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js,jsdom: Canvas & context API; Added TypeSymbol.is_js_compatible & temporary hacks for JS ifaces (#12526)

This commit is contained in:
playX
2021-11-20 22:28:11 +03:00
committed by GitHub
parent 258d0d6df7
commit 243e66a106
9 changed files with 343 additions and 71 deletions

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@ -1,82 +1,90 @@
/*
import jsdom
fn get_2dcontext(canvas jsdom.IElement) ?jsdom.CanvasRenderingContext2D {
if canvas is jsdom.HTMLCanvasElement {
c := canvas.get_context('2d')
match c {
jsdom.CanvasRenderingContext2D {
return c
}
else {
return error('cannot fetch 2d context')
}
fn get_canvas(elem JS.HTMLElement) &JS.HTMLCanvasElement {
match elem {
JS.HTMLCanvasElement {
return elem
}
else {
panic('Not a canvas')
}
} else {
return error('canvas is not an HTMLCanvasElement')
}
}
fn draw_line(context jsdom.CanvasRenderingContext2D, x1 int, y1 int, x2 int, y2 int) {
context.begin_path()
context.set_stroke_style('black')
context.set_line_width(1)
context.move_to(x1, y1)
context.line_to(x2, y2)
fn draw_line(mut context JS.CanvasRenderingContext2D, x1 int, y1 int, x2 int, y2 int) {
context.beginPath()
context.strokeStyle = 'black'.str
context.lineWidth = JS.Number(1)
context.moveTo(x1, y1)
context.lineTo(x2, y2)
context.stroke()
context.close_path()
context.closePath()
}
struct DrawState {
mut:
context JS.CanvasRenderingContext2D
drawing bool
x int
y int
}
fn main() {
window := jsdom.window()
document := jsdom.document
elem := document.get_element_by_id('myButton') ?
elemc := document.get_element_by_id('myCanvas') or { panic('no canvas') }
canv := jsdom.get_html_canvas_element(elemc) or { panic('expected canvas') }
context := canv.get_context_2d()
mut state := DrawState{}
canv.add_event_listener('mousedown', fn [mut state] (_ jsdom.IEventTarget, event jsdom.IEvent) {
state.drawing = true
if event is jsdom.MouseEvent {
state.x = event.offset_x()
state.y = event.offset_y()
clear_btn := document.getElementById('clearButton'.str) ?
canvas_elem := document.getElementById('canvas'.str) ?
canvas := get_canvas(canvas_elem)
ctx := canvas.getContext('2d'.str, js_undefined()) ?
context := match ctx {
JS.CanvasRenderingContext2D {
ctx
}
})
else {
panic('can not get 2d context')
}
}
mut state := DrawState{context, false, 0, 0}
canv.add_event_listener('mousemove', fn [context, mut state] (_ jsdom.IEventTarget, event jsdom.IEvent) {
canvas.addEventListener('mousedown'.str, fn [mut state] (event JS.Event) {
state.drawing = true
match event {
JS.MouseEvent {
state.x = int(event.offsetX)
state.y = int(event.offsetY)
}
else {}
}
}, JS.EventListenerOptions{})
canvas.addEventListener('mousemove'.str, fn [mut state] (event JS.Event) {
if state.drawing {
if event is jsdom.MouseEvent {
draw_line(context, state.x, state.y, event.offset_x(), event.offset_y())
state.x = event.offset_x()
state.y = event.offset_y()
match event {
JS.MouseEvent {
draw_line(mut state.context, state.x, state.y, int(event.offsetX),
int(event.offsetY))
state.x = int(event.offsetX)
state.y = int(event.offsetY)
}
else {}
}
}
})
}, JS.EventListenerOptions{})
jsdom.window.add_event_listener('mouseup', fn [context, mut state] (_ jsdom.IEventTarget, event jsdom.IEvent) {
window.addEventListener('mouseup'.str, fn [mut state] (event JS.Event) {
if state.drawing {
if event is jsdom.MouseEvent {
draw_line(context, state.x, state.y, event.offset_x(), event.offset_y())
match event {
JS.MouseEvent {
draw_line(mut state.context, state.x, state.y, int(event.offsetX),
int(event.offsetY))
}
else {}
}
state.x = 0
state.y = 0
state.drawing = false
}
})
elem.add_event_listener('click', fn [context, canv] (_ jsdom.IEventTarget, _ jsdom.IEvent) {
context.clear_rect(0, 0, canv.width(), canv.height())
})
}
*/
fn main() {
panic('jsdom is being refactored; This example will be available soon')
}, JS.EventListenerOptions{})
clear_btn.addEventListener('click'.str, fn [mut state, canvas] (_ JS.Event) {
state.context.clearRect(0, 0, canvas.width, canvas.height)
}, JS.EventListenerOptions{})
}

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@ -1,7 +1,7 @@
<body class="main">
<title>Drawing with mouse events</title>
<input type="button" id="myButton" value="Clear canvas">
<canvas style="border: 1px solid black;" width="720" height="480" id="myCanvas"></canvas>
<input type="button" id="clearButton" value="Clear canvas">
<canvas style="border: 1px solid black;" width="720" height="480" id="canvas"></canvas>
<script type="text/javascript" src="draw.js"></script>
</body>