*/
Factory.addGetterSetter(Shape, 'lineCap');
/**
* get/set line cap. Can be butt, round, or square
* @name Konva.Shape#lineCap
* @method
* @param {String} lineCap
* @returns {String}
* @example
* // get line cap
* var lineCap = shape.lineCap();
*
* // set line cap
* shape.lineCap('round');
*/
Factory.addGetterSetter(Shape, 'sceneFunc');
/**
* get/set scene draw function. That function is used to draw the shape on a canvas.
* Also that function will be used to draw hit area of the shape, in case if hitFunc is not defined.
* @name Konva.Shape#sceneFunc
* @method
* @param {Function} drawFunc drawing function
* @returns {Function}
* @example
* // get scene draw function
* var sceneFunc = shape.sceneFunc();
*
* // set scene draw function
* shape.sceneFunc(function(context, shape) {
* context.beginPath();
* context.rect(0, 0, shape.width(), shape.height());
* context.closePath();
* // important Konva method that fill and stroke shape from its properties
* // like stroke and fill
* context.fillStrokeShape(shape);
* });
*/
Factory.addGetterSetter(Shape, 'hitFunc');
/**
* get/set hit draw function. That function is used to draw custom hit area of a shape.
* @name Konva.Shape#hitFunc
* @method
* @param {Function} drawFunc drawing function
* @returns {Function}
* @example
* // get hit draw function
* var hitFunc = shape.hitFunc();
*
* // set hit draw function
* shape.hitFunc(function(context) {
* context.beginPath();
* context.rect(0, 0, shape.width(), shape.height());
* context.closePath();
* // important Konva method that fill and stroke shape from its properties
* context.fillStrokeShape(shape);
* });
*/
Factory.addGetterSetter(Shape, 'dash');
/**
* get/set dash array for stroke.
* @name Konva.Shape#dash
* @method
* @param {Array} dash
* @returns {Array}
* @example
* // apply dashed stroke that is 10px long and 5 pixels apart
* line.dash([10, 5]);
* // apply dashed stroke that is made up of alternating dashed
* // lines that are 10px long and 20px apart, and dots that have
* // a radius of 5px and are 20px apart
* line.dash([10, 20, 0.001, 20]);
*/
Factory.addGetterSetter(Shape, 'dashOffset', 0, getNumberValidator());
/**
* get/set dash offset for stroke.
* @name Konva.Shape#dash
* @method
* @param {Number} dash offset
* @returns {Number}
* @example
* // apply dashed stroke that is 10px long and 5 pixels apart with an offset of 5px
* line.dash([10, 5]);
* line.dashOffset(5);
*/
Factory.addGetterSetter(Shape, 'shadowColor', undefined, getStringValidator());
/**
* get/set shadow color
* @name Konva.Shape#shadowColor
* @method
* @param {String} color
* @returns {String}
* @example
* // get shadow color
* var shadow = shape.shadowColor();
*
* // set shadow color with color string
* shape.shadowColor('green');
*
* // set shadow color with hex
* shape.shadowColor('#00ff00');
*
* // set shadow color with rgb
* shape.shadowColor('rgb(0,255,0)');
*
* // set shadow color with rgba and make it 50% opaque
* shape.shadowColor('rgba(0,255,0,0.5');
*/
Factory.addGetterSetter(Shape, 'shadowBlur', 0, getNumberValidator());
/**
* get/set shadow blur
* @name Konva.Shape#shadowBlur
* @method
* @param {Number} blur
* @returns {Number}
* @example
* // get shadow blur
* var shadowBlur = shape.shadowBlur();
*
* // set shadow blur
* shape.shadowBlur(10);
*/
Factory.addGetterSetter(Shape, 'shadowOpacity', 1, getNumberValidator());
/**
* get/set shadow opacity. must be a value between 0 and 1
* @name Konva.Shape#shadowOpacity
* @method
* @param {Number} opacity
* @returns {Number}
* @example
* // get shadow opacity
* var shadowOpacity = shape.shadowOpacity();
*
* // set shadow opacity
* shape.shadowOpacity(0.5);
*/
Factory.addComponentsGetterSetter(Shape, 'shadowOffset', ['x', 'y']);
/**
* get/set shadow offset
* @name Konva.Shape#shadowOffset
* @method
* @param {Object} offset
* @param {Number} offset.x
* @param {Number} offset.y
* @returns {Object}
* @example
* // get shadow offset
* var shadowOffset = shape.shadowOffset();
*
* // set shadow offset
* shape.shadowOffset({
* x: 20,
* y: 10
* });
*/
Factory.addGetterSetter(Shape, 'shadowOffsetX', 0, getNumberValidator());
/**
* get/set shadow offset x
* @name Konva.Shape#shadowOffsetX
* @method
* @param {Number} x
* @returns {Number}
* @example
* // get shadow offset x
* var shadowOffsetX = shape.shadowOffsetX();
*
* // set shadow offset x
* shape.shadowOffsetX(5);
*/
Factory.addGetterSetter(Shape, 'shadowOffsetY', 0, getNumberValidator());
/**
* get/set shadow offset y
* @name Konva.Shape#shadowOffsetY
* @method
* @param {Number} y
* @returns {Number}
* @example
* // get shadow offset y
* var shadowOffsetY = shape.shadowOffsetY();
*
* // set shadow offset y
* shape.shadowOffsetY(5);
*/
Factory.addGetterSetter(Shape, 'fillPatternImage');
/**
* get/set fill pattern image
* @name Konva.Shape#fillPatternImage
* @method
* @param {Image} image object
* @returns {Image}
* @example
* // get fill pattern image
* var fillPatternImage = shape.fillPatternImage();
*
* // set fill pattern image
* var imageObj = new Image();
* imageObj.onload = function() {
* shape.fillPatternImage(imageObj);
* };
* imageObj.src = 'path/to/image/jpg';
*/
Factory.addGetterSetter(
Shape,
'fill',
undefined,
getStringOrGradientValidator()
);
/**
* get/set fill color
* @name Konva.Shape#fill
* @method
* @param {String} color
* @returns {String}
* @example
* // get fill color
* var fill = shape.fill();
*
* // set fill color with color string
* shape.fill('green');
*
* // set fill color with hex
* shape.fill('#00ff00');
*
* // set fill color with rgb
* shape.fill('rgb(0,255,0)');
*
* // set fill color with rgba and make it 50% opaque
* shape.fill('rgba(0,255,0,0.5');
*
* // shape without fill
* shape.fill(null);
*/
Factory.addGetterSetter(Shape, 'fillPatternX', 0, getNumberValidator());
/**
* get/set fill pattern x
* @name Konva.Shape#fillPatternX
* @method
* @param {Number} x
* @returns {Number}
* @example
* // get fill pattern x
* var fillPatternX = shape.fillPatternX();
* // set fill pattern x
* shape.fillPatternX(20);
*/
Factory.addGetterSetter(Shape, 'fillPatternY', 0, getNumberValidator());
/**
* get/set fill pattern y
* @name Konva.Shape#fillPatternY
* @method
* @param {Number} y
* @returns {Number}
* @example
* // get fill pattern y
* var fillPatternY = shape.fillPatternY();
* // set fill pattern y
* shape.fillPatternY(20);
*/
Factory.addGetterSetter(Shape, 'fillLinearGradientColorStops');
/**
* get/set fill linear gradient color stops
* @name Konva.Shape#fillLinearGradientColorStops
* @method
* @param {Array} colorStops
* @returns {Array} colorStops
* @example
* // get fill linear gradient color stops
* var colorStops = shape.fillLinearGradientColorStops();
*
* // create a linear gradient that starts with red, changes to blue
* // halfway through, and then changes to green
* shape.fillLinearGradientColorStops(0, 'red', 0.5, 'blue', 1, 'green');
*/
Factory.addGetterSetter(Shape, 'strokeLinearGradientColorStops');
/**
* get/set stroke linear gradient color stops
* @name Konva.Shape#strokeLinearGradientColorStops
* @method
* @param {Array} colorStops
* @returns {Array} colorStops
* @example
* // get stroke linear gradient color stops
* var colorStops = shape.strokeLinearGradientColorStops();
*
* // create a linear gradient that starts with red, changes to blue
* // halfway through, and then changes to green
* shape.strokeLinearGradientColorStops([0, 'red', 0.5, 'blue', 1, 'green']);
*/
Factory.addGetterSetter(Shape, 'fillRadialGradientStartRadius', 0);
/**
* get/set fill radial gradient start radius
* @name Konva.Shape#fillRadialGradientStartRadius
* @method
* @param {Number} radius
* @returns {Number}
* @example
* // get radial gradient start radius
* var startRadius = shape.fillRadialGradientStartRadius();
*
* // set radial gradient start radius
* shape.fillRadialGradientStartRadius(0);
*/
Factory.addGetterSetter(Shape, 'fillRadialGradientEndRadius', 0);
/**
* get/set fill radial gradient end radius
* @name Konva.Shape#fillRadialGradientEndRadius
* @method
* @param {Number} radius
* @returns {Number}
* @example
* // get radial gradient end radius
* var endRadius = shape.fillRadialGradientEndRadius();
*
* // set radial gradient end radius
* shape.fillRadialGradientEndRadius(100);
*/
Factory.addGetterSetter(Shape, 'fillRadialGradientColorStops');
/**
* get/set fill radial gradient color stops
* @name Konva.Shape#fillRadialGradientColorStops
* @method
* @param {Number} colorStops
* @returns {Array}
* @example
* // get fill radial gradient color stops
* var colorStops = shape.fillRadialGradientColorStops();
*
* // create a radial gradient that starts with red, changes to blue
* // halfway through, and then changes to green
* shape.fillRadialGradientColorStops(0, 'red', 0.5, 'blue', 1, 'green');
*/
Factory.addGetterSetter(Shape, 'fillPatternRepeat', 'repeat');
/**
* get/set fill pattern repeat. Can be 'repeat', 'repeat-x', 'repeat-y', or 'no-repeat'. The default is 'repeat'
* @name Konva.Shape#fillPatternRepeat
* @method
* @param {String} repeat
* @returns {String}
* @example
* // get fill pattern repeat
* var repeat = shape.fillPatternRepeat();
*
* // repeat pattern in x direction only
* shape.fillPatternRepeat('repeat-x');
*
* // do not repeat the pattern
* shape.fillPatternRepeat('no-repeat');
*/
Factory.addGetterSetter(Shape, 'fillEnabled', true);
/**
* get/set fill enabled flag
* @name Konva.Shape#fillEnabled
* @method
* @param {Boolean} enabled
* @returns {Boolean}
* @example
* // get fill enabled flag
* var fillEnabled = shape.fillEnabled();
*
* // disable fill
* shape.fillEnabled(false);
*
* // enable fill
* shape.fillEnabled(true);
*/
Factory.addGetterSetter(Shape, 'strokeEnabled', true);
/**
* get/set stroke enabled flag
* @name Konva.Shape#strokeEnabled
* @method
* @param {Boolean} enabled
* @returns {Boolean}
* @example
* // get stroke enabled flag
* var strokeEnabled = shape.strokeEnabled();
*
* // disable stroke
* shape.strokeEnabled(false);
*
* // enable stroke
* shape.strokeEnabled(true);
*/
Factory.addGetterSetter(Shape, 'shadowEnabled', true);
/**
* get/set shadow enabled flag
* @name Konva.Shape#shadowEnabled
* @method
* @param {Boolean} enabled
* @returns {Boolean}
* @example
* // get shadow enabled flag
* var shadowEnabled = shape.shadowEnabled();
*
* // disable shadow
* shape.shadowEnabled(false);
*
* // enable shadow
* shape.shadowEnabled(true);
*/
Factory.addGetterSetter(Shape, 'dashEnabled', true);
/**
* get/set dash enabled flag
* @name Konva.Shape#dashEnabled
* @method
* @param {Boolean} enabled
* @returns {Boolean}
* @example
* // get dash enabled flag
* var dashEnabled = shape.dashEnabled();
*
* // disable dash
* shape.dashEnabled(false);
*
* // enable dash
* shape.dashEnabled(true);
*/
Factory.addGetterSetter(Shape, 'strokeScaleEnabled', true);
/**
* get/set strokeScale enabled flag
* @name Konva.Shape#strokeScaleEnabled
* @method
* @param {Boolean} enabled
* @returns {Boolean}
* @example
* // get stroke scale enabled flag
* var strokeScaleEnabled = shape.strokeScaleEnabled();
*
* // disable stroke scale
* shape.strokeScaleEnabled(false);
*
* // enable stroke scale
* shape.strokeScaleEnabled(true);
*/
Factory.addGetterSetter(Shape, 'fillPriority', 'color');
/**
* get/set fill priority. can be color, pattern, linear-gradient, or radial-gradient. The default is color.
* This is handy if you want to toggle between different fill types.
* @name Konva.Shape#fillPriority
* @method
* @param {String} priority
* @returns {String}
* @example
* // get fill priority
* var fillPriority = shape.fillPriority();
*
* // set fill priority
* shape.fillPriority('linear-gradient');
*/
Factory.addComponentsGetterSetter(Shape, 'fillPatternOffset', ['x', 'y']);
/**
* get/set fill pattern offset
* @name Konva.Shape#fillPatternOffset
* @method
* @param {Object} offset
* @param {Number} offset.x
* @param {Number} offset.y
* @returns {Object}
* @example
* // get fill pattern offset
* var patternOffset = shape.fillPatternOffset();
*
* // set fill pattern offset
* shape.fillPatternOffset({
* x: 20,
* y: 10
* });
*/
Factory.addGetterSetter(Shape, 'fillPatternOffsetX', 0, getNumberValidator());
/**
* get/set fill pattern offset x
* @name Konva.Shape#fillPatternOffsetX
* @method
* @param {Number} x
* @returns {Number}
* @example
* // get fill pattern offset x
* var patternOffsetX = shape.fillPatternOffsetX();
*
* // set fill pattern offset x
* shape.fillPatternOffsetX(20);
*/
Factory.addGetterSetter(Shape, 'fillPatternOffsetY', 0, getNumberValidator());
/**
* get/set fill pattern offset y
* @name Konva.Shape#fillPatternOffsetY
* @method
* @param {Number} y
* @returns {Number}
* @example
* // get fill pattern offset y
* var patternOffsetY = shape.fillPatternOffsetY();
*
* // set fill pattern offset y
* shape.fillPatternOffsetY(10);
*/
Factory.addComponentsGetterSetter(Shape, 'fillPatternScale', ['x', 'y']);
/**
* get/set fill pattern scale
* @name Konva.Shape#fillPatternScale
* @method
* @param {Object} scale
* @param {Number} scale.x
* @param {Number} scale.y
* @returns {Object}
* @example
* // get fill pattern scale
* var patternScale = shape.fillPatternScale();
*
* // set fill pattern scale
* shape.fillPatternScale({
* x: 2,
* y: 2
* });
*/
Factory.addGetterSetter(Shape, 'fillPatternScaleX', 1, getNumberValidator());
/**
* get/set fill pattern scale x
* @name Konva.Shape#fillPatternScaleX
* @method
* @param {Number} x
* @returns {Number}
* @example
* // get fill pattern scale x
* var patternScaleX = shape.fillPatternScaleX();
*
* // set fill pattern scale x
* shape.fillPatternScaleX(2);
*/
Factory.addGetterSetter(Shape, 'fillPatternScaleY', 1, getNumberValidator());
/**
* get/set fill pattern scale y
* @name Konva.Shape#fillPatternScaleY
* @method
* @param {Number} y
* @returns {Number}
* @example
* // get fill pattern scale y
* var patternScaleY = shape.fillPatternScaleY();
*
* // set fill pattern scale y
* shape.fillPatternScaleY(2);
*/
Factory.addComponentsGetterSetter(Shape, 'fillLinearGradientStartPoint', [
'x',
'y',
]);
/**
* get/set fill linear gradient start point
* @name Konva.Shape#fillLinearGradientStartPoint
* @method
* @param {Object} startPoint
* @param {Number} startPoint.x
* @param {Number} startPoint.y
* @returns {Object}
* @example
* // get fill linear gradient start point
* var startPoint = shape.fillLinearGradientStartPoint();
*
* // set fill linear gradient start point
* shape.fillLinearGradientStartPoint({
* x: 20,
* y: 10
* });
*/
Factory.addComponentsGetterSetter(Shape, 'strokeLinearGradientStartPoint', [
'x',
'y',
]);
/**
* get/set stroke linear gradient start point
* @name Konva.Shape#strokeLinearGradientStartPoint
* @method
* @param {Object} startPoint
* @param {Number} startPoint.x
* @param {Number} startPoint.y
* @returns {Object}
* @example
* // get stroke linear gradient start point
* var startPoint = shape.strokeLinearGradientStartPoint();
*
* // set stroke linear gradient start point
* shape.strokeLinearGradientStartPoint({
* x: 20,
* y: 10
* });
*/
Factory.addGetterSetter(Shape, 'fillLinearGradientStartPointX', 0);
/**
* get/set fill linear gradient start point x
* @name Konva.Shape#fillLinearGradientStartPointX
* @method
* @param {Number} x
* @returns {Number}
* @example
* // get fill linear gradient start point x
* var startPointX = shape.fillLinearGradientStartPointX();
*
* // set fill linear gradient start point x
* shape.fillLinearGradientStartPointX(20);
*/
Factory.addGetterSetter(Shape, 'strokeLinearGradientStartPointX', 0);
/**
* get/set stroke linear gradient start point x
* @name Konva.Shape#linearLinearGradientStartPointX
* @method
* @param {Number} x
* @returns {Number}
* @example
* // get stroke linear gradient start point x
* var startPointX = shape.strokeLinearGradientStartPointX();
*
* // set stroke linear gradient start point x
* shape.strokeLinearGradientStartPointX(20);
*/
Factory.addGetterSetter(Shape, 'fillLinearGradientStartPointY', 0);
/**
* get/set fill linear gradient start point y
* @name Konva.Shape#fillLinearGradientStartPointY
* @method
* @param {Number} y
* @returns {Number}
* @example
* // get fill linear gradient start point y
* var startPointY = shape.fillLinearGradientStartPointY();
*
* // set fill linear gradient start point y
* shape.fillLinearGradientStartPointY(20);
*/
Factory.addGetterSetter(Shape, 'strokeLinearGradientStartPointY', 0);
/**
* get/set stroke linear gradient start point y
* @name Konva.Shape#strokeLinearGradientStartPointY
* @method
* @param {Number} y
* @returns {Number}
* @example
* // get stroke linear gradient start point y
* var startPointY = shape.strokeLinearGradientStartPointY();
*
* // set stroke linear gradient start point y
* shape.strokeLinearGradientStartPointY(20);
*/
Factory.addComponentsGetterSetter(Shape, 'fillLinearGradientEndPoint', [
'x',
'y',
]);
/**
* get/set fill linear gradient end point
* @name Konva.Shape#fillLinearGradientEndPoint
* @method
* @param {Object} endPoint
* @param {Number} endPoint.x
* @param {Number} endPoint.y
* @returns {Object}
* @example
* // get fill linear gradient end point
* var endPoint = shape.fillLinearGradientEndPoint();
*
* // set fill linear gradient end point
* shape.fillLinearGradientEndPoint({
* x: 20,
* y: 10
* });
*/
Factory.addComponentsGetterSetter(Shape, 'strokeLinearGradientEndPoint', [
'x',
'y',
]);
/**
* get/set stroke linear gradient end point
* @name Konva.Shape#strokeLinearGradientEndPoint
* @method
* @param {Object} endPoint
* @param {Number} endPoint.x
* @param {Number} endPoint.y
* @returns {Object}
* @example
* // get stroke linear gradient end point
* var endPoint = shape.strokeLinearGradientEndPoint();
*
* // set stroke linear gradient end point
* shape.strokeLinearGradientEndPoint({
* x: 20,
* y: 10
* });
*/
Factory.addGetterSetter(Shape, 'fillLinearGradientEndPointX', 0);
/**
* get/set fill linear gradient end point x
* @name Konva.Shape#fillLinearGradientEndPointX
* @method
* @param {Number} x
* @returns {Number}
* @example
* // get fill linear gradient end point x
* var endPointX = shape.fillLinearGradientEndPointX();
*
* // set fill linear gradient end point x
* shape.fillLinearGradientEndPointX(20);
*/
Factory.addGetterSetter(Shape, 'strokeLinearGradientEndPointX', 0);
/**
* get/set fill linear gradient end point x
* @name Konva.Shape#strokeLinearGradientEndPointX
* @method
* @param {Number} x
* @returns {Number}
* @example
* // get stroke linear gradient end point x
* var endPointX = shape.strokeLinearGradientEndPointX();
*
* // set stroke linear gradient end point x
* shape.strokeLinearGradientEndPointX(20);
*/
Factory.addGetterSetter(Shape, 'fillLinearGradientEndPointY', 0);
/**
* get/set fill linear gradient end point y
* @name Konva.Shape#fillLinearGradientEndPointY
* @method
* @param {Number} y
* @returns {Number}
* @example
* // get fill linear gradient end point y
* var endPointY = shape.fillLinearGradientEndPointY();
*
* // set fill linear gradient end point y
* shape.fillLinearGradientEndPointY(20);
*/
Factory.addGetterSetter(Shape, 'strokeLinearGradientEndPointY', 0);
/**
* get/set stroke linear gradient end point y
* @name Konva.Shape#strokeLinearGradientEndPointY
* @method
* @param {Number} y
* @returns {Number}
* @example
* // get stroke linear gradient end point y
* var endPointY = shape.strokeLinearGradientEndPointY();
*
* // set stroke linear gradient end point y
* shape.strokeLinearGradientEndPointY(20);
*/
Factory.addComponentsGetterSetter(Shape, 'fillRadialGradientStartPoint', [
'x',
'y',
]);
/**
* get/set fill radial gradient start point
* @name Konva.Shape#fillRadialGradientStartPoint
* @method
* @param {Object} startPoint
* @param {Number} startPoint.x
* @param {Number} startPoint.y
* @returns {Object}
* @example
* // get fill radial gradient start point
* var startPoint = shape.fillRadialGradientStartPoint();
*
* // set fill radial gradient start point
* shape.fillRadialGradientStartPoint({
* x: 20,
* y: 10
* });
*/
Factory.addGetterSetter(Shape, 'fillRadialGradientStartPointX', 0);
/**
* get/set fill radial gradient start point x
* @name Konva.Shape#fillRadialGradientStartPointX
* @method
* @param {Number} x
* @returns {Number}
* @example
* // get fill radial gradient start point x
* var startPointX = shape.fillRadialGradientStartPointX();
*
* // set fill radial gradient start point x
* shape.fillRadialGradientStartPointX(20);
*/
Factory.addGetterSetter(Shape, 'fillRadialGradientStartPointY', 0);
/**
* get/set fill radial gradient start point y
* @name Konva.Shape#fillRadialGradientStartPointY
* @method
* @param {Number} y
* @returns {Number}
* @example
* // get fill radial gradient start point y
* var startPointY = shape.fillRadialGradientStartPointY();
*
* // set fill radial gradient start point y
* shape.fillRadialGradientStartPointY(20);
*/
Factory.addComponentsGetterSetter(Shape, 'fillRadialGradientEndPoint', [
'x',
'y',
]);
/**
* get/set fill radial gradient end point
* @name Konva.Shape#fillRadialGradientEndPoint
* @method
* @param {Object} endPoint
* @param {Number} endPoint.x
* @param {Number} endPoint.y
* @returns {Object}
* @example
* // get fill radial gradient end point
* var endPoint = shape.fillRadialGradientEndPoint();
*
* // set fill radial gradient end point
* shape.fillRadialGradientEndPoint({
* x: 20,
* y: 10
* });
*/
Factory.addGetterSetter(Shape, 'fillRadialGradientEndPointX', 0);
/**
* get/set fill radial gradient end point x
* @name Konva.Shape#fillRadialGradientEndPointX
* @method
* @param {Number} x
* @returns {Number}
* @example
* // get fill radial gradient end point x
* var endPointX = shape.fillRadialGradientEndPointX();
*
* // set fill radial gradient end point x
* shape.fillRadialGradientEndPointX(20);
*/
Factory.addGetterSetter(Shape, 'fillRadialGradientEndPointY', 0);
/**
* get/set fill radial gradient end point y
* @name Konva.Shape#fillRadialGradientEndPointY
* @method
* @param {Number} y
* @returns {Number}
* @example
* // get fill radial gradient end point y
* var endPointY = shape.fillRadialGradientEndPointY();
*
* // set fill radial gradient end point y
* shape.fillRadialGradientEndPointY(20);
*/
Factory.addGetterSetter(Shape, 'fillPatternRotation', 0);
/**
* get/set fill pattern rotation in degrees
* @name Konva.Shape#fillPatternRotation
* @method
* @param {Number} rotation
* @returns {Konva.Shape}
* @example
* // get fill pattern rotation
* var patternRotation = shape.fillPatternRotation();
*
* // set fill pattern rotation
* shape.fillPatternRotation(20);
*/
Factory.addGetterSetter(Shape, 'fillRule', undefined, getStringValidator());
/**
* get/set fill rule
* @name Konva.Shape#fillRule
* @method
* @param {CanvasFillRule} rotation
* @returns {Konva.Shape}
* @example
* // get fill rule
* var fillRule = shape.fillRule();
*
* // set fill rule
* shape.fillRule('evenodd);
*/
Factory.backCompat(Shape, {
dashArray: 'dash',
getDashArray: 'getDash',
setDashArray: 'getDash',
drawFunc: 'sceneFunc',
getDrawFunc: 'getSceneFunc',
setDrawFunc: 'setSceneFunc',
drawHitFunc: 'hitFunc',
getDrawHitFunc: 'getHitFunc',
setDrawHitFunc: 'setHitFunc',
});