/* | |
Winwheel.js, by Douglas McKechie @ www.dougtesting.net | |
See website for tutorials and other documentation. | |
The MIT License (MIT) | |
Copyright (c) 2018 Douglas McKechie | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
SOFTWARE. | |
*/ | |
// ==================================================================================================================== | |
// The constructor for the WinWheel object, a JOSN-like array of options can be passed in. | |
// By default the wheel is drawn if canvas object exists on the page, but can pass false as second parameter if don't want this to happen. | |
// ==================================================================================================================== | |
function Winwheel(options, drawWheel) | |
{ | |
defaultOptions = { | |
'canvasId' : 'canvas', // Id of the canvas which the wheel is to draw on to. | |
'centerX' : null, // X position of the center of the wheel. The default of these are null which means will be placed in center of the canvas. | |
'centerY' : null, // Y position of the wheel center. If left null at time of construct the center of the canvas is used. | |
'outerRadius' : null, // The radius of the outside of the wheel. If left null it will be set to the radius from the center of the canvas to its shortest side. | |
'innerRadius' : 0, // Normally 0. Allows the creation of rings / doughnuts if set to value > 0. Should not exceed outer radius. | |
'numSegments' : 1, // The number of segments. Need at least one to draw. | |
'drawMode' : 'code', // The draw mode. Possible values are 'code', 'image', 'segmentImage'. Default is code which means segments are drawn using canvas arc() function. | |
'rotationAngle' : 0, // The angle of rotation of the wheel - 0 is 12 o'clock position. | |
'textFontFamily' : 'Arial', // Segment text font, you should use web safe fonts. | |
'textFontSize' : 20, // Size of the segment text. | |
'textFontWeight' : 'bold', // Font weight. | |
'textOrientation' : 'horizontal', // Either horizontal, vertical, or curved. | |
'textAlignment' : 'center', // Either center, inner, or outer. | |
'textDirection' : 'normal', // Either normal or reversed. In normal mode for horizontal text in segment at 3 o'clock is correct way up, in reversed text at 9 o'clock segment is correct way up. | |
'textMargin' : null, // Margin between the inner or outer of the wheel (depends on textAlignment). | |
'textFillStyle' : 'black', // This is basically the text colour. | |
'textStrokeStyle' : null, // Basically the line colour for segment text, only looks good for large text so off by default. | |
'textLineWidth' : 1, // Width of the lines around the text. Even though this defaults to 1, a line is only drawn if textStrokeStyle specified. | |
'fillStyle' : 'silver', // The segment background colour. | |
'strokeStyle' : 'black', // Segment line colour. Again segment lines only drawn if this is specified. | |
'lineWidth' : 1, // Width of lines around segments. | |
'clearTheCanvas' : true, // When set to true the canvas will be cleared before the wheel is drawn. | |
'imageOverlay' : false, // If set to true in image drawing mode the outline of the segments will be displayed over the image. Does nothing in code drawMode. | |
'drawText' : true, // By default the text of the segments is rendered in code drawMode and not in image drawMode. | |
'pointerAngle' : 0, // Location of the pointer that indicates the prize when wheel has stopped. Default is 0 so the (corrected) 12 o'clock position. | |
'wheelImage' : null, // Must be set to image data in order to use image to draw the wheel - drawMode must also be 'image'. | |
'imageDirection' : 'N' // Used when drawMode is segmentImage. Default is north, can also be (E)ast, (S)outh, (W)est. | |
}; | |
// ----------------------------------------- | |
// Loop through the default options and create properties of this class set to the value for the option passed in | |
// or if not value for the option was passed in then to the default. | |
for (var key in defaultOptions) | |
{ | |
if ((options != null) && (typeof(options[key]) !== 'undefined')) | |
{ | |
this[key] = options[key]; | |
} | |
else | |
{ | |
this[key] = defaultOptions[key]; | |
} | |
} | |
// Also loop though the passed in options and add anything specified not part of the class in to it as a property. | |
if (options != null) | |
{ | |
for (var key in options) | |
{ | |
if (typeof(this[key]) === 'undefined') | |
{ | |
this[key] = options[key]; | |
} | |
} | |
} | |
// ------------------------------------------ | |
// If the id of the canvas is set, try to get the canvas as we need it for drawing. | |
if (this.canvasId) | |
{ | |
this.canvas = document.getElementById(this.canvasId); | |
if (this.canvas) | |
{ | |
// If the centerX and centerY have not been specified in the options then default to center of the canvas | |
// and make the outerRadius half of the canvas width - this means the wheel will fill the canvas. | |
if (this.centerX == null) | |
{ | |
this.centerX = this.canvas.width / 2; | |
} | |
if (this.centerY == null) | |
{ | |
this.centerY = this.canvas.height / 2; | |
} | |
if (this.outerRadius == null) | |
{ | |
// Need to set to half the width of the shortest dimension of the canvas as the canvas may not be square. | |
// Minus the line segment line width otherwise the lines around the segments on the top,left,bottom,right | |
// side are chopped by the edge of the canvas. | |
if (this.canvas.width < this.canvas.height) | |
{ | |
this.outerRadius = (this.canvas.width / 2) - this.lineWidth; | |
} | |
else | |
{ | |
this.outerRadius = (this.canvas.height / 2) - this.lineWidth; | |
} | |
} | |
// Also get a 2D context to the canvas as we need this to draw with. | |
this.ctx = this.canvas.getContext('2d'); | |
} | |
else | |
{ | |
this.canvas = null; | |
this.ctx = null; | |
} | |
} | |
else | |
{ | |
this.cavnas = null; | |
this.ctx = null; | |
} | |
// ------------------------------------------ | |
// Add array of segments to the wheel, then populate with segments if number of segments is specified for this object. | |
this.segments = new Array(null); | |
for (x = 1; x <= this.numSegments; x++) | |
{ | |
// If options for the segments have been specified then create a segment sending these options so | |
// the specified values are used instead of the defaults. | |
if ((options != null) && (options['segments']) && (typeof(options['segments'][x-1]) !== 'undefined')) | |
{ | |
this.segments[x] = new Segment(options['segments'][x-1]); | |
} | |
else | |
{ | |
this.segments[x] = new Segment(); | |
} | |
} | |
// ------------------------------------------ | |
// Call function to update the segment sizes setting the starting and ending angles. | |
this.updateSegmentSizes(); | |
// If the text margin is null then set to same as font size as we want some by default. | |
if (this.textMargin === null) | |
{ | |
this.textMargin = (this.textFontSize / 1.7); | |
} | |
// ------------------------------------------ | |
// If the animation options have been passed in then create animation object as a property of this class | |
// and pass the options to it so the animation is set. Otherwise create default animation object. | |
if ((options != null) && (options['animation']) && (typeof(options['animation']) !== 'undefined')) | |
{ | |
this.animation = new Animation(options['animation']); | |
} | |
else | |
{ | |
this.animation = new Animation(); | |
} | |
// ------------------------------------------ | |
// If some pin options then create create a pin object and then pass them in. | |
if ((options != null) && (options['pins']) && (typeof(options['pins']) !== 'undefined')) | |
{ | |
this.pins = new Pin(options['pins']); | |
} | |
// ------------------------------------------ | |
// On that note, if the drawMode is image change some defaults provided a value has not been specified. | |
if ((this.drawMode == 'image') || (this.drawMode == 'segmentImage')) | |
{ | |
// Remove grey fillStyle. | |
if (typeof(options['fillStyle']) === 'undefined') | |
{ | |
this.fillStyle = null; | |
} | |
// Set strokeStyle to red. | |
if (typeof(options['strokeStyle']) === 'undefined') | |
{ | |
this.strokeStyle = 'red'; | |
} | |
// Set drawText to false as we will assume any text is part of the image. | |
if (typeof(options['drawText']) === 'undefined') | |
{ | |
this.drawText = false; | |
} | |
// Also set the lineWidth to 1 so that segment overlay will look correct. | |
if (typeof(options['lineWidth']) === 'undefined') | |
{ | |
this.lineWidth = 1; | |
} | |
// Set drawWheel to false as normally the image needs to be loaded first. | |
if (typeof(drawWheel) === 'undefined') | |
{ | |
drawWheel = false; | |
} | |
} | |
else | |
{ | |
// When in code drawMode the default is the wheel will draw. | |
if (typeof(drawWheel) === 'undefined') | |
{ | |
drawWheel = true; | |
} | |
} | |
// Create pointer guide. | |
if ((options != null) && (options['pointerGuide']) && (typeof(options['pointerGuide']) !== 'undefined')) | |
{ | |
this.pointerGuide = new PointerGuide(options['pointerGuide']); | |
} | |
else | |
{ | |
this.pointerGuide = new PointerGuide(); | |
} | |
// Finally if drawWheel is true then call function to render the wheel, segment text, overlay etc. | |
if (drawWheel == true) | |
{ | |
this.draw(this.clearTheCanvas); | |
} | |
else if (this.drawMode == 'segmentImage') | |
{ | |
// If segment image then loop though all the segments and load the images for them setting a callback | |
// which will call the draw function of the wheel once all the images have been loaded. | |
winwheelToDrawDuringAnimation = this; | |
winhweelAlreadyDrawn = false; | |
for (y = 1; y <= this.numSegments; y ++) | |
{ | |
if (this.segments[y].image !== null) | |
{ | |
this.segments[y].imgData = new Image(); | |
this.segments[y].imgData.onload = winwheelLoadedImage; | |
this.segments[y].imgData.src = this.segments[y].image; | |
} | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// This function sorts out the segment sizes. Some segments may have set sizes, for the others what is left out of | |
// 360 degrees is shared evenly. What this function actually does is set the start and end angle of the arcs. | |
// ==================================================================================================================== | |
Winwheel.prototype.updateSegmentSizes = function() | |
{ | |
// If this object actually contains some segments | |
if (this.segments) | |
{ | |
// First add up the arc used for the segments where the size has been set. | |
var arcUsed = 0; | |
var numSet = 0; | |
// Remember, to make it easy to access segments, the position of the segments in the array starts from 1 (not 0). | |
for (x = 1; x <= this.numSegments; x ++) | |
{ | |
if (this.segments[x].size !== null) | |
{ | |
arcUsed += this.segments[x].size; | |
numSet ++; | |
} | |
} | |
var arcLeft = (360 - arcUsed); | |
// Create variable to hold how much each segment with non-set size will get in terms of degrees. | |
var degreesEach = 0; | |
if (arcLeft > 0) | |
{ | |
degreesEach = (arcLeft / (this.numSegments - numSet)); | |
} | |
// ------------------------------------------ | |
// Now loop though and set the start and end angle of each segment. | |
var currentDegree = 0; | |
for (x = 1; x <= this.numSegments; x ++) | |
{ | |
// Set start angle. | |
this.segments[x].startAngle = currentDegree; | |
// If the size is set then add this to the current degree to get the end, else add the degreesEach to it. | |
if (this.segments[x].size) | |
{ | |
currentDegree += this.segments[x].size; | |
} | |
else | |
{ | |
currentDegree += degreesEach; | |
} | |
// Set end angle. | |
this.segments[x].endAngle = currentDegree; | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// This function clears the canvas. Will wipe anything else which happens to be drawn on it. | |
// ==================================================================================================================== | |
Winwheel.prototype.clearCanvas = function() | |
{ | |
if (this.ctx) | |
{ | |
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); | |
} | |
} | |
// ==================================================================================================================== | |
// This function draws / re-draws the wheel on the canvas therefore rendering any changes. | |
// ==================================================================================================================== | |
Winwheel.prototype.draw = function(clearTheCanvas) | |
{ | |
// If have the canvas context. | |
if (this.ctx) | |
{ | |
// Clear the canvas, unless told not to. | |
if (typeof(clearTheCanvas) !== 'undefined') | |
{ | |
if (clearTheCanvas == true) | |
{ | |
this.clearCanvas(); | |
} | |
} | |
else | |
{ | |
this.clearCanvas(); | |
} | |
// Call functions to draw the segments and then segment text. | |
if (this.drawMode == 'image') | |
{ | |
// Draw the wheel by loading and drawing an image such as a png on the canvas. | |
this.drawWheelImage(); | |
// If we are to draw the text, do so before the overlay is drawn | |
// as this allows the overlay to be used to create some interesting effects. | |
if (this.drawText == true) | |
{ | |
this.drawSegmentText(); | |
} | |
// If image overlay is true then call function to draw the segments over the top of the image. | |
// This is useful during development to check alignment between where the code thinks the segments are and where they appear on the image. | |
if (this.imageOverlay == true) | |
{ | |
this.drawSegments(); | |
} | |
} | |
else if (this.drawMode == 'segmentImage') | |
{ | |
// Draw the wheel by rendering the image for each segment. | |
this.drawSegmentImages(); | |
// If we are to draw the text, do so before the overlay is drawn | |
// as this allows the overlay to be used to create some interesting effects. | |
if (this.drawText == true) | |
{ | |
this.drawSegmentText(); | |
} | |
// If image overlay is true then call function to draw the segments over the top of the image. | |
// This is useful during development to check alignment between where the code thinks the segments are and where they appear on the image. | |
if (this.imageOverlay == true) | |
{ | |
this.drawSegments(); | |
} | |
} | |
else | |
{ | |
// The default operation is to draw the segments using code via the canvas arc() method. | |
this.drawSegments(); | |
// The text is drawn on top. | |
if (this.drawText == true) | |
{ | |
this.drawSegmentText(); | |
} | |
} | |
// If this class has pins. | |
if (typeof this.pins !== 'undefined') | |
{ | |
// If they are to be visible then draw them. | |
if (this.pins.visible == true) | |
this.drawPins(); | |
} | |
// If pointer guide is display property is set to true then call function to draw the pointer guide. | |
if (this.pointerGuide.display == true) | |
{ | |
this.drawPointerGuide(); | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// Draws the pins around the outside of the wheel. | |
// ==================================================================================================================== | |
Winwheel.prototype.drawPins = function() | |
{ | |
if ((this.pins) && (this.pins.number)) | |
{ | |
// Work out the angle to draw each pin a which is simply 360 / the number of pins as they space evenly around. | |
//++ There is a slight oddity with the pins in that there is a pin at 0 and also one at 360 and these will be drawn | |
//++ directly over the top of each other. Also pins are 0 indexed which could possibly cause some confusion | |
//++ with the getCurrentPin function - for now this is just used for audio so probably not a problem. | |
var pinSpacing = (360 / this.pins.number); | |
for(i=1; i<=this.pins.number; i ++) | |
{ | |
this.ctx.save(); | |
// Set the stroke style and line width. | |
this.ctx.strokeStyle = this.pins.strokeStyle; | |
this.ctx.lineWidth = this.pins.lineWidth; | |
this.ctx.fillStyle = this.pins.fillStyle; | |
// Move to the center. | |
this.ctx.translate(this.centerX, this.centerY); | |
// Rotate to to the pin location which is i * the pinSpacing. | |
this.ctx.rotate(this.degToRad(i * pinSpacing + this.rotationAngle)); | |
// Move back out. | |
this.ctx.translate(-this.centerX, -this.centerY); | |
// Create a path for the pin circle. | |
this.ctx.beginPath(); | |
// x, y, radius, startAngle, endAngle. | |
this.ctx.arc(this.centerX,(this.centerY - this.outerRadius) + this.pins.outerRadius + this.pins.margin,this.pins.outerRadius,0,2*Math.PI); | |
if (this.pins.fillStyle) | |
this.ctx.fill(); | |
if (this.pins.strokeStyle) | |
this.ctx.stroke(); | |
this.ctx.restore(); | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// Draws a line from the center of the wheel to the outside at the angle where the code thinks the pointer is. | |
// ==================================================================================================================== | |
Winwheel.prototype.drawPointerGuide = function() | |
{ | |
// If have canvas context. | |
if (this.ctx) | |
{ | |
this.ctx.save(); | |
// Rotate the canvas to the line goes towards the location of the pointer. | |
this.ctx.translate(this.centerX, this.centerY); | |
this.ctx.rotate(this.degToRad(this.pointerAngle)); | |
this.ctx.translate(-this.centerX, -this.centerY); | |
// Set line colour and width. | |
this.ctx.strokeStyle = this.pointerGuide.strokeStyle; | |
this.ctx.lineWidth = this.pointerGuide.lineWidth; | |
// Draw from the center of the wheel outwards past the wheel outer radius. | |
this.ctx.beginPath(); | |
this.ctx.moveTo(this.centerX, this.centerY); | |
this.ctx.lineTo(this.centerX, -(this.outerRadius / 4)); | |
this.ctx.stroke(); | |
this.ctx.restore(); | |
} | |
} | |
// ==================================================================================================================== | |
// This function takes an image such as PNG and draws it on the canvas making its center at the centerX and center for the wheel. | |
// ==================================================================================================================== | |
Winwheel.prototype.drawWheelImage = function() | |
{ | |
// Double check the wheelImage property of this class is not null. This does not actually detect that an image | |
// source was set and actually loaded so might get error if this is not the case. This is why the initial call | |
// to draw() should be done from a wheelImage.onload callback as detailed in example documentation. | |
if (this.wheelImage != null) | |
{ | |
// Work out the correct X and Y to draw the image at. We need to get the center point of the image | |
// aligned over the center point of the wheel, we can't just place it at 0, 0. | |
var imageLeft = (this.centerX - (this.wheelImage.height / 2)); | |
var imageTop = (this.centerY - (this.wheelImage.width / 2)); | |
// Rotate and then draw the wheel. | |
// We must rotate by the rotationAngle before drawing to ensure that image wheels will spin. | |
this.ctx.save(); | |
this.ctx.translate(this.centerX, this.centerY); | |
this.ctx.rotate(this.degToRad(this.rotationAngle)); | |
this.ctx.translate(-this.centerX, -this.centerY); | |
this.ctx.drawImage(this.wheelImage, imageLeft, imageTop); | |
this.ctx.restore(); | |
} | |
} | |
// ==================================================================================================================== | |
// This function draws the wheel on the canvas by rendering the image for each segment. | |
// ==================================================================================================================== | |
Winwheel.prototype.drawSegmentImages = function() | |
{ | |
// Again check have context in case this function was called directly and not via draw function. | |
if (this.ctx) | |
{ | |
// Draw the segments if there is at least one in the segments array. | |
if (this.segments) | |
{ | |
// Loop though and output all segments - position 0 of the array is not used, so start loop from index 1 | |
// this is to avoid confusion when talking about the first segment. | |
for (x = 1; x <= this.numSegments; x ++) | |
{ | |
// Get the segment object as we need it to read options from. | |
seg = this.segments[x]; | |
// Check image has loaded so a property such as height has a value. | |
if (seg.imgData.height) | |
{ | |
// Work out the correct X and Y to draw the image at which depends on the direction of the image. | |
// Images can be created in 4 directions. North, South, East, West. | |
// North: Outside at top, inside at bottom. Sits evenly over the 0 degrees angle. | |
// South: Outside at bottom, inside at top. Sits evenly over the 180 degrees angle. | |
// East: Outside at right, inside at left. Sits evenly over the 90 degrees angle. | |
// West: Outside at left, inside at right. Sits evenly over the 270 degrees angle. | |
var imageLeft = 0; | |
var imageTop = 0; | |
var imageAngle = 0; | |
var imageDirection = ''; | |
if (seg.imageDirection !== null) | |
imageDirection = seg.imageDirection; | |
else | |
imageDirection = this.imageDirection; | |
if (imageDirection == 'S') | |
{ | |
// Left set so image sits half/half over the 180 degrees point. | |
imageLeft = (this.centerX - (seg.imgData.width / 2)); | |
// Top so image starts at the centerY. | |
imageTop = this.centerY; | |
// Angle to draw the image is its starting angle + half its size. | |
// Here we add 180 to the angle to the segment is poistioned correctly. | |
imageAngle = (seg.startAngle + 180 + ((seg.endAngle - seg.startAngle) / 2)); | |
} | |
else if (imageDirection == 'E') | |
{ | |
// Left set so image starts and the center point. | |
imageLeft = this.centerX; | |
// Top is so that it sits half/half over the 90 degree point. | |
imageTop = (this.centerY - (seg.imgData.height / 2)); | |
// Again get the angle in the center of the segment and add it to the rotation angle. | |
// this time we need to add 270 to that to the segment is rendered the correct place. | |
imageAngle = (seg.startAngle + 270 + ((seg.endAngle - seg.startAngle) / 2)); | |
} | |
else if (imageDirection == 'W') | |
{ | |
// Left is the centerX minus the width of the image. | |
imageLeft = (this.centerX - seg.imgData.width); | |
// Top is so that it sits half/half over the 270 degree point. | |
imageTop = (this.centerY - (seg.imgData.height / 2)); | |
// Again get the angle in the center of the segment and add it to the rotation angle. | |
// this time we need to add 90 to that to the segment is rendered the correct place. | |
imageAngle = (seg.startAngle + 90 + ((seg.endAngle - seg.startAngle) / 2)); | |
} | |
else // North is the default. | |
{ | |
// Left set so image sits half/half over the 0 degrees point. | |
imageLeft = (this.centerX - (seg.imgData.width / 2)); | |
// Top so image is its height out (above) the center point. | |
imageTop = (this.centerY - seg.imgData.height); | |
// Angle to draw the image is its starting angle + half its size. | |
// this sits it half/half over the center angle of the segment. | |
imageAngle = (seg.startAngle + ((seg.endAngle - seg.startAngle) / 2)); | |
} | |
// -------------------------------------------------- | |
// Rotate to the position of the segment and then draw the image. | |
this.ctx.save(); | |
this.ctx.translate(this.centerX, this.centerY); | |
// So math here is the rotation angle of the wheel plus half way between the start and end angle of the segment. | |
this.ctx.rotate(this.degToRad(this.rotationAngle + imageAngle)); | |
this.ctx.translate(-this.centerX, -this.centerY); | |
// Draw the image. | |
this.ctx.drawImage(seg.imgData, imageLeft, imageTop); | |
this.ctx.restore(); | |
} | |
else | |
{ | |
console.log('Segment ' + x + ' imgData is not loaded'); | |
} | |
} | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// This function draws the wheel on the page by rendering the segments on the canvas. | |
// ==================================================================================================================== | |
Winwheel.prototype.drawSegments = function() | |
{ | |
// Again check have context in case this function was called directly and not via draw function. | |
if (this.ctx) | |
{ | |
// Draw the segments if there is at least one in the segments array. | |
if (this.segments) | |
{ | |
// Loop though and output all segments - position 0 of the array is not used, so start loop from index 1 | |
// this is to avoid confusion when talking about the first segment. | |
for (x = 1; x <= this.numSegments; x ++) | |
{ | |
// Get the segment object as we need it to read options from. | |
seg = this.segments[x]; | |
var fillStyle; | |
var lineWidth; | |
var strokeStyle; | |
// Set the variables that defined in the segment, or use the default options. | |
if (seg.fillStyle !== null) | |
fillStyle = seg.fillStyle; | |
else | |
fillStyle = this.fillStyle; | |
this.ctx.fillStyle = fillStyle; | |
if (seg.lineWidth !== null) | |
lineWidth = seg.lineWidth; | |
else | |
lineWidth = this.lineWidth; | |
this.ctx.lineWidth = lineWidth; | |
if (seg.strokeStyle !== null) | |
strokeStyle = seg.strokeStyle; | |
else | |
strokeStyle = this.strokeStyle; | |
this.ctx.strokeStyle = strokeStyle; | |
// Check there is a strokeStyle or fillStyle, if either the the segment is invisible so should not | |
// try to draw it otherwise a path is began but not ended. | |
if ((strokeStyle) || (fillStyle)) | |
{ | |
// ---------------------------------- | |
// Begin a path as the segment consists of an arc and 2 lines. | |
this.ctx.beginPath(); | |
// If don't have an inner radius then move to the center of the wheel as we want a line out from the center | |
// to the start of the arc for the outside of the wheel when we arc. Canvas will draw the connecting line for us. | |
if (!this.innerRadius) | |
{ | |
this.ctx.moveTo(this.centerX, this.centerY); | |
} | |
else | |
{ | |
//++ do need to draw the starting line in the correct x + y based on the start angle | |
//++ otherwise as seen when the wheel does not use up 360 the starting segment is missing the stroked side, | |
} | |
// Draw the outer arc of the segment clockwise in direction --> | |
this.ctx.arc(this.centerX, this.centerY, this.outerRadius, this.degToRad(seg.startAngle + this.rotationAngle - 90), this.degToRad(seg.endAngle + this.rotationAngle - 90), false); | |
if (this.innerRadius) | |
{ | |
// Draw another arc, this time anticlockwise <-- at the innerRadius between the end angle and the start angle. | |
// Canvas will draw a connecting line from the end of the outer arc to the beginning of the inner arc completing the shape. | |
//++ Think the reason the lines are thinner for 2 of the segments is because the thing auto chops part of it | |
//++ when doing the next one. Again think that actually drawing the lines will help. | |
this.ctx.arc(this.centerX, this.centerY, this.innerRadius, this.degToRad(seg.endAngle + this.rotationAngle - 90), this.degToRad(seg.startAngle + this.rotationAngle - 90), true); | |
} | |
else | |
{ | |
// If no inner radius then we draw a line back to the center of the wheel. | |
this.ctx.lineTo(this.centerX, this.centerY); | |
} | |
// Fill and stroke the segment. Only do either if a style was specified, if the style is null then | |
// we assume the developer did not want that particular thing. | |
// For example no stroke style so no lines to be drawn. | |
if (fillStyle) | |
this.ctx.fill(); | |
if (strokeStyle) | |
this.ctx.stroke(); | |
} | |
} | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// This draws the text on the segments using the specified text options. | |
// ==================================================================================================================== | |
Winwheel.prototype.drawSegmentText = function() | |
{ | |
// Again only draw the text if have a canvas context. | |
if (this.ctx) | |
{ | |
// Declare variables to hold the values. These are populated either with the value for the specific segment, | |
// or if not specified then the global default value. | |
var fontFamily; | |
var fontSize; | |
var fontWeight; | |
var orientation; | |
var alignment; | |
var direction; | |
var margin; | |
var fillStyle; | |
var strokeStyle; | |
var lineWidth; | |
var fontSetting; | |
// Loop though all the segments. | |
for (x = 1; x <= this.numSegments; x ++) | |
{ | |
// Save the context so it is certain that each segment text option will not affect the other. | |
this.ctx.save(); | |
// Get the segment object as we need it to read options from. | |
seg = this.segments[x]; | |
// Check is text as no point trying to draw if there is no text to render. | |
if (seg.text) | |
{ | |
// Set values to those for the specific segment or use global default if null. | |
if (seg.textFontFamily !== null) fontFamily = seg.textFontFamily; else fontFamily = this.textFontFamily; | |
if (seg.textFontSize !== null) fontSize = seg.textFontSize; else fontSize = this.textFontSize; | |
if (seg.textFontWeight !== null) fontWeight = seg.textFontWeight; else fontWeight = this.textFontWeight; | |
if (seg.textOrientation !== null) orientation = seg.textOrientation; else orientation = this.textOrientation; | |
if (seg.textAlignment !== null) alignment = seg.textAlignment; else alignment = this.textAlignment; | |
if (seg.textDirection !== null) direction = seg.textDirection; else direction = this.textDirection; | |
if (seg.textMargin !== null) margin = seg.textMargin; else margin = this.textMargin; | |
if (seg.textFillStyle !== null) fillStyle = seg.textFillStyle; else fillStyle = this.textFillStyle; | |
if (seg.textStrokeStyle !== null) strokeStyle = seg.textStrokeStyle; else strokeStyle = this.textStrokeStyle; | |
if (seg.textLineWidth !== null) lineWidth = seg.textLineWidth; else lineWidth = this.textLineWidth; | |
// ------------------------------ | |
// We need to put the font bits together in to one string. | |
fontSetting = ''; | |
if (fontWeight != null) | |
fontSetting += fontWeight + ' '; | |
if (fontSize != null) | |
fontSetting += fontSize + 'px '; // Fonts on canvas are always a px value. | |
if (fontFamily != null) | |
fontSetting += fontFamily; | |
// Now set the canvas context to the decided values. | |
this.ctx.font = fontSetting; | |
this.ctx.fillStyle = fillStyle; | |
this.ctx.strokeStyle = strokeStyle; | |
this.ctx.lineWidth = lineWidth; | |
// Split the text in to multiple lines on the \n character. | |
var lines = seg.text.split('\n'); | |
// Figure out the starting offset for the lines as when there are multiple lines need to center the text | |
// vertically in the segment (when thinking of normal horozontal text). | |
var lineOffset = 0 - (fontSize * (lines.length / 2)) + (fontSize / 2); | |
// The offset works great for horozontal and vertial text, also centered curved. But when the text is curved | |
// and the alignment is outer then the multiline text should not have some text outside the wheel. Same if inner curved. | |
if ((orientation == 'curved') && ((alignment == 'inner') || (alignment == 'outer'))) | |
{ | |
lineOffset = 0; | |
} | |
for(i = 0; i < lines.length; i ++) | |
{ | |
// --------------------------------- | |
// If direction is reversed then do things differently than if normal (which is the default - see further down) | |
if (direction == 'reversed') | |
{ | |
// When drawing reversed or 'upside down' we need to do some trickery on our part. | |
// The canvas text rendering function still draws the text left to right and the correct way up, | |
// so we need to overcome this with rotating the opposite side of the wheel the correct way up then pulling the text | |
// through the center point to the correct segment it is supposed to be on. | |
if (orientation == 'horizontal') | |
{ | |
if (alignment == 'inner') | |
this.ctx.textAlign = 'right'; | |
else if (alignment == 'outer') | |
this.ctx.textAlign = 'left'; | |
else | |
this.ctx.textAlign = 'center'; | |
this.ctx.textBaseline = 'middle'; | |
// Work out the angle to rotate the wheel, this is in the center of the segment but on the opposite side of the wheel which is why do -180. | |
var textAngle = this.degToRad((seg.endAngle - ((seg.endAngle - seg.startAngle) / 2) + this.rotationAngle - 90) - 180); | |
this.ctx.save(); | |
this.ctx.translate(this.centerX, this.centerY); | |
this.ctx.rotate(textAngle); | |
this.ctx.translate(-this.centerX, -this.centerY); | |
if (alignment == 'inner') | |
{ | |
// In reversed state the margin is subtracted from the innerX. | |
// When inner the inner radius also comes in to play. | |
if (fillStyle) | |
this.ctx.fillText(lines[i], this.centerX - this.innerRadius - margin, this.centerY + lineOffset); | |
if (strokeStyle) | |
this.ctx.strokeText(lines[i], this.centerX - this.innerRadius - margin, this.centerY + lineOffset); | |
} | |
else if (alignment == 'outer') | |
{ | |
// In reversed state the position is the center minus the radius + the margin for outer aligned text. | |
if (fillStyle) | |
this.ctx.fillText(lines[i], this.centerX - this.outerRadius + margin, this.centerY + lineOffset); | |
if (strokeStyle) | |
this.ctx.strokeText(lines[i], this.centerX - this.outerRadius + margin, this.centerY + lineOffset); | |
} | |
else | |
{ | |
// In reversed state the everything in minused. | |
if (fillStyle) | |
this.ctx.fillText(lines[i], this.centerX - this.innerRadius - ((this.outerRadius - this.innerRadius) / 2) - margin, this.centerY + lineOffset); | |
if (strokeStyle) | |
this.ctx.strokeText(lines[i], this.centerX - this.innerRadius - ((this.outerRadius - this.innerRadius) / 2) - margin, this.centerY + lineOffset); | |
} | |
this.ctx.restore(); | |
} | |
else if (orientation == 'vertical') | |
{ | |
// See normal code further down for comments on how it works, this is similar by plus/minus is reversed. | |
this.ctx.textAlign = 'center'; | |
// In reversed mode this are reversed. | |
if (alignment == 'inner') | |
this.ctx.textBaseline = 'top'; | |
else if (alignment == 'outer') | |
this.ctx.textBaseline = 'bottom'; | |
else | |
this.ctx.textBaseline = 'middle'; | |
var textAngle = (seg.endAngle - ((seg.endAngle - seg.startAngle) / 2) - 180); | |
textAngle += this.rotationAngle; | |
this.ctx.save(); | |
this.ctx.translate(this.centerX, this.centerY); | |
this.ctx.rotate(this.degToRad(textAngle)); | |
this.ctx.translate(-this.centerX, -this.centerY); | |
if (alignment == 'outer') | |
var yPos = (this.centerY + this.outerRadius - margin); | |
else if (alignment == 'inner') | |
var yPos = (this.centerY + this.innerRadius + margin); | |
// I have found that the text looks best when a fraction of the font size is shaved off. | |
var yInc = (fontSize - (fontSize / 9)); | |
// Loop though and output the characters. | |
if (alignment == 'outer') | |
{ | |
// In reversed mode outer means text in 6 o'clock segment sits at bottom of the wheel and we draw up. | |
for (var c = (lines[i].length -1); c >= 0; c--) | |
{ | |
character = lines[i].charAt(c); | |
if (fillStyle) | |
this.ctx.fillText(character, this.centerX + lineOffset, yPos); | |
if (strokeStyle) | |
this.ctx.strokeText(character, this.centerX + lineOffset, yPos); | |
yPos -= yInc; | |
} | |
} | |
else if (alignment == 'inner') | |
{ | |
// In reversed mode inner text is drawn from top of segment at 6 o'clock position to bottom of the wheel. | |
for (var c = 0; c < lines[i].length; c++) | |
{ | |
character = lines[i].charAt(c); | |
if (fillStyle) | |
this.ctx.fillText(character, this.centerX + lineOffset, yPos); | |
if (strokeStyle) | |
this.ctx.strokeText(character, this.centerX + lineOffset, yPos); | |
yPos += yInc; | |
} | |
} | |
else if (alignment == 'center') | |
{ | |
// Again for reversed this is the opposite of before. | |
// If there is more than one character in the text then an adjustment to the position needs to be done. | |
// What we are aiming for is to position the center of the text at the center point between the inner and outer radius. | |
var centerAdjustment = 0; | |
if (lines[i].length > 1) | |
{ | |
centerAdjustment = (yInc * (lines[i].length -1) / 2); | |
} | |
var yPos = (this.centerY + this.innerRadius + ((this.outerRadius - this.innerRadius) / 2)) + centerAdjustment + margin; | |
for (var c = (lines[i].length -1); c >= 0; c--) | |
{ | |
character = lines[i].charAt(c); | |
if (fillStyle) | |
this.ctx.fillText(character, this.centerX + lineOffset, yPos); | |
if (strokeStyle) | |
this.ctx.strokeText(character, this.centerX + lineOffset, yPos); | |
yPos -= yInc; | |
} | |
} | |
this.ctx.restore(); | |
} | |
else if (orientation == 'curved') | |
{ | |
// There is no built in canvas function to draw text around an arc, | |
// so we need to do this ourselves. | |
var radius = 0; | |
// Set the alignment of the text - inner, outer, or center by calculating | |
// how far out from the center point of the wheel the text is drawn. | |
if (alignment == 'inner') | |
{ | |
// When alignment is inner the radius is the innerRadius plus any margin. | |
radius = this.innerRadius + margin; | |
this.ctx.textBaseline = 'top'; | |
} | |
else if (alignment == 'outer') | |
{ | |
// Outer it is the outerRadius minus any margin. | |
radius = this.outerRadius - margin; | |
this.ctx.textBaseline = 'bottom'; | |
// We need to adjust the radius in this case to take in to multiline text. | |
// In this case the radius needs to be further out, not at the inner radius. | |
radius -= (fontSize * (lines.length - 1)); | |
} | |
else if (alignment == 'center') | |
{ | |
// When center we want the text halfway between the inner and outer radius. | |
radius = this.innerRadius + margin + ((this.outerRadius - this.innerRadius) / 2); | |
this.ctx.textBaseline = 'middle'; | |
} | |
// Set the angle to increment by when looping though and outputting the characters in the text | |
// as we do this by rotating the wheel small amounts adding each character. | |
var anglePerChar = 0; | |
var drawAngle = 0; | |
// If more than one character in the text then... | |
if (lines[i].length > 1) | |
{ | |
// Text is drawn from the left. | |
this.ctx.textAlign = 'left'; | |
// Work out how much angle the text rendering loop below needs to rotate by for each character to render them next to each other. | |
// I have discovered that 4 * the font size / 10 at 100px radius is the correct spacing for between the characters | |
// using a monospace font, non monospace may look a little odd as in there will appear to be extra spaces between chars. | |
anglePerChar = (4 * (fontSize / 10)); | |
// Work out what percentage the radius the text will be drawn at is of 100px. | |
radiusPercent = (100 / radius); | |
// Then use this to scale up or down the anglePerChar value. | |
// When the radius is less than 100px we need more angle between the letters, when radius is greater (so the text is further | |
// away from the center of the wheel) the angle needs to be less otherwise the characters will appear further apart. | |
anglePerChar = (anglePerChar * radiusPercent); | |
// Next we want the text to be drawn in the middle of the segment, without this it would start at the beginning of the segment. | |
// To do this we need to work out how much arc the text will take up in total then subtract half of this from the center | |
// of the segment so that it sits centred. | |
totalArc = (anglePerChar * lines[i].length); | |
// Now set initial draw angle to half way between the start and end of the segment. | |
drawAngle = seg.startAngle + (((seg.endAngle - seg.startAngle) / 2) - (totalArc / 2)); | |
} | |
else | |
{ | |
// The initial draw angle is the center of the segment when only one character. | |
drawAngle = (seg.startAngle + ((seg.endAngle - seg.startAngle) / 2)); | |
// To ensure is dead-center the text alignment also needs to be centered. | |
this.ctx.textAlign = 'center'; | |
} | |
// ---------------------- | |
// Adjust the initial draw angle as needed to take in to account the rotationAngle of the wheel. | |
drawAngle += this.rotationAngle; | |
// And as with other 'reverse' text direction functions we need to subtract 180 degrees from the angle | |
// because when it comes to draw the characters in the loop below we add the radius instead of subtract it. | |
drawAngle -= 180; | |
// ---------------------- | |
// Now the drawing itself. | |
// In reversed direction mode we loop through the characters in the text backwards in order for them to appear on screen correctly | |
for (c = lines[i].length; c >= 0; c--) | |
{ | |
this.ctx.save(); | |
character = lines[i].charAt(c); | |
// Rotate the wheel to the draw angle as we need to add the character at this location. | |
this.ctx.translate(this.centerX, this.centerY); | |
this.ctx.rotate(this.degToRad(drawAngle)); | |
this.ctx.translate(-this.centerX, -this.centerY); | |
// Now draw the character directly below the center point of the wheel at the appropriate radius. | |
// Note in the reversed mode we add the radius to the this.centerY instead of subtract. | |
if (strokeStyle) | |
this.ctx.strokeText(character, this.centerX, this.centerY + radius + lineOffset); | |
if (fillStyle) | |
this.ctx.fillText(character, this.centerX, this.centerY + radius + lineOffset); | |
// Increment the drawAngle by the angle per character so next loop we rotate | |
// to the next angle required to draw the character at. | |
drawAngle += anglePerChar; | |
this.ctx.restore(); | |
} | |
} | |
} | |
else | |
{ | |
// Normal direction so do things normally. | |
// Check text orientation, of horizontal then reasonably straight forward, if vertical then a bit more work to do. | |
if (orientation == 'horizontal') | |
{ | |
// Based on the text alignment, set the correct value in the context. | |
if (alignment == 'inner') | |
this.ctx.textAlign = 'left'; | |
else if (alignment == 'outer') | |
this.ctx.textAlign = 'right'; | |
else | |
this.ctx.textAlign = 'center'; | |
// Set this too. | |
this.ctx.textBaseline = 'middle'; | |
// Work out the angle around the wheel to draw the text at, which is simply in the middle of the segment the text is for. | |
// The rotation angle is added in to correct the annoyance with the canvas arc drawing functions which put the 0 degrees at the 3 oclock | |
var textAngle = this.degToRad(seg.endAngle - ((seg.endAngle - seg.startAngle) / 2) + this.rotationAngle - 90); | |
// We need to rotate in order to draw the text because it is output horizontally, so to | |
// place correctly around the wheel for all but a segment at 3 o'clock we need to rotate. | |
this.ctx.save(); | |
this.ctx.translate(this.centerX, this.centerY); | |
this.ctx.rotate(textAngle); | |
this.ctx.translate(-this.centerX, -this.centerY); | |
// -------------------------- | |
// Draw the text based on its alignment adding margin if inner or outer. | |
if (alignment == 'inner') | |
{ | |
// Inner means that the text is aligned with the inner of the wheel. If looking at a segment in in the 3 o'clock position | |
// it would look like the text is left aligned within the segment. | |
// Because the segments are smaller towards the inner of the wheel, in order for the text to fit is is a good idea that | |
// a margin is added which pushes the text towards the outer a bit. | |
// The inner radius also needs to be taken in to account as when inner aligned. | |
// If fillstyle is set the draw the text filled in. | |
if (fillStyle) | |
this.ctx.fillText(lines[i], this.centerX + this.innerRadius + margin, this.centerY + lineOffset); | |
// If stroke style is set draw the text outline. | |
if (strokeStyle) | |
this.ctx.strokeText(lines[i], this.centerX + this.innerRadius + margin, this.centerY + lineOffset); | |
} | |
else if (alignment == 'outer') | |
{ | |
// Outer means the text is aligned with the outside of the wheel, so if looking at a segment in the 3 o'clock position | |
// it would appear the text is right aligned. To position we add the radius of the wheel in to the equation | |
// and subtract the margin this time, rather than add it. | |
// I don't understand why, but in order of the text to render correctly with stroke and fill, the stroke needs to | |
// come first when drawing outer, rather than second when doing inner. | |
if (fillStyle) | |
this.ctx.fillText(lines[i], this.centerX + this.outerRadius - margin, this.centerY + lineOffset); | |
// If fillstyle the fill the text. | |
if (strokeStyle) | |
this.ctx.strokeText(lines[i], this.centerX + this.outerRadius - margin, this.centerY + lineOffset); | |
} | |
else | |
{ | |
// In this case the text is to drawn centred in the segment. | |
// Typically no margin is required, however even though centred the text can look closer to the inner of the wheel | |
// due to the way the segments narrow in (is optical effect), so if a margin is specified it is placed on the inner | |
// side so the text is pushed towards the outer. | |
// If stoke style the stroke the text. | |
if (fillStyle) | |
this.ctx.fillText(lines[i], this.centerX + this.innerRadius + ((this.outerRadius - this.innerRadius) / 2) + margin, this.centerY + lineOffset); | |
// If fillstyle the fill the text. | |
if (strokeStyle) | |
this.ctx.strokeText(lines[i], this.centerX + this.innerRadius + ((this.outerRadius - this.innerRadius) / 2) + margin, this.centerY + lineOffset); | |
} | |
// Restore the context so that wheel is returned to original position. | |
this.ctx.restore(); | |
} | |
else if (orientation == 'vertical') | |
{ | |
// If vertical then we need to do this ourselves because as far as I am aware there is no option built in to html canvas | |
// which causes the text to draw downwards or upwards one character after another. | |
// In this case the textAlign is always center, but the baseline is either top or bottom | |
// depending on if inner or outer alignment has been specified. | |
this.ctx.textAlign = 'center'; | |
if (alignment == 'inner') | |
this.ctx.textBaseline = 'bottom'; | |
else if (alignment == 'outer') | |
this.ctx.textBaseline = 'top'; | |
else | |
this.ctx.textBaseline = 'middle'; | |
// The angle to draw the text at is halfway between the end and the starting angle of the segment. | |
var textAngle = seg.endAngle - ((seg.endAngle - seg.startAngle) / 2); | |
// Ensure the rotation angle of the wheel is added in, otherwise the test placement won't match | |
// the segments they are supposed to be for. | |
textAngle += this.rotationAngle; | |
// Rotate so can begin to place the text. | |
this.ctx.save(); | |
this.ctx.translate(this.centerX, this.centerY); | |
this.ctx.rotate(this.degToRad(textAngle)); | |
this.ctx.translate(-this.centerX, -this.centerY); | |
// Work out the position to start drawing in based on the alignment. | |
// If outer then when considering a segment at the 12 o'clock position want to start drawing down from the top of the wheel. | |
if (alignment == 'outer') | |
var yPos = (this.centerY - this.outerRadius + margin); | |
else if (alignment == 'inner') | |
var yPos = (this.centerY - this.innerRadius - margin); | |
// We need to know how much to move the y axis each time. | |
// This is not quite simply the font size as that puts a larger gap in between the letters | |
// than expected, especially with monospace fonts. I found that shaving a little off makes it look "right". | |
var yInc = (fontSize - (fontSize / 9)); | |
// Loop though and output the characters. | |
if (alignment == 'outer') | |
{ | |
// For this alignment we draw down from the top of a segment at the 12 o'clock position to simply | |
// loop though the characters in order. | |
for (var c = 0; c < lines[i].length; c++) | |
{ | |
character = lines[i].charAt(c); | |
if (fillStyle) | |
this.ctx.fillText(character, this.centerX + lineOffset, yPos); | |
if (strokeStyle) | |
this.ctx.strokeText(character, this.centerX + lineOffset, yPos); | |
yPos += yInc; | |
} | |
} | |
else if (alignment == 'inner') | |
{ | |
// Here we draw from the inner of the wheel up, but in order for the letters in the text text to | |
// remain in the correct order when reading, we actually need to loop though the text characters backwards. | |
for (var c = (lines[i].length -1); c >= 0; c--) | |
{ | |
character = lines[i].charAt(c); | |
if (fillStyle) | |
this.ctx.fillText(character, this.centerX + lineOffset, yPos); | |
if (strokeStyle) | |
this.ctx.strokeText(character, this.centerX + lineOffset, yPos); | |
yPos -= yInc; | |
} | |
} | |
else if (alignment == 'center') | |
{ | |
// This is the most complex of the three as we need to draw the text top down centred between the inner and outer of the wheel. | |
// So logically we have to put the middle character of the text in the center then put the others each side of it. | |
// In reality that is a really bad way to do it, we can achieve the same if not better positioning using a | |
// variation on the method used for the rendering of outer aligned text once we have figured out the height of the text. | |
// If there is more than one character in the text then an adjustment to the position needs to be done. | |
// What we are aiming for is to position the center of the text at the center point between the inner and outer radius. | |
var centerAdjustment = 0; | |
if (lines[i].length > 1) | |
{ | |
centerAdjustment = (yInc * (lines[i].length -1) / 2); | |
} | |
// Now work out where to start rendering the string. This is half way between the inner and outer of the wheel, with the | |
// centerAdjustment included to correctly position texts with more than one character over the center. | |
// If there is a margin it is used to push the text away from the center of the wheel. | |
var yPos = (this.centerY - this.innerRadius - ((this.outerRadius - this.innerRadius) / 2)) - centerAdjustment - margin; | |
// Now loop and draw just like outer text rendering. | |
for (var c = 0; c < lines[i].length; c++) | |
{ | |
character = lines[i].charAt(c); | |
if (fillStyle) | |
this.ctx.fillText(character, this.centerX + lineOffset, yPos); | |
if (strokeStyle) | |
this.ctx.strokeText(character, this.centerX + lineOffset, yPos); | |
yPos += yInc; | |
} | |
} | |
this.ctx.restore(); | |
} | |
else if (orientation == 'curved') | |
{ | |
// There is no built in canvas function to draw text around an arc, so | |
// we need to do this ourselves. | |
var radius = 0; | |
// Set the alignment of the text - inner, outer, or center by calculating | |
// how far out from the center point of the wheel the text is drawn. | |
if (alignment == 'inner') | |
{ | |
// When alignment is inner the radius is the innerRadius plus any margin. | |
radius = this.innerRadius + margin; | |
this.ctx.textBaseline = 'bottom'; | |
// We need to adjust the radius in this case to take in to multiline text. | |
// In this case the radius needs to be further out, not at the inner radius. | |
radius += (fontSize * (lines.length - 1)); | |
} | |
else if (alignment == 'outer') | |
{ | |
// Outer it is the outerRadius minus any margin. | |
radius = this.outerRadius - margin; | |
this.ctx.textBaseline = 'top'; | |
} | |
else if (alignment == 'center') | |
{ | |
// When center we want the text halfway between the inner and outer radius. | |
radius = this.innerRadius + margin + ((this.outerRadius - this.innerRadius) / 2); | |
this.ctx.textBaseline = 'middle'; | |
} | |
// Set the angle to increment by when looping though and outputting the characters in the text | |
// as we do this by rotating the wheel small amounts adding each character. | |
var anglePerChar = 0; | |
var drawAngle = 0; | |
// If more than one character in the text then... | |
if (lines[i].length > 1) | |
{ | |
// Text is drawn from the left. | |
this.ctx.textAlign = 'left'; | |
// Work out how much angle the text rendering loop below needs to rotate by for each character to render them next to each other. | |
// I have discovered that 4 * the font size / 10 at 100px radius is the correct spacing for between the characters | |
// using a monospace font, non monospace may look a little odd as in there will appear to be extra spaces between chars. | |
anglePerChar = (4 * (fontSize / 10)); | |
// Work out what percentage the radius the text will be drawn at is of 100px. | |
radiusPercent = (100 / radius); | |
// Then use this to scale up or down the anglePerChar value. | |
// When the radius is less than 100px we need more angle between the letters, when radius is greater (so the text is further | |
// away from the center of the wheel) the angle needs to be less otherwise the characters will appear further apart. | |
anglePerChar = (anglePerChar * radiusPercent); | |
// Next we want the text to be drawn in the middle of the segment, without this it would start at the beginning of the segment. | |
// To do this we need to work out how much arc the text will take up in total then subtract half of this from the center | |
// of the segment so that it sits centred. | |
totalArc = (anglePerChar * lines[i].length); | |
// Now set initial draw angle to half way between the start and end of the segment. | |
drawAngle = seg.startAngle + (((seg.endAngle - seg.startAngle) / 2) - (totalArc / 2)); | |
} | |
else | |
{ | |
// The initial draw angle is the center of the segment when only one character. | |
drawAngle = (seg.startAngle + ((seg.endAngle - seg.startAngle) / 2)); | |
// To ensure is dead-center the text alignment also needs to be centred. | |
this.ctx.textAlign = 'center'; | |
} | |
// ---------------------- | |
// Adjust the initial draw angle as needed to take in to account the rotationAngle of the wheel. | |
drawAngle += this.rotationAngle; | |
// ---------------------- | |
// Now the drawing itself. | |
// Loop for each character in the text. | |
for (c = 0; c < (lines[i].length); c++) | |
{ | |
this.ctx.save(); | |
character = lines[i].charAt(c); | |
// Rotate the wheel to the draw angle as we need to add the character at this location. | |
this.ctx.translate(this.centerX, this.centerY); | |
this.ctx.rotate(this.degToRad(drawAngle)); | |
this.ctx.translate(-this.centerX, -this.centerY); | |
// Now draw the character directly above the center point of the wheel at the appropriate radius. | |
if (strokeStyle) | |
this.ctx.strokeText(character, this.centerX , this.centerY - radius + lineOffset); | |
if (fillStyle) | |
this.ctx.fillText(character, this.centerX, this.centerY - radius + lineOffset); | |
// Increment the drawAngle by the angle per character so next loop we rotate | |
// to the next angle required to draw the character at. | |
drawAngle += anglePerChar; | |
this.ctx.restore(); | |
} | |
} | |
} | |
// Increment this ready for the next time. | |
lineOffset += fontSize; | |
} | |
} | |
// Restore so all text options are reset ready for the next text. | |
this.ctx.restore(); | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// Converts degrees to radians which is what is used when specifying the angles on HTML5 canvas arcs. | |
// ==================================================================================================================== | |
Winwheel.prototype.degToRad = function(d) | |
{ | |
return d * 0.0174532925199432957; | |
} | |
// ==================================================================================================================== | |
// This function sets the center location of the wheel, saves a function call to set x then y. | |
// ==================================================================================================================== | |
Winwheel.prototype.setCenter = function(x, y) | |
{ | |
this.centerX = x; | |
this.centerY = y; | |
} | |
// ==================================================================================================================== | |
// This function allows a segment to be added to the wheel. The position of the segment is optional, | |
// if not specified the new segment will be added to the end of the wheel. | |
// ==================================================================================================================== | |
Winwheel.prototype.addSegment = function(options, position) | |
{ | |
// Create a new segment object passing the options in. | |
newSegment = new Segment(options); | |
// Increment the numSegments property of the class since new segment being added. | |
this.numSegments ++; | |
var segmentPos; | |
// Work out where to place the segment, the default is simply as a new segment at the end of the wheel. | |
if (typeof position !== 'undefined') | |
{ | |
// Because we need to insert the segment at this position, not overwrite it, we need to move all segments after this | |
// location along one in the segments array, before finally adding this new segment at the specified location. | |
for (var x = this.numSegments; x > position; x --) | |
{ | |
this.segments[x] = this.segments[x -1]; | |
} | |
this.segments[position] = newSegment; | |
segmentPos = position; | |
} | |
else | |
{ | |
this.segments[this.numSegments] = newSegment; | |
segmentPos = this.numSegments; | |
} | |
// Since a segment has been added the segment sizes need to be re-computed so call function to do this. | |
this.updateSegmentSizes(); | |
// Return the segment object just created in the wheel (JavaScript will return it by reference), so that | |
// further things can be done with it by the calling code if desired. | |
return this.segments[segmentPos]; | |
} | |
// ==================================================================================================================== | |
// This function must be used if the canvasId is changed as we also need to get the context of the new canvas. | |
// ==================================================================================================================== | |
Winwheel.prototype.setCanvasId = function(canvasId) | |
{ | |
if (canvasId) | |
{ | |
this.canvasId = canvasId; | |
this.canvas = document.getElementById(this.canvasId); | |
if (this.canvas) | |
{ | |
this.ctx = this.canvas.getContext('2d'); | |
} | |
} | |
else | |
{ | |
this.canvasId = null | |
this.ctx = null; | |
this.canvas = null; | |
} | |
} | |
// ==================================================================================================================== | |
// This function deletes the specified segment from the wheel by removing it from the segments array. | |
// It then sorts out the other bits such as update of the numSegments. | |
// ==================================================================================================================== | |
Winwheel.prototype.deleteSegment = function(position) | |
{ | |
// There needs to be at least one segment in order for the wheel to draw, so only allow delete if there | |
// is more than one segment currently left in the wheel. | |
//++ check that specifying a position that does not exist - say 10 in a 6 segment wheel does not cause issues. | |
if (this.numSegments > 1) | |
{ | |
// If the position of the segment to remove has been specified. | |
if (typeof position !== 'undefined') | |
{ | |
// The array is to be shortened so we need to move all segments after the one | |
// to be removed down one so there is no gap. | |
for (var x = position; x < this.numSegments; x ++) | |
{ | |
this.segments[x] = this.segments[x + 1]; | |
} | |
} | |
// Unset the last item in the segments array since there is now one less. | |
this.segments[this.numSegments] = undefined; | |
// Decrement the number of segments, | |
// then call function to update the segment sizes. | |
this.numSegments --; | |
this.updateSegmentSizes(); | |
} | |
} | |
// ==================================================================================================================== | |
// This function takes the x an the y of a mouse event, such as click or move, and converts the x and the y in to | |
// co-ordinates on the canvas as the raw values are the x and the y from the top and left of the user's browser. | |
// ==================================================================================================================== | |
Winwheel.prototype.windowToCanvas = function(x, y) | |
{ | |
var bbox = this.canvas.getBoundingClientRect(); | |
return { | |
x: Math.floor(x - bbox.left * (this.canvas.width / bbox.width)), | |
y: Math.floor(y - bbox.top * (this.canvas.height / bbox.height)) | |
}; | |
} | |
// ==================================================================================================================== | |
// This function returns the segment object located at the specified x and y coordinates on the canvas. | |
// It is used to allow things to be done with a segment clicked by the user, such as highlight, display or change some values, etc. | |
// ==================================================================================================================== | |
Winwheel.prototype.getSegmentAt = function(x, y) | |
{ | |
var foundSegment = null; | |
// Call function to return segment number. | |
var segmentNumber = this.getSegmentNumberAt(x, y); | |
// If found one then set found segment to pointer to the segment object. | |
if (segmentNumber !== null) | |
{ | |
foundSegment = this.segments[segmentNumber]; | |
} | |
return foundSegment; | |
} | |
// ==================================================================================================================== | |
// Returns the number of the segment clicked instead of the segment object. | |
// ==================================================================================================================== | |
Winwheel.prototype.getSegmentNumberAt = function(x, y) | |
{ | |
// KNOWN ISSUE: this does not work correct if the canvas is scaled using css, or has padding, border. | |
// @TODO see if can find a solution at some point, check windowToCanvas working as needed, then below. | |
// Call function above to convert the raw x and y from the user's browser to canvas coordinates | |
// i.e. top and left is top and left of canvas, not top and left of the user's browser. | |
var loc = this.windowToCanvas(x, y); | |
// ------------------------------------------ | |
// Now start the process of working out the segment clicked. | |
// First we need to figure out the angle of an imaginary line between the centerX and centerY of the wheel and | |
// the X and Y of the location (for example a mouse click). | |
var topBottom; | |
var leftRight; | |
var adjacentSideLength; | |
var oppositeSideLength; | |
var hypotenuseSideLength; | |
// We will use right triangle maths with the TAN function. | |
// The start of the triangle is the wheel center, the adjacent side is along the x axis, and the opposite side is along the y axis. | |
// We only ever use positive numbers to work out the triangle and the center of the wheel needs to be considered as 0 for the numbers | |
// in the maths which is why there is the subtractions below. We also remember what quadrant of the wheel the location is in as we | |
// need this information later to add 90, 180, 270 degrees to the angle worked out from the triangle to get the position around a 360 degree wheel. | |
if (loc.x > this.centerX) | |
{ | |
adjacentSideLength = (loc.x - this.centerX); | |
leftRight = 'R'; // Location is in the right half of the wheel. | |
} | |
else | |
{ | |
adjacentSideLength = (this.centerX - loc.x); | |
leftRight = 'L'; // Location is in the left half of the wheel. | |
} | |
if (loc.y > this.centerY) | |
{ | |
oppositeSideLength = (loc.y - this.centerY); | |
topBottom = 'B'; // Bottom half of wheel. | |
} | |
else | |
{ | |
oppositeSideLength = (this.centerY - loc.y); | |
topBottom = 'T'; // Top Half of wheel. | |
} | |
// Now divide opposite by adjacent to get tan value. | |
var tanVal = oppositeSideLength / adjacentSideLength; | |
// Use the tan function and convert results to degrees since that is what we work with. | |
var result = (Math.atan(tanVal) * 180/Math.PI); | |
var locationAngle = 0; | |
// We also need the length of the hypotenuse as later on we need to compare this to the outerRadius of the segment / circle. | |
hypotenuseSideLength = Math.sqrt((oppositeSideLength * oppositeSideLength) + (adjacentSideLength * adjacentSideLength)); | |
// ------------------------------------------ | |
// Now to make sense around the wheel we need to alter the values based on if the location was in top or bottom half | |
// and also right or left half of the wheel, by adding 90, 180, 270 etc. Also for some the initial locationAngle needs to be inverted. | |
if ((topBottom == 'T') && (leftRight == 'R')) | |
{ | |
locationAngle = Math.round(90 - result); | |
} | |
else if ((topBottom == 'B') && (leftRight == 'R')) | |
{ | |
locationAngle = Math.round(result + 90); | |
} | |
else if ((topBottom == 'B') && (leftRight == 'L')) | |
{ | |
locationAngle = Math.round((90 - result) + 180); | |
} | |
else if ((topBottom == 'T') && (leftRight == 'L')) | |
{ | |
locationAngle = Math.round(result + 270); | |
} | |
// ------------------------------------------ | |
// And now we have to adjust to make sense when the wheel is rotated from the 0 degrees either | |
// positive or negative and it can be many times past 360 degrees. | |
if (this.rotationAngle != 0) | |
{ | |
var rotatedPosition = this.getRotationPosition(); | |
// So we have this, now we need to alter the locationAngle as a result of this. | |
locationAngle = (locationAngle - rotatedPosition); | |
// If negative then take the location away from 360. | |
if (locationAngle < 0) | |
{ | |
locationAngle = (360 - Math.abs(locationAngle)); | |
} | |
} | |
// ------------------------------------------ | |
// OK, so after all of that we have the angle of a line between the centerX and centerY of the wheel and | |
// the X and Y of the location on the canvas where the mouse was clicked. Now time to work out the segment | |
// this corresponds to. We can use the segment start and end angles for this. | |
var foundSegmentNumber = null; | |
for (var x = 1; x <= this.numSegments; x ++) | |
{ | |
// Due to segments sharing start and end angles, if line is clicked will pick earlier segment. | |
if ((locationAngle >= this.segments[x].startAngle) && (locationAngle <= this.segments[x].endAngle)) | |
{ | |
// To ensure that a click anywhere on the canvas in the segment direction will not cause a | |
// segment to be matched, as well as the angles, we need to ensure the click was within the radius | |
// of the segment (or circle if no segment radius). | |
// If the hypotenuseSideLength (length of location from the center of the wheel) is with the radius | |
// then we can assign the segment to the found segment and break out the loop. | |
// Have to take in to account hollow wheels (doughnuts) so check is greater than innerRadius as | |
// well as less than or equal to the outerRadius of the wheel. | |
if ((hypotenuseSideLength >= this.innerRadius) && (hypotenuseSideLength <= this.outerRadius)) | |
{ | |
foundSegmentNumber = x; | |
break; | |
} | |
} | |
} | |
// Finally return the number. | |
return foundSegmentNumber; | |
} | |
// ==================================================================================================================== | |
// Returns a reference to the segment that is at the location of the pointer on the wheel. | |
// ==================================================================================================================== | |
Winwheel.prototype.getIndicatedSegment = function() | |
{ | |
// Call function below to work this out and return the prizeNumber. | |
var prizeNumber = this.getIndicatedSegmentNumber(); | |
// Then simply return the segment in the segments array at that position. | |
return this.segments[prizeNumber]; | |
} | |
// ==================================================================================================================== | |
// Works out the segment currently pointed to by the pointer of the wheel. Normally called when the spinning has stopped | |
// to work out the prize the user has won. Returns the number of the segment in the segments array. | |
// ==================================================================================================================== | |
Winwheel.prototype.getIndicatedSegmentNumber = function() | |
{ | |
var indicatedPrize = 0; | |
var rawAngle = this.getRotationPosition(); | |
// Now we have the angle of the wheel, but we need to take in to account where the pointer is because | |
// will not always be at the 12 o'clock 0 degrees location. | |
var relativeAngle = Math.floor(this.pointerAngle - rawAngle); | |
if (relativeAngle < 0) | |
{ | |
relativeAngle = 360 - Math.abs(relativeAngle); | |
} | |
// Now we can work out the prize won by seeing what prize segment startAngle and endAngle the relativeAngle is between. | |
for (x = 1; x < (this.segments.length); x ++) | |
{ | |
if ((relativeAngle >= this.segments[x]['startAngle']) && (relativeAngle <= this.segments[x]['endAngle'])) | |
{ | |
indicatedPrize = x; | |
break; | |
} | |
} | |
return indicatedPrize; | |
} | |
// ==================================================================================================================== | |
// Works out what Pin around the wheel is considered the current one which is the one which just passed the pointer. | |
// Used to work out if the pin has changed during the animation to tigger a sound. | |
// ==================================================================================================================== | |
Winwheel.prototype.getCurrentPinNumber = function() | |
{ | |
var currentPin = 0; | |
if (this.pins) | |
{ | |
var rawAngle = this.getRotationPosition(); | |
// Now we have the angle of the wheel, but we need to take in to account where the pointer is because | |
// will not always be at the 12 o'clock 0 degrees location. | |
var relativeAngle = Math.floor(this.pointerAngle - rawAngle); | |
if (relativeAngle < 0) | |
{ | |
relativeAngle = 360 - Math.abs(relativeAngle); | |
} | |
// Work out the angle of the pins as this is simply 360 / the number of pins as they space evenly around. | |
var pinSpacing = (360 / this.pins.number); | |
var totalPinAngle = 0; | |
// Now we can work out the pin by seeing what pins relativeAngle is between. | |
for (x = 0; x < (this.pins.number); x ++) | |
{ | |
if ((relativeAngle >= totalPinAngle) && (relativeAngle <= (totalPinAngle + pinSpacing))) | |
{ | |
currentPin = x; | |
break; | |
} | |
totalPinAngle += pinSpacing; | |
} | |
// Now if rotating clockwise we must add 1 to the current pin as we want the pin which has just passed | |
// the pointer to be returned as the current pin, not the start of the one we are between. | |
if (this.animation.direction == 'clockwise') { | |
currentPin ++; | |
if (currentPin > this.pins.number) { | |
currentPin = 0; | |
} | |
} | |
} | |
return currentPin; | |
} | |
// ================================================================================================================================================== | |
// Returns the rotation angle of the wheel corrected to 0-360 (i.e. removes all the multiples of 360). | |
// ================================================================================================================================================== | |
Winwheel.prototype.getRotationPosition = function() | |
{ | |
var rawAngle = this.rotationAngle; // Get current rotation angle of wheel. | |
// If positive work out how many times past 360 this is and then take the floor of this off the rawAngle. | |
if (rawAngle >= 0) | |
{ | |
if (rawAngle > 360) | |
{ | |
// Get floor of the number of times past 360 degrees. | |
var timesPast360 = Math.floor(rawAngle / 360); | |
// Take all this extra off to get just the angle 0-360 degrees. | |
rawAngle = (rawAngle - (360 * timesPast360)); | |
} | |
} | |
else | |
{ | |
// Is negative, need to take off the extra then convert in to 0-360 degree value | |
// so if, for example, was -90 then final value will be (360 - 90) = 270 degrees. | |
if (rawAngle < -360) | |
{ | |
var timesPast360 = Math.ceil(rawAngle / 360); // Ceil when negative. | |
rawAngle = (rawAngle - (360 * timesPast360)); // Is minus because dealing with negative. | |
} | |
rawAngle = (360 + rawAngle); // Make in the range 0-360. Is plus because raw is still negative. | |
} | |
return rawAngle; | |
} | |
// ================================================================================================================================================== | |
// This function starts the wheel's animation by using the properties of the animation object of of the wheel to begin the a greensock tween. | |
// ================================================================================================================================================== | |
Winwheel.prototype.startAnimation = function() | |
{ | |
if (this.animation) | |
{ | |
// Call function to compute the animation properties. | |
this.computeAnimation(); | |
// Set this global variable to this object as an external function is required to call the draw() function on the wheel | |
// each loop of the animation as Greensock cannot call the draw function directly on this class. | |
winwheelToDrawDuringAnimation = this; | |
// Put together the properties of the greesock animation. | |
var properties = new Array(null); | |
properties[this.animation.propertyName] = this.animation.propertyValue; // Here we set the property to be animated and its value. | |
properties['yoyo'] = this.animation.yoyo; // Set others. | |
properties['repeat'] = this.animation.repeat; | |
properties['ease'] = this.animation.easing; | |
properties['onUpdate'] = winwheelAnimationLoop; // Call function to re-draw the canvas. | |
properties['onComplete'] = winwheelStopAnimation; // Call function to perform actions when animation has finished. | |
// Do the tween animation passing the properties from the animation object as an array of key => value pairs. | |
// Keep reference to the tween object in the wheel as that allows pausing, resuming, and stopping while the animation is still running. | |
this.tween = TweenMax.to(this, this.animation.duration, properties); | |
} | |
} | |
// ================================================================================================================================================== | |
// Use same function function which needs to be outside the class for the callback when it stops because is finished. | |
// ================================================================================================================================================== | |
Winwheel.prototype.stopAnimation = function(canCallback) | |
{ | |
// @TODO as part of multiwheel, need to work out how to stop the tween for a single wheel but allow others to continue. | |
// We can kill the animation using our tween object. | |
if (winwheelToDrawDuringAnimation) | |
{ | |
winwheelToDrawDuringAnimation.tween.kill(); | |
// Call the callback function. | |
winwheelStopAnimation(canCallback); | |
} | |
// Ensure the winwheelToDrawDuringAnimation is set to this class. | |
winwheelToDrawDuringAnimation = this; | |
} | |
// ================================================================================================================================================== | |
// Pause animation by telling tween to pause. | |
// ================================================================================================================================================== | |
Winwheel.prototype.pauseAnimation = function() | |
{ | |
if (this.tween) | |
{ | |
this.tween.pause(); | |
} | |
} | |
// ================================================================================================================================================== | |
// Resume the animation by telling tween to continue playing it. | |
// ================================================================================================================================================== | |
Winwheel.prototype.resumeAnimation = function() | |
{ | |
if (this.tween) | |
{ | |
this.tween.play(); | |
} | |
} | |
// ==================================================================================================================== | |
// Called at the beginning of the startAnimation function and computes the values needed to do the animation | |
// before it starts. This allows the developer to change the animation properties after the wheel has been created | |
// and have the animation use the new values of the animation properties. | |
// ==================================================================================================================== | |
Winwheel.prototype.computeAnimation = function() | |
{ | |
if (this.animation) | |
{ | |
// Set the animation parameters for the specified animation type including some sensible defaults if values have not been specified. | |
if (this.animation.type == 'spinOngoing') | |
{ | |
// When spinning the rotationAngle is the wheel property which is animated. | |
this.animation.propertyName = 'rotationAngle'; | |
if (this.animation.spins == null) | |
{ | |
this.animation.spins = 5; | |
} | |
if (this.animation.repeat == null) | |
{ | |
this.animation.repeat = -1; // -1 means it will repeat forever. | |
} | |
if (this.animation.easing == null) | |
{ | |
this.animation.easing = 'Linear.easeNone'; | |
} | |
if (this.animation.yoyo == null) | |
{ | |
this.animation.yoyo = false; | |
} | |
// We need to calculate the propertyValue and this is the spins * 360 degrees. | |
this.animation.propertyValue = (this.animation.spins * 360); | |
// If the direction is anti-clockwise then make the property value negative. | |
if (this.animation.direction == 'anti-clockwise') | |
{ | |
this.animation.propertyValue = (0 - this.animation.propertyValue); | |
} | |
} | |
else if (this.animation.type == 'spinToStop') | |
{ | |
// Spin to stop the rotation angle is affected. | |
this.animation.propertyName = 'rotationAngle'; | |
if (this.animation.spins == null) | |
{ | |
this.animation.spins = 5; | |
} | |
if (this.animation.repeat == null) | |
{ | |
this.animation.repeat = 0; // As this is spin to stop we don't normally want it repeated. | |
} | |
if (this.animation.easing == null) | |
{ | |
this.animation.easing = 'Power3.easeOut'; // This easing is fast start and slows over time. | |
} | |
if (this.animation.stopAngle == null) | |
{ | |
// If the stop angle has not been specified then pick random between 0 and 359. | |
this.animation._stopAngle = Math.floor((Math.random() * 359)); | |
} | |
else | |
{ | |
// We need to set the internal to 360 minus what the user entered because the wheel spins past 0 without | |
// this it would indicate the prize on the opposite side of the wheel. We aslo need to take in to account | |
// the pointerAngle as the stop angle needs to be relative to that. | |
this.animation._stopAngle = (360 - this.animation.stopAngle + this.pointerAngle); | |
} | |
if (this.animation.yoyo == null) | |
{ | |
this.animation.yoyo = false; | |
} | |
// The property value is the spins * 360 then plus or minus the stopAngle depending on if the rotation is clockwise or anti-clockwise. | |
this.animation.propertyValue = (this.animation.spins * 360); | |
if (this.animation.direction == 'anti-clockwise') | |
{ | |
this.animation.propertyValue = (0 - this.animation.propertyValue); | |
// Also if the value is anti-clockwise we need subtract the stopAngle (but to get the wheel to stop in the correct | |
// place this is 360 minus the stop angle as the wheel is rotating backwards). | |
this.animation.propertyValue -= (360 - this.animation._stopAngle); | |
} | |
else | |
{ | |
// Add the stopAngle to the propertyValue as the wheel must rotate around to this place and stop there. | |
this.animation.propertyValue += this.animation._stopAngle; | |
} | |
} | |
else if (this.animation.type == 'spinAndBack') | |
{ | |
// This is basically is a spin for a number of times then the animation reverses and goes back to start. | |
// If a repeat is specified then this can be used to make the wheel "rock" left and right. | |
// Again this is a spin so the rotationAngle the property which is animated. | |
this.animation.propertyName = 'rotationAngle'; | |
if (this.animation.spins == null) | |
{ | |
this.animation.spins = 5; | |
} | |
if (this.animation.repeat == null) | |
{ | |
this.animation.repeat = 1; // This needs to be set to at least 1 in order for the animation to reverse. | |
} | |
if (this.animation.easing == null) | |
{ | |
this.animation.easing = 'Power2.easeInOut'; // This is slow at the start and end and fast in the middle. | |
} | |
if (this.animation.yoyo == null) | |
{ | |
this.animation.yoyo = true; // This needs to be set to true to have the animation reverse back like a yo-yo. | |
} | |
if (this.animation.stopAngle == null) | |
{ | |
this.animation._stopAngle = 0; | |
} | |
else | |
{ | |
// We need to set the internal to 360 minus what the user entered | |
// because the wheel spins past 0 without this it would indicate the | |
// prize on the opposite side of the wheel. | |
this.animation._stopAngle = (360 - this.animation.stopAngle); | |
} | |
// The property value is the spins * 360 then plus or minus the stopAngle depending on if the rotation is clockwise or anti-clockwise. | |
this.animation.propertyValue = (this.animation.spins * 360); | |
if (this.animation.direction == 'anti-clockwise') | |
{ | |
this.animation.propertyValue = (0 - this.animation.propertyValue); | |
// Also if the value is anti-clockwise we need subtract the stopAngle (but to get the wheel to stop in the correct | |
// place this is 360 minus the stop angle as the wheel is rotating backwards). | |
this.animation.propertyValue -= (360 - this.animation._stopAngle); | |
} | |
else | |
{ | |
// Add the stopAngle to the propertyValue as the wheel must rotate around to this place and stop there. | |
this.animation.propertyValue += this.animation._stopAngle; | |
} | |
} | |
else if (this.animation.type == 'custom') | |
{ | |
// Do nothing as all values must be set by the developer in the parameters | |
// especially the propertyName and propertyValue. | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// Calculates and returns a random stop angle inside the specified segment number. Value will always be 1 degree inside | |
// the start and end of the segment to avoid issue with the segment overlap. | |
// ==================================================================================================================== | |
Winwheel.prototype.getRandomForSegment = function(segmentNumber) | |
{ | |
var stopAngle = 0; | |
if (segmentNumber) | |
{ | |
if (typeof this.segments[segmentNumber] !== 'undefined') | |
{ | |
var startAngle = this.segments[segmentNumber].startAngle; | |
var endAngle = this.segments[segmentNumber].endAngle; | |
var range = (endAngle - startAngle) - 2; | |
if (range > 0) | |
{ | |
stopAngle = (startAngle + 1 + Math.floor((Math.random() * range))); | |
} | |
else | |
{ | |
console.log('Segment size is too small to safely get random angle inside it'); | |
} | |
} | |
else | |
{ | |
console.log('Segment ' + segmentNumber + ' undefined'); | |
} | |
} | |
else | |
{ | |
console.log('Segment number not specified'); | |
} | |
return stopAngle; | |
} | |
// ==================================================================================================================== | |
// Class for the wheel pins. | |
// ==================================================================================================================== | |
function Pin(options) | |
{ | |
defaultOptions = { | |
'visible' : true, // In future there might be some functionality related to the pins even if they are not displayed. | |
'number' : 36, // The number of pins. These are evenly distributed around the wheel. | |
'outerRadius' : 3, // Radius of the pins which determines their size. | |
'fillStyle' : 'grey', // Fill colour of the pins. | |
'strokeStyle' : 'black', // Line colour of the pins. | |
'lineWidth' : 1, // Line width of the pins. | |
'margin' : 3, // The space between outside edge of the wheel and the pins. | |
}; | |
// Now loop through the default options and create properties of this class set to the value for | |
// the option passed in if a value was, or if not then set the value of the default. | |
for (var key in defaultOptions) | |
{ | |
if ((options != null) && (typeof(options[key]) !== 'undefined')) | |
this[key] = options[key]; | |
else | |
this[key] = defaultOptions[key]; | |
} | |
// Also loop though the passed in options and add anything specified not part of the class in to it as a property. | |
if (options != null) | |
{ | |
for (var key in options) | |
{ | |
if (typeof(this[key]) === 'undefined') | |
{ | |
this[key] = options[key]; | |
} | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// Class for the wheel spinning animation which like a segment becomes a property of the wheel. | |
// ==================================================================================================================== | |
function Animation(options) | |
{ | |
// Most of these options are null because the defaults are different depending on the type of animation. | |
defaultOptions = { | |
'type' : 'spinOngoing', // For now there are only supported types are spinOngoing (continuous), spinToStop, spinAndBack, custom. | |
'direction' : 'clockwise', // clockwise or anti-clockwise. | |
'propertyName' : null, // The name of the winning wheel property to be affected by the animation. | |
'propertyValue' : null, // The value the property is to be set to at the end of the animation. | |
'duration' : 10, // Duration of the animation. | |
'yoyo' : false, // If the animation is to reverse back again i.e. yo-yo. | |
'repeat' : null, // The number of times the animation is to repeat, -1 will cause it to repeat forever. | |
'easing' : null, // The easing to use for the animation, default is the best for spin to stop. Use Linear.easeNone for no easing. | |
'stopAngle' : null, // Used for spinning, the angle at which the wheel is to stop. | |
'spins' : null, // Used for spinning, the number of complete 360 degree rotations the wheel is to do. | |
'clearTheCanvas' : null, // If set to true the canvas will be cleared before the wheel is re-drawn, false it will not, null the animation will abide by the value of this property for the parent wheel object. | |
'callbackFinished' : null, // Function to callback when the animation has finished. | |
'callbackBefore' : null, // Function to callback before the wheel is drawn each animation loop. | |
'callbackAfter' : null, // Function to callback after the wheel is drawn each animation loop. | |
'callbackSound' : null, // Function to callback if a sound should be triggered on change of segment or pin. | |
'soundTrigger' : 'segment' // Sound trigger type. Default is segment which triggers when segment changes, can be pin if to trigger when pin passes the pointer. | |
}; | |
// Now loop through the default options and create properties of this class set to the value for | |
// the option passed in if a value was, or if not then set the value of the default. | |
for (var key in defaultOptions) | |
{ | |
if ((options != null) && (typeof(options[key]) !== 'undefined')) | |
this[key] = options[key]; | |
else | |
this[key] = defaultOptions[key]; | |
} | |
// Also loop though the passed in options and add anything specified not part of the class in to it as a property. | |
if (options != null) | |
{ | |
for (var key in options) | |
{ | |
if (typeof(this[key]) === 'undefined') | |
{ | |
this[key] = options[key]; | |
} | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// Class for segments. When creating a json of options can be passed in. | |
// ==================================================================================================================== | |
function Segment(options) | |
{ | |
// Define default options for segments, most are null so that the global defaults for the wheel | |
// are used if the values for a particular segment are not specifically set. | |
defaultOptions = { | |
'size' : null, // Leave null for automatic. Valid values are degrees 0-360. Use percentToDegrees function if needed to convert. | |
'text' : '', // Default is blank. | |
'fillStyle' : null, // If null for the rest the global default will be used. | |
'strokeStyle' : null, | |
'lineWidth' : null, | |
'textFontFamily' : null, | |
'textFontSize' : null, | |
'textFontWeight' : null, | |
'textOrientation' : null, | |
'textAlignment' : null, | |
'textDirection' : null, | |
'textMargin' : null, | |
'textFillStyle' : null, | |
'textStrokeStyle' : null, | |
'textLineWidth' : null, | |
'image' : null, // Name/path to the image | |
'imageDirection' : null, // Direction of the image, can be set globally for the whole wheel. | |
'imgData' : null // Image object created here and loaded with image data. | |
}; | |
// Now loop through the default options and create properties of this class set to the value for | |
// the option passed in if a value was, or if not then set the value of the default. | |
for (var key in defaultOptions) | |
{ | |
if ((options != null) && (typeof(options[key]) !== 'undefined')) | |
this[key] = options[key]; | |
else | |
this[key] = defaultOptions[key]; | |
} | |
// Also loop though the passed in options and add anything specified not part of the class in to it as a property. | |
// This allows the developer to easily add properties to segments at construction time. | |
if (options != null) | |
{ | |
for (var key in options) | |
{ | |
if (typeof(this[key]) === 'undefined') | |
{ | |
this[key] = options[key]; | |
} | |
} | |
} | |
// There are 2 additional properties which are set by the code, so need to define them here. | |
// They are not in the default options because they are not something that should be set by the user, | |
// the values are updated every time the updateSegmentSizes() function is called. | |
this.startAngle = 0; | |
this.endAngle = 0; | |
} | |
// ==================================================================================================================== | |
// Changes an image for a segment by setting a callback to render the wheel once the image has loaded. | |
// ==================================================================================================================== | |
Segment.prototype.changeImage = function(image, imageDirection) | |
{ | |
// Change image name, blank image data. | |
this.image = image; | |
this.imgData = null; | |
// Set direction. | |
if (imageDirection) | |
{ | |
this.imageDirection = imageDirection; | |
} | |
// Set imgData to a new image object, change set callback and change src (just like in wheel constructor). | |
winhweelAlreadyDrawn = false; | |
this.imgData = new Image(); | |
this.imgData.onload = winwheelLoadedImage; | |
this.imgData.src = this.image; | |
} | |
// ==================================================================================================================== | |
// Class that is created as property of the wheel. Draws line from center of the wheel out to edge of canvas to | |
// indicate where the code thinks the pointer location is. Helpful to get alignment correct esp when using images. | |
// ==================================================================================================================== | |
function PointerGuide(options) | |
{ | |
defaultOptions = { | |
'display' : false, | |
'strokeStyle' : 'red', | |
'lineWidth' : 3 | |
}; | |
// Now loop through the default options and create properties of this class set to the value for | |
// the option passed in if a value was, or if not then set the value of the default. | |
for (var key in defaultOptions) | |
{ | |
if ((options != null) && (typeof(options[key]) !== 'undefined')) | |
{ | |
this[key] = options[key]; | |
} | |
else | |
{ | |
this[key] = defaultOptions[key]; | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// This function takes the percent 0-100 and returns the number of degrees 0-360 this equates to. | |
// ==================================================================================================================== | |
function winwheelPercentToDegrees(percentValue) | |
{ | |
var degrees = 0; | |
if ((percentValue > 0) && (percentValue <= 100)) | |
{ | |
var divider = (percentValue / 100); | |
degrees = (360 * divider); | |
} | |
return degrees; | |
} | |
// ==================================================================================================================== | |
// In order for the wheel to be re-drawn during the spin animation the function greesock calls needs to be outside | |
// of the class as for some reason it errors if try to call winwheel.draw() directly. | |
// ==================================================================================================================== | |
function winwheelAnimationLoop() | |
{ | |
if (winwheelToDrawDuringAnimation) | |
{ | |
// Check if the clearTheCanvas is specified for this animation, if not or it is not false then clear the canvas. | |
if (winwheelToDrawDuringAnimation.animation.clearTheCanvas != false) | |
{ | |
winwheelToDrawDuringAnimation.ctx.clearRect(0, 0, winwheelToDrawDuringAnimation.canvas.width, winwheelToDrawDuringAnimation.canvas.height); | |
} | |
var callbackBefore = winwheelToDrawDuringAnimation.animation.callbackBefore; | |
var callbackAfter = winwheelToDrawDuringAnimation.animation.callbackAfter; | |
// If there is a callback function which is supposed to be called before the wheel is drawn then do that. | |
if (callbackBefore != null) | |
{ | |
// If the property is a function then call it, otherwise eval the proptery as javascript code. | |
if (typeof callbackBefore === 'function') | |
{ | |
callbackBefore(); | |
} | |
else | |
{ | |
eval(callbackBefore); | |
} | |
} | |
// Call code to draw the wheel, pass in false as we never want it to clear the canvas as that would wipe anything drawn in the callbackBefore. | |
winwheelToDrawDuringAnimation.draw(false); | |
// If there is a callback function which is supposed to be called after the wheel has been drawn then do that. | |
if (callbackAfter != null) | |
{ | |
// If the property is a function then call it, otherwise eval the proptery as javascript code. | |
if (typeof callbackAfter === 'function') | |
{ | |
callbackAfter(); | |
} | |
else | |
{ | |
eval(callbackAfter); | |
} | |
} | |
// If there is a sound callback then call a function which figures out if the sound should be triggered | |
// and if so then call the function specified by the developer. | |
if (winwheelToDrawDuringAnimation.animation.callbackSound) | |
{ | |
winwheelTriggerSound(); | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// This function figures out if the callbackSound function needs to be called by working out if the segment or pin | |
// has changed since the last animation loop. | |
// ==================================================================================================================== | |
function winwheelTriggerSound() | |
{ | |
// If this property does not exist then add it as a property of the winwheel. | |
if (winwheelToDrawDuringAnimation.hasOwnProperty('_lastSoundTriggerNumber') == false) | |
{ | |
winwheelToDrawDuringAnimation._lastSoundTriggerNumber = 0; | |
} | |
var callbackSound = winwheelToDrawDuringAnimation.animation.callbackSound; | |
var currentTriggerNumber = 0; | |
// Now figure out if the sound callback should be called depending on the sound trigger type. | |
if (winwheelToDrawDuringAnimation.animation.soundTrigger == 'pin') | |
{ | |
// So for the pin type we need to work out which pin we are between. | |
currentTriggerNumber = winwheelToDrawDuringAnimation.getCurrentPinNumber(); | |
} | |
else | |
{ | |
// Check on the change of segment by working out which segment we are in. | |
// We can utilise the existing getIndiatedSegmentNumber function. | |
currentTriggerNumber = winwheelToDrawDuringAnimation.getIndicatedSegmentNumber(); | |
} | |
// If the current number is not the same as last time then call the sound callback. | |
if (currentTriggerNumber != winwheelToDrawDuringAnimation._lastSoundTriggerNumber) | |
{ | |
// If the property is a function then call it, otherwise eval the proptery as javascript code. | |
if (typeof callbackSound === 'function') | |
{ | |
callbackSound(); | |
} | |
else | |
{ | |
eval(callbackSound); | |
} | |
// Also update the last sound trigger with the current number. | |
winwheelToDrawDuringAnimation._lastSoundTriggerNumber = currentTriggerNumber; | |
} | |
} | |
// ==================================================================================================================== | |
// This function is called-back when the greensock animation has finished. | |
// ==================================================================================================================== | |
var winwheelToDrawDuringAnimation = null; // This global is set by the winwheel class to the wheel object to be re-drawn. | |
function winwheelStopAnimation(canCallback) | |
{ | |
// When the animation is stopped if canCallback is not false then try to call the callback. | |
// false can be passed in to stop the after happening if the animation has been stopped before it ended normally. | |
if (canCallback != false) | |
{ | |
var callback = winwheelToDrawDuringAnimation.animation.callbackFinished; | |
if (callback != null) | |
{ | |
// If the callback is a function then call it, otherwise evaluate the property as javascript code. | |
if (typeof callback === 'function') | |
{ | |
// Pass back the indicated segment as 99% of the time you will want to know this to inform the user of their prize. | |
callback(winwheelToDrawDuringAnimation.getIndicatedSegment()); | |
} | |
else | |
{ | |
eval(callback); | |
} | |
} | |
} | |
} | |
// ==================================================================================================================== | |
// Called after the image has loaded for each segment. Once all the images are loaded it then calls the draw function | |
// on the wheel to render it. Used in constructor and also when a segment image is changed. | |
// ==================================================================================================================== | |
var winhweelAlreadyDrawn = false; | |
function winwheelLoadedImage() | |
{ | |
// Prevent multiple drawings of the wheel which ocurrs without this check due to timing of function calls. | |
if (winhweelAlreadyDrawn == false) | |
{ | |
// Set to 0. | |
var winwheelImageLoadCount = 0; | |
// Loop though all the segments of the wheel and check if image data loaded, if so increment counter. | |
for (i = 1; i <= winwheelToDrawDuringAnimation.numSegments; i ++) | |
{ | |
// Check the image data object is not null and also that the image has completed loading by checking | |
// that a property of it such as the height has some sort of true value. | |
if ((winwheelToDrawDuringAnimation.segments[i].imgData != null) && (winwheelToDrawDuringAnimation.segments[i].imgData.height)) | |
{ | |
winwheelImageLoadCount ++; | |
} | |
} | |
// If number of images loaded matches the segments then all the images for the wheel are loaded. | |
if (winwheelImageLoadCount == winwheelToDrawDuringAnimation.numSegments) | |
{ | |
// Call draw function to render the wheel. | |
winhweelAlreadyDrawn = true; | |
winwheelToDrawDuringAnimation.draw(); | |
} | |
} | |
} | |