/** @preserve jSignature v2 "${buildDate}" "${commitID}" Copyright (c) 2012 Willow Systems Corp http://willow-systems.com Copyright (c) 2010 Brinley Ang http://www.unbolt.net MIT License */ ;(function() { var apinamespace = 'jSignature' /** Allows one to delay certain eventual action by setting up a timer for it and allowing one to delay it by "kick"ing it. Sorta like "kick the can down the road" @public @class @param @returns {Type} */ var KickTimerClass = function(time, callback) { var timer this.kick = function() { clearTimeout(timer) timer = setTimeout( callback , time ) } this.clear = function() { clearTimeout(timer) } return this } var PubSubClass = function(context){ 'use strict' /* @preserve ----------------------------------------------------------------------------------------------- JavaScript PubSub library 2012 (c) Willow Systems Corp (www.willow-systems.com) based on Peter Higgins (dante@dojotoolkit.org) Loosely based on Dojo publish/subscribe API, limited in scope. Rewritten blindly. Original is (c) Dojo Foundation 2004-2010. Released under either AFL or new BSD, see: http://dojofoundation.org/license for more information. ----------------------------------------------------------------------------------------------- */ this.topics = {} // here we choose what will be "this" for the called events. // if context is defined, it's context. Else, 'this' is this instance of PubSub this.context = context ? context : this /** * Allows caller to emit an event and pass arguments to event listeners. * @public * @function * @param topic {String} Name of the channel on which to voice this event * @param **arguments Any number of arguments you want to pass to the listeners of this event. */ this.publish = function(topic, arg1, arg2, etc) { 'use strict' if (this.topics[topic]) { var currentTopic = this.topics[topic] , args = Array.prototype.slice.call(arguments, 1) , toremove = [] , fn , i, l , pair for (i = 0, l = currentTopic.length; i < l; i++) { pair = currentTopic[i] // this is a [function, once_flag] array fn = pair[0] if (pair[1] /* 'run once' flag set */){ pair[0] = function(){} toremove.push(i) } fn.apply(this.context, args) } for (i = 0, l = toremove.length; i < l; i++) { currentTopic.splice(toremove[i], 1) } } } /** * Allows listener code to subscribe to channel and be called when data is available * @public * @function * @param topic {String} Name of the channel on which to voice this event * @param callback {Function} Executable (function pointer) that will be ran when event is voiced on this channel. * @param once {Boolean} (optional. False by default) Flag indicating if the function is to be triggered only once. * @returns {Object} A token object that cen be used for unsubscribing. */ this.subscribe = function(topic, callback, once) { 'use strict' if (!this.topics[topic]) { this.topics[topic] = [[callback, once]]; } else { this.topics[topic].push([callback,once]); } return { "topic": topic, "callback": callback }; }; /** * Allows listener code to unsubscribe from a channel * @public * @function * @param token {Object} A token object that was returned by `subscribe` method */ this.unsubscribe = function(token) { if (this.topics[token.topic]) { var currentTopic = this.topics[token.topic] for (var i = 0, l = currentTopic.length; i < l; i++) { if (currentTopic[i][0] === token.callback) { currentTopic.splice(i, 1) } } } } } /// Returns front, back and "decor" colors derived from element (as jQuery obj) function getColors($e){ var tmp , undef , frontcolor = $e.css('color') , backcolor , e = $e[0] var toOfDOM = false while(e && !backcolor && !toOfDOM){ try{ tmp = $(e).css('background-color') } catch (ex) { tmp = 'transparent' } if (tmp !== 'transparent' && tmp !== 'rgba(0, 0, 0, 0)'){ backcolor = tmp } toOfDOM = e.body e = e.parentNode } var rgbaregex = /rgb[a]*\((\d+),\s*(\d+),\s*(\d+)/ // modern browsers , hexregex = /#([AaBbCcDdEeFf\d]{2})([AaBbCcDdEeFf\d]{2})([AaBbCcDdEeFf\d]{2})/ // IE 8 and less. , frontcolorcomponents // Decomposing Front color into R, G, B ints tmp = undef tmp = frontcolor.match(rgbaregex) if (tmp){ frontcolorcomponents = {'r':parseInt(tmp[1],10),'g':parseInt(tmp[2],10),'b':parseInt(tmp[3],10)} } else { tmp = frontcolor.match(hexregex) if (tmp) { frontcolorcomponents = {'r':parseInt(tmp[1],16),'g':parseInt(tmp[2],16),'b':parseInt(tmp[3],16)} } } // if(!frontcolorcomponents){ // frontcolorcomponents = {'r':255,'g':255,'b':255} // } var backcolorcomponents // Decomposing back color into R, G, B ints if(!backcolor){ // HIghly unlikely since this means that no background styling was applied to any element from here to top of dom. // we'll pick up back color from front color if(frontcolorcomponents){ if (Math.max.apply(null, [frontcolorcomponents.r, frontcolorcomponents.g, frontcolorcomponents.b]) > 127){ backcolorcomponents = {'r':0,'g':0,'b':0} } else { backcolorcomponents = {'r':255,'g':255,'b':255} } } else { // arg!!! front color is in format we don't understand (hsl, named colors) // Let's just go with white background. backcolorcomponents = {'r':255,'g':255,'b':255} } } else { tmp = undef tmp = backcolor.match(rgbaregex) if (tmp){ backcolorcomponents = {'r':parseInt(tmp[1],10),'g':parseInt(tmp[2],10),'b':parseInt(tmp[3],10)} } else { tmp = backcolor.match(hexregex) if (tmp) { backcolorcomponents = {'r':parseInt(tmp[1],16),'g':parseInt(tmp[2],16),'b':parseInt(tmp[3],16)} } } // if(!backcolorcomponents){ // backcolorcomponents = {'r':0,'g':0,'b':0} // } } // Deriving Decor color // THis is LAZY!!!! Better way would be to use HSL and adjust luminocity. However, that could be an overkill. var toRGBfn = function(o){return 'rgb(' + [o.r, o.g, o.b].join(', ') + ')'} , decorcolorcomponents , frontcolorbrightness , adjusted if (frontcolorcomponents && backcolorcomponents){ var backcolorbrightness = Math.max.apply(null, [frontcolorcomponents.r, frontcolorcomponents.g, frontcolorcomponents.b]) frontcolorbrightness = Math.max.apply(null, [backcolorcomponents.r, backcolorcomponents.g, backcolorcomponents.b]) adjusted = Math.round(frontcolorbrightness + (-1 * (frontcolorbrightness - backcolorbrightness) * 0.75)) // "dimming" the difference between pen and back. decorcolorcomponents = {'r':adjusted,'g':adjusted,'b':adjusted} // always shade of gray } else if (frontcolorcomponents) { frontcolorbrightness = Math.max.apply(null, [frontcolorcomponents.r, frontcolorcomponents.g, frontcolorcomponents.b]) var polarity = +1 if (frontcolorbrightness > 127){ polarity = -1 } // shifting by 25% (64 points on RGB scale) adjusted = Math.round(frontcolorbrightness + (polarity * 96)) // "dimming" the pen's color by 75% to get decor color. decorcolorcomponents = {'r':adjusted,'g':adjusted,'b':adjusted} // always shade of gray } else { decorcolorcomponents = {'r':191,'g':191,'b':191} // always shade of gray } return { 'color': frontcolor , 'background-color': backcolorcomponents? toRGBfn(backcolorcomponents) : backcolor , 'decor-color': toRGBfn(decorcolorcomponents) } } function Vector(x,y){ this.x = x this.y = y this.reverse = function(){ return new this.constructor( this.x * -1 , this.y * -1 ) } this._length = null this.getLength = function(){ if (!this._length){ this._length = Math.sqrt( Math.pow(this.x, 2) + Math.pow(this.y, 2) ) } return this._length } var polarity = function (e){ return Math.round(e / Math.abs(e)) } this.resizeTo = function(length){ // proportionally changes x,y such that the hypotenuse (vector length) is = new length if (this.x === 0 && this.y === 0){ this._length = 0 } else if (this.x === 0){ this._length = length this.y = length * polarity(this.y) } else if(this.y === 0){ this._length = length this.x = length * polarity(this.x) } else { var proportion = Math.abs(this.y / this.x) , x = Math.sqrt(Math.pow(length, 2) / (1 + Math.pow(proportion, 2))) , y = proportion * x this._length = length this.x = x * polarity(this.x) this.y = y * polarity(this.y) } return this } /** * Calculates the angle between 'this' vector and another. * @public * @function * @returns {Number} The angle between the two vectors as measured in PI. */ this.angleTo = function(vectorB) { var divisor = this.getLength() * vectorB.getLength() if (divisor === 0) { return 0 } else { // JavaScript floating point math is screwed up. // because of it, the core of the formula can, on occasion, have values // over 1.0 and below -1.0. return Math.acos( Math.min( Math.max( ( this.x * vectorB.x + this.y * vectorB.y ) / divisor , -1.0 ) , 1.0 ) ) / Math.PI } } } function Point(x,y){ this.x = x this.y = y this.getVectorToCoordinates = function (x, y) { return new Vector(x - this.x, y - this.y) } this.getVectorFromCoordinates = function (x, y) { return this.getVectorToCoordinates(x, y).reverse() } this.getVectorToPoint = function (point) { return new Vector(point.x - this.x, point.y - this.y) } this.getVectorFromPoint = function (point) { return this.getVectorToPoint(point).reverse() } } /* * About data structure: * We don't store / deal with "pictures" this signature capture code captures "vectors" * * We don't store bitmaps. We store "strokes" as arrays of arrays. (Actually, arrays of objects containing arrays of coordinates. * * Stroke = mousedown + mousemoved * n (+ mouseup but we don't record that as that was the "end / lack of movement" indicator) * * Vectors = not classical vectors where numbers indicated shift relative last position. Our vectors are actually coordinates against top left of canvas. * we could calc the classical vectors, but keeping the the actual coordinates allows us (through Math.max / min) * to calc the size of resulting drawing very quickly. If we want classical vectors later, we can always get them in backend code. * * So, the data structure: * * var data = [ * { // stroke starts * x : [101, 98, 57, 43] // x points * , y : [1, 23, 65, 87] // y points * } // stroke ends * , { // stroke starts * x : [55, 56, 57, 58] // x points * , y : [101, 97, 54, 4] // y points * } // stroke ends * , { // stroke consisting of just a dot * x : [53] // x points * , y : [151] // y points * } // stroke ends * ] * * we don't care or store stroke width (it's canvas-size-relative), color, shadow values. These can be added / changed on whim post-capture. * */ function DataEngine(storageObject, context, startStrokeFn, addToStrokeFn, endStrokeFn){ this.data = storageObject // we expect this to be an instance of Array this.context = context if (storageObject.length){ // we have data to render var numofstrokes = storageObject.length , stroke , numofpoints for (var i = 0; i < numofstrokes; i++){ stroke = storageObject[i] numofpoints = stroke.x.length startStrokeFn.call(context, stroke) for(var j = 1; j < numofpoints; j++){ addToStrokeFn.call(context, stroke, j) } endStrokeFn.call(context, stroke) } } this.changed = function(){} this.startStrokeFn = startStrokeFn this.addToStrokeFn = addToStrokeFn this.endStrokeFn = endStrokeFn this.inStroke = false this._lastPoint = null this._stroke = null this.startStroke = function(point){ if(point && typeof(point.x) == "number" && typeof(point.y) == "number"){ this._stroke = {'x':[point.x], 'y':[point.y]} this.data.push(this._stroke) this._lastPoint = point this.inStroke = true // 'this' does not work same inside setTimeout( var stroke = this._stroke , fn = this.startStrokeFn , context = this.context setTimeout( // some IE's don't support passing args per setTimeout API. Have to create closure every time instead. function() {fn.call(context, stroke)} , 3 ) return point } else { return null } } // that "5" at the very end of this if is important to explain. // we do NOT render links between two captured points (in the middle of the stroke) if the distance is shorter than that number. // not only do we NOT render it, we also do NOT capture (add) these intermediate points to storage. // when clustering of these is too tight, it produces noise on the line, which, because of smoothing, makes lines too curvy. // maybe, later, we can expose this as a configurable setting of some sort. this.addToStroke = function(point){ if (this.inStroke && typeof(point.x) === "number" && typeof(point.y) === "number" && // calculates absolute shift in diagonal pixels away from original point (Math.abs(point.x - this._lastPoint.x) + Math.abs(point.y - this._lastPoint.y)) > 4 ){ var positionInStroke = this._stroke.x.length this._stroke.x.push(point.x) this._stroke.y.push(point.y) this._lastPoint = point var stroke = this._stroke , fn = this.addToStrokeFn , context = this.context setTimeout( // some IE's don't support passing args per setTimeout API. Have to create closure every time instead. function() {fn.call(context, stroke, positionInStroke)} , 3 ) return point } else { return null } } this.endStroke = function(){ var c = this.inStroke this.inStroke = false this._lastPoint = null if (c){ var stroke = this._stroke , fn = this.endStrokeFn // 'this' does not work same inside setTimeout( , context = this.context , changedfn = this.changed setTimeout( // some IE's don't support passing args per setTimeout API. Have to create closure every time instead. function(){ fn.call(context, stroke) changedfn.call(context) } , 3 ) return true } else { return null } } } var basicDot = function(ctx, x, y, size){ var fillStyle = ctx.fillStyle ctx.fillStyle = ctx.strokeStyle ctx.fillRect(x + size / -2 , y + size / -2, size, size) ctx.fillStyle = fillStyle } , basicLine = function(ctx, startx, starty, endx, endy){ ctx.beginPath() ctx.moveTo(startx, starty) ctx.lineTo(endx, endy) ctx.closePath(); ctx.stroke() } , basicCurve = function(ctx, startx, starty, endx, endy, cp1x, cp1y, cp2x, cp2y){ ctx.beginPath() ctx.moveTo(startx, starty) ctx.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, endx, endy) ctx.closePath(); ctx.stroke() } , strokeStartCallback = function(stroke) { // this = jSignatureClass instance basicDot(this.canvasContext, stroke.x[0], stroke.y[0], this.settings.lineWidth) } , strokeAddCallback = function(stroke, positionInStroke){ // this = jSignatureClass instance // Because we are funky this way, here we draw TWO curves. // 1. POSSIBLY "this line" - spanning from point right before us, to this latest point. // 2. POSSIBLY "prior curve" - spanning from "latest point" to the one before it. // Why you ask? // long lines (ones with many pixels between them) do not look good when they are part of a large curvy stroke. // You know, the jaggedy crocodile spine instead of a pretty, smooth curve. Yuck! // We want to approximate pretty curves in-place of those ugly lines. // To approximate a very nice curve we need to know the direction of line before and after. // Hence, on long lines we actually wait for another point beyond it to come back from // mousemoved before we draw this curve. // So for "prior curve" to be calc'ed we need 4 points // A, B, C, D (we are on D now, A is 3 points in the past.) // and 3 lines: // pre-line (from points A to B), // this line (from points B to C), (we call it "this" because if it was not yet, it's the only one we can draw for sure.) // post-line (from points C to D) (even through D point is 'current' we don't know how we can draw it yet) // // Well, actually, we don't need to *know* the point A, just the vector A->B var Cpoint = new Point(stroke.x[positionInStroke-1], stroke.y[positionInStroke-1]) , Dpoint = new Point(stroke.x[positionInStroke], stroke.y[positionInStroke]) , CDvector = Cpoint.getVectorToPoint(Dpoint) // Again, we have a chance here to draw TWO things: // BC Curve (only if it's long, because if it was short, it was drawn by previous callback) and // CD Line (only if it's short) // So, let's start with BC curve. // if there is only 2 points in stroke array, we don't have "history" long enough to have point B, let alone point A. // Falling through to drawing line CD is proper, as that's the only line we have points for. if(positionInStroke > 1) { // we are here when there are at least 3 points in stroke array. var Bpoint = new Point(stroke.x[positionInStroke-2], stroke.y[positionInStroke-2]) , BCvector = Bpoint.getVectorToPoint(Cpoint) , ABvector if(BCvector.getLength() > this.lineCurveThreshold){ // Yey! Pretty curves, here we come! if(positionInStroke > 2) { // we are here when at least 4 points in stroke array. ABvector = (new Point(stroke.x[positionInStroke-3], stroke.y[positionInStroke-3])).getVectorToPoint(Bpoint) } else { ABvector = new Vector(0,0) } var minlenfraction = 0.05 , maxlen = BCvector.getLength() * 0.35 , ABCangle = BCvector.angleTo(ABvector.reverse()) , BCDangle = CDvector.angleTo(BCvector.reverse()) , BCP1vector = new Vector(ABvector.x + BCvector.x, ABvector.y + BCvector.y).resizeTo( Math.max(minlenfraction, ABCangle) * maxlen ) , CCP2vector = (new Vector(BCvector.x + CDvector.x, BCvector.y + CDvector.y)).reverse().resizeTo( Math.max(minlenfraction, BCDangle) * maxlen ) basicCurve( this.canvasContext , Bpoint.x , Bpoint.y , Cpoint.x , Cpoint.y , Bpoint.x + BCP1vector.x , Bpoint.y + BCP1vector.y , Cpoint.x + CCP2vector.x , Cpoint.y + CCP2vector.y ) } } if(CDvector.getLength() <= this.lineCurveThreshold){ basicLine( this.canvasContext , Cpoint.x , Cpoint.y , Dpoint.x , Dpoint.y ) } } , strokeEndCallback = function(stroke){ // this = jSignatureClass instance // Here we tidy up things left unfinished in last strokeAddCallback run. // What's POTENTIALLY left unfinished there is the curve between the last points // in the stroke, if the len of that line is more than lineCurveThreshold // If the last line was shorter than lineCurveThreshold, it was drawn there, and there // is nothing for us here to do. // We can also be called when there is only one point in the stroke (meaning, the // stroke was just a dot), in which case, again, there is nothing for us to do. // So for "this curve" to be calc'ed we need 3 points // A, B, C // and 2 lines: // pre-line (from points A to B), // this line (from points B to C) // Well, actually, we don't need to *know* the point A, just the vector A->B // so, we really need points B, C and AB vector. var positionInStroke = stroke.x.length - 1 if (positionInStroke > 0){ // there are at least 2 points in the stroke.we are in business. var Cpoint = new Point(stroke.x[positionInStroke], stroke.y[positionInStroke]) , Bpoint = new Point(stroke.x[positionInStroke-1], stroke.y[positionInStroke-1]) , BCvector = Bpoint.getVectorToPoint(Cpoint) , ABvector if (BCvector.getLength() > this.lineCurveThreshold){ // yep. This one was left undrawn in prior callback. Have to draw it now. if (positionInStroke > 1){ // we have at least 3 elems in stroke ABvector = (new Point(stroke.x[positionInStroke-2], stroke.y[positionInStroke-2])).getVectorToPoint(Bpoint) var BCP1vector = new Vector(ABvector.x + BCvector.x, ABvector.y + BCvector.y).resizeTo(BCvector.getLength() / 2) basicCurve( this.canvasContext , Bpoint.x , Bpoint.y , Cpoint.x , Cpoint.y , Bpoint.x + BCP1vector.x , Bpoint.y + BCP1vector.y , Cpoint.x , Cpoint.y ) } else { // Since there is no AB leg, there is no curve to draw. This line is still "long" but no curve. basicLine( this.canvasContext , Bpoint.x , Bpoint.y , Cpoint.x , Cpoint.y ) } } } } /* var getDataStats = function(){ var strokecnt = strokes.length , stroke , pointid , pointcnt , x, y , maxX = Number.NEGATIVE_INFINITY , maxY = Number.NEGATIVE_INFINITY , minX = Number.POSITIVE_INFINITY , minY = Number.POSITIVE_INFINITY for(strokeid = 0; strokeid < strokecnt; strokeid++){ stroke = strokes[strokeid] pointcnt = stroke.length for(pointid = 0; pointid < pointcnt; pointid++){ x = stroke.x[pointid] y = stroke.y[pointid] if (x > maxX){ maxX = x } else if (x < minX) { minX = x } if (y > maxY){ maxY = y } else if (y < minY) { minY = y } } } return {'maxX': maxX, 'minX': minX, 'maxY': maxY, 'minY': minY} } */ function conditionallyLinkCanvasResizeToWindowResize(jSignatureInstance, settingsWidth, apinamespace, globalEvents){ 'use strict' if ( settingsWidth === 'ratio' || settingsWidth.split('')[settingsWidth.length - 1] === '%' ) { this.eventTokens[apinamespace + '.parentresized'] = globalEvents.subscribe( apinamespace + '.parentresized' , (function(eventTokens, $parent, originalParentWidth, sizeRatio){ 'use strict' return function(){ 'use strict' var w = $parent.width() if (w !== originalParentWidth) { // UNsubscribing this particular instance of signature pad only. // there is a separate `eventTokens` per each instance of signature pad for (var key in eventTokens){ if (eventTokens.hasOwnProperty(key)) { globalEvents.unsubscribe(eventTokens[key]) delete eventTokens[key] } } var settings = jSignatureInstance.settings jSignatureInstance.$parent.children().remove() for (var key in jSignatureInstance){ if (jSignatureInstance.hasOwnProperty(key)) { delete jSignatureInstance[key] } } // scale data to new signature pad size settings.data = (function(data, scale){ var newData = [] var o, i, l, j, m, stroke for ( i = 0, l = data.length; i < l; i++) { stroke = data[i] o = {'x':[],'y':[]} for ( j = 0, m = stroke.x.length; j < m; j++) { o.x.push(stroke.x[j] * scale) o.y.push(stroke.y[j] * scale) } newData.push(o) } return newData })( settings.data , w * 1.0 / originalParentWidth ) $parent[apinamespace](settings) } } })( this.eventTokens , this.$parent , this.$parent.width() , this.canvas.width * 1.0 / this.canvas.height ) ) } } function jSignatureClass(parent, options, instanceExtensions) { var $parent = this.$parent = $(parent) , eventTokens = this.eventTokens = {} , events = this.events = new PubSubClass(this) , globalEvents = $.fn[apinamespace]('globalEvents') , settings = { 'width' : '1160' ,'height' : '450' ,'sizeRatio': 3 // only used when height = 'ratio' ,'color' : '#000' ,'background-color': '#fff' ,'decor-color': '#eee' ,'lineWidth' : 0 ,'minFatFingerCompensation' : -10 ,'showUndoButton': false ,'data': [] } $.extend(settings, getColors($parent)) if (options) { $.extend(settings, options) } this.settings = settings for (var extensionName in instanceExtensions){ if (instanceExtensions.hasOwnProperty(extensionName)) { instanceExtensions[extensionName].call(this, extensionName) } } this.events.publish(apinamespace+'.initializing') // these, when enabled, will hover above the sig area. Hence we append them to DOM before canvas. this.$controlbarUpper = (function(){ var controlbarstyle = 'padding:0 !important;margin:0 !important;'+ 'width: 100% !important; height: 0 !important;'+ 'margin-top:-1em !important;margin-bottom:1em !important;' return $('
').appendTo($parent) })(); this.isCanvasEmulator = false // will be flipped by initializer when needed. var canvas = this.canvas = this.initializeCanvas(settings) , $canvas = $(canvas) this.$controlbarLower = (function(){ var controlbarstyle = 'padding:0 !important;margin:0 !important;'+ 'width: 100% !important; height: 0 !important;'+ 'margin-top:-1.5em !important;margin-bottom:1.5em !important;' return $('
').appendTo($parent) })(); this.canvasContext = canvas.getContext("2d") // Most of our exposed API will be looking for this: $canvas.data(apinamespace + '.this', this) settings.lineWidth = (function(defaultLineWidth, canvasWidth){ if (!defaultLineWidth){ return Math.max( Math.round(canvasWidth / 400) /*+1 pixel for every extra 300px of width.*/ , 2 /* minimum line width */ ) } else { return defaultLineWidth } })(settings.lineWidth, canvas.width); this.lineCurveThreshold = settings.lineWidth * 3 // Add custom class if defined if(settings.cssclass && $.trim(settings.cssclass) != "") { $canvas.addClass(settings.cssclass) } // used for shifting the drawing point up on touch devices, so one can see the drawing above the finger. this.fatFingerCompensation = 0 var movementHandlers = (function(jSignatureInstance) { //================================ // mouse down, move, up handlers: // shifts - adjustment values in viewport pixels drived from position of canvas on the page var shiftX , shiftY , setStartValues = function(){ var tos = $(jSignatureInstance.canvas).offset() shiftX = tos.left * -1 shiftY = tos.top * -1 } , getPointFromEvent = function(e) { var firstEvent = (e.changedTouches && e.changedTouches.length > 0 ? e.changedTouches[0] : e) // All devices i tried report correct coordinates in pageX,Y // Android Chrome 2.3.x, 3.1, 3.2., Opera Mobile, safari iOS 4.x, // Windows: Chrome, FF, IE9, Safari // None of that scroll shift calc vs screenXY other sigs do is needed. // ... oh, yeah, the "fatFinger.." is for tablets so that people see what they draw. return new Point( Math.round(firstEvent.pageX + shiftX) , Math.round(firstEvent.pageY + shiftY) + jSignatureInstance.fatFingerCompensation ) } , timer = new KickTimerClass( 750 , function() { jSignatureInstance.dataEngine.endStroke() } ) this.drawEndHandler = function(e) { try { e.preventDefault() } catch (ex) {} timer.clear() jSignatureInstance.dataEngine.endStroke() } this.drawStartHandler = function(e) { e.preventDefault() // for performance we cache the offsets // we recalc these only at the beginning the stroke setStartValues() jSignatureInstance.dataEngine.startStroke( getPointFromEvent(e) ) timer.kick() } this.drawMoveHandler = function(e) { e.preventDefault() if (!jSignatureInstance.dataEngine.inStroke){ return } jSignatureInstance.dataEngine.addToStroke( getPointFromEvent(e) ) timer.kick() } return this }).call( {}, this ) // //================================ ;(function(drawEndHandler, drawStartHandler, drawMoveHandler) { var canvas = this.canvas , $canvas = $(canvas) , undef if (this.isCanvasEmulator){ $canvas.bind('mousemove.'+apinamespace, drawMoveHandler) $canvas.bind('mouseup.'+apinamespace, drawEndHandler) $canvas.bind('mousedown.'+apinamespace, drawStartHandler) } else { canvas.ontouchstart = function(e) { canvas.onmousedown = undef canvas.onmouseup = undef canvas.onmousemove = undef this.fatFingerCompensation = ( settings.minFatFingerCompensation && settings.lineWidth * -3 > settings.minFatFingerCompensation ) ? settings.lineWidth * -3 : settings.minFatFingerCompensation drawStartHandler(e) canvas.ontouchend = drawEndHandler canvas.ontouchstart = drawStartHandler canvas.ontouchmove = drawMoveHandler } canvas.onmousedown = function(e) { canvas.ontouchstart = undef canvas.ontouchend = undef canvas.ontouchmove = undef drawStartHandler(e) canvas.onmousedown = drawStartHandler canvas.onmouseup = drawEndHandler canvas.onmousemove = drawMoveHandler } } }).call( this , movementHandlers.drawEndHandler , movementHandlers.drawStartHandler , movementHandlers.drawMoveHandler ) //========================================= // various event handlers // on mouseout + mouseup canvas did not know that mouseUP fired. Continued to draw despite mouse UP. // it is bettr than // $canvas.bind('mouseout', drawEndHandler) // because we don't want to break the stroke where user accidentally gets ouside and wants to get back in quickly. eventTokens[apinamespace + '.windowmouseup'] = globalEvents.subscribe( apinamespace + '.windowmouseup' , movementHandlers.drawEndHandler ) this.events.publish(apinamespace+'.attachingEventHandlers') // If we have proportional width, we sign up to events broadcasting "window resized" and checking if // parent's width changed. If so, we (1) extract settings + data from current signature pad, // (2) remove signature pad from parent, and (3) reinit new signature pad at new size with same settings, (rescaled) data. conditionallyLinkCanvasResizeToWindowResize.call( this , this , settings.width.toString(10) , apinamespace, globalEvents ) // end of event handlers. // =============================== this.resetCanvas(settings.data) // resetCanvas renders the data on the screen and fires ONE "change" event // if there is data. If you have controls that rely on "change" firing // attach them to something that runs before this.resetCanvas, like // apinamespace+'.attachingEventHandlers' that fires a bit higher. this.events.publish(apinamespace+'.initialized') return this } // end of initBase //========================================================================= // jSignatureClass's methods and supporting fn's jSignatureClass.prototype.resetCanvas = function(data){ var canvas = this.canvas , settings = this.settings , ctx = this.canvasContext , isCanvasEmulator = this.isCanvasEmulator , cw = canvas.width , ch = canvas.height // preparing colors, drawing area ctx.clearRect(0, 0, cw + 30, ch + 30) ctx.shadowColor = ctx.fillStyle = settings['background-color'] if (isCanvasEmulator){ // FLashCanvas fills with Black by default, covering up the parent div's background // hence we refill ctx.fillRect(0,0,cw + 30, ch + 30) } ctx.lineWidth = Math.ceil(parseInt(settings.lineWidth, 10)) ctx.lineCap = ctx.lineJoin = "round" // signature line //ctx.strokeStyle = settings['decor-color'] //ctx.shadowOffsetX = 0 //ctx.shadowOffsetY = 0 //var lineoffset = Math.round( ch / 5 ) //basicLine(ctx, lineoffset * 1.5, ch - lineoffset, cw - (lineoffset * 1.5), ch - lineoffset) //ctx.strokeStyle = settings.color //if (!isCanvasEmulator){ // ctx.shadowColor = ctx.strokeStyle // ctx.shadowOffsetX = ctx.lineWidth * 0.5 // ctx.shadowOffsetY = ctx.lineWidth * -0.6 // ctx.shadowBlur = 0 //} ctx.strokeStyle = settings.color; // setting up new dataEngine if (!data) { data = [] } var dataEngine = this.dataEngine = new DataEngine( data , this , strokeStartCallback , strokeAddCallback , strokeEndCallback ) settings.data = data // onwindowresize handler uses it, i think. $(canvas).data(apinamespace+'.data', data) .data(apinamespace+'.settings', settings) // we fire "change" event on every change in data. // setting this up: dataEngine.changed = (function(target, events, apinamespace) { 'use strict' return function() { events.publish(apinamespace+'.change') target.trigger('change') } })(this.$parent, this.events, apinamespace) // let's trigger change on all data reloads dataEngine.changed() // import filters will be passing this back as indication of "we rendered" return true } function initializeCanvasEmulator(canvas){ if (canvas.getContext){ return false } else { // for cases when jSignature, FlashCanvas is inserted // from one window into another (child iframe) // 'window' and 'FlashCanvas' may be stuck behind // in that other parent window. // we need to find it var window = canvas.ownerDocument.parentWindow var FC = window.FlashCanvas ? canvas.ownerDocument.parentWindow.FlashCanvas : ( typeof FlashCanvas === "undefined" ? undefined : FlashCanvas ) if (FC) { canvas = FC.initElement(canvas) var zoom = 1 // FlashCanvas uses flash which has this annoying habit of NOT scaling with page zoom. // It matches pixel-to-pixel to screen instead. // Since we are targeting ONLY IE 7, 8 with FlashCanvas, we will test the zoom only the IE8, IE7 way if (window && window.screen && window.screen.deviceXDPI && window.screen.logicalXDPI){ zoom = window.screen.deviceXDPI * 1.0 / window.screen.logicalXDPI } if (zoom !== 1){ try { // We effectively abuse the brokenness of FlashCanvas and force the flash rendering surface to // occupy larger pixel dimensions than the wrapping, scaled up DIV and Canvas elems. $(canvas).children('object').get(0).resize(Math.ceil(canvas.width * zoom), Math.ceil(canvas.height * zoom)) // And by applying "scale" transformation we can talk "browser pixels" to FlashCanvas // and have it translate the "browser pixels" to "screen pixels" canvas.getContext('2d').scale(zoom, zoom) // Note to self: don't reuse Canvas element. Repeated "scale" are cumulative. } catch (ex) {} } return true } else { throw new Error("Canvas element does not support 2d context. jSignature cannot proceed.") } } } jSignatureClass.prototype.initializeCanvas = function(settings) { // =========== // Init + Sizing code var canvas = document.createElement('canvas') , $canvas = $(canvas) // We cannot work with circular dependency if (settings.width === settings.height && settings.height === 'ratio') { settings.width = '100%' } $canvas.css( 'margin' , 0 ).css( 'padding' , 0 ).css( 'border' , 'none' ).css( 'height' , settings.height === 'ratio' || !settings.height ? 1 : settings.height.toString(10) ).css( 'width' , settings.width === 'ratio' || !settings.width ? 1 : settings.width.toString(10) ) $canvas.appendTo(this.$parent) // we could not do this until canvas is rendered (appended to DOM) if (settings.height === 'ratio') { $canvas.css( 'height' , Math.round( $canvas.width() / settings.sizeRatio ) ) } else if (settings.width === 'ratio') { $canvas.css( 'width' , Math.round( $canvas.height() * settings.sizeRatio ) ) } $canvas.addClass(apinamespace) // canvas's drawing area resolution is independent from canvas's size. // pixels are just scaled up or down when internal resolution does not // match external size. So... canvas.width = $canvas.width() canvas.height = $canvas.height() // Special case Sizing code this.isCanvasEmulator = initializeCanvasEmulator(canvas) // End of Sizing Code // =========== // normally select preventer would be short, but // Canvas emulator on IE does NOT provide value for Event. Hence this convoluted line. canvas.onselectstart = function(e){if(e && e.preventDefault){e.preventDefault()}; if(e && e.stopPropagation){e.stopPropagation()}; return false;} return canvas } var GlobalJSignatureObjectInitializer = function(window){ var globalEvents = new PubSubClass() // common "window resized" event listener. // jSignature instances will subscribe to this chanel. // to resize themselves when needed. ;(function(globalEvents, apinamespace, $, window){ 'use strict' var resizetimer , runner = function(){ globalEvents.publish( apinamespace + '.parentresized' ) } // jSignature knows how to resize its content when its parent is resized // window resize is the only way we can catch resize events though... $(window).bind('resize.'+apinamespace, function(){ if (resizetimer) { clearTimeout(resizetimer) } resizetimer = setTimeout( runner , 500 ) }) // when mouse exists canvas element and "up"s outside, we cannot catch it with // callbacks attached to canvas. This catches it outside. .bind('mouseup.'+apinamespace, function(e){ globalEvents.publish( apinamespace + '.windowmouseup' ) }) })(globalEvents, apinamespace, $, window) var jSignatureInstanceExtensions = { /* 'exampleExtension':function(extensionName){ // we are called very early in instance's life. // right after the settings are resolved and // jSignatureInstance.events is created // and right before first ("jSignature.initializing") event is called. // You don't really need to manupilate // jSignatureInstance directly, just attach // a bunch of events to jSignatureInstance.events // (look at the source of jSignatureClass to see when these fire) // and your special pieces of code will attach by themselves. // this function runs every time a new instance is set up. // this means every var you create will live only for one instance // unless you attach it to something outside, like "window." // and pick it up later from there. // when globalEvents' events fire, 'this' is globalEvents object // when jSignatureInstance's events fire, 'this' is jSignatureInstance // Here, // this = is new jSignatureClass's instance. // The way you COULD approch setting this up is: // if you have multistep set up, attach event to "jSignature.initializing" // that attaches other events to be fired further lower the init stream. // Or, if you know for sure you rely on only one jSignatureInstance's event, // just attach to it directly this.events.subscribe( // name of the event apinamespace + '.initializing' // event handlers, can pass args too, but in majority of cases, // 'this' which is jSignatureClass object instance pointer is enough to get by. , function(){ if (this.settings.hasOwnProperty('non-existent setting category?')) { console.log(extensionName + ' is here') } } ) } */ } var exportplugins = { 'default':function(data){return this.toDataURL()} , 'native':function(data){return data} , 'image':function(data){ /*this = canvas elem */ var imagestring = this.toDataURL() if (typeof imagestring === 'string' && imagestring.length > 4 && imagestring.slice(0,5) === 'data:' && imagestring.indexOf(',') !== -1){ var splitterpos = imagestring.indexOf(',') return [ imagestring.slice(5, splitterpos) , imagestring.substr(splitterpos + 1) ] } return [] } } // will be part of "importplugins" function _renderImageOnCanvas( data, formattype, rerendercallable ) { 'use strict' // #1. Do NOT rely on this. No worky on IE // (url max len + lack of base64 decoder + possibly other issues) // #2. This does NOT affect what is captured as "signature" as far as vector data is // concerned. This is treated same as "signature line" - i.e. completely ignored // the only time you see imported image data exported is if you export as image. // we do NOT call rerendercallable here (unlike in other import plugins) // because importing image does absolutely nothing to the underlying vector data storage // This could be a way to "import" old signatures stored as images // This could also be a way to import extra decor into signature area. var img = new Image() // this = Canvas DOM elem. Not jQuery object. Not Canvas's parent div. , c = this img.onload = function() { var ctx = c.getContext("2d").drawImage( img, 0, 0 , ( img.width < c.width) ? img.width : c.width , ( img.height < c.height) ? img.height : c.height ) } img.src = 'data:' + formattype + ',' + data } var importplugins = { 'native':function(data, formattype, rerendercallable){ // we expect data as Array of objects of arrays here - whatever 'default' EXPORT plugin spits out. // returning Truthy to indicate we are good, all updated. rerendercallable( data ) } , 'image': _renderImageOnCanvas , 'image/png;base64': _renderImageOnCanvas , 'image/jpeg;base64': _renderImageOnCanvas , 'image/jpg;base64': _renderImageOnCanvas } function _clearDrawingArea( data ) { this.find('canvas.'+apinamespace) .add(this.filter('canvas.'+apinamespace)) .data(apinamespace+'.this').resetCanvas( data ) return this } function _setDrawingData( data, formattype ) { var undef if (formattype === undef && typeof data === 'string' && data.substr(0,5) === 'data:') { formattype = data.slice(5).split(',')[0] // 5 chars of "data:" + mimetype len + 1 "," char = all skipped. data = data.slice(6 + formattype.length) if (formattype === data) return } var $canvas = this.find('canvas.'+apinamespace).add(this.filter('canvas.'+apinamespace)) if (!importplugins.hasOwnProperty(formattype)){ throw new Error(apinamespace + " is unable to find import plugin with for format '"+ String(formattype) +"'") } else if ($canvas.length !== 0){ importplugins[formattype].call( $canvas[0] , data , formattype , (function(jSignatureInstance){ return function(){ return jSignatureInstance.resetCanvas.apply(jSignatureInstance, arguments) } })($canvas.data(apinamespace+'.this')) ) } return this } var elementIsOrphan = function(e){ var topOfDOM = false e = e.parentNode while (e && !topOfDOM){ topOfDOM = e.body e = e.parentNode } return !topOfDOM } //These are exposed as methods under $obj.jSignature('methodname', *args) var plugins = {'export':exportplugins, 'import':importplugins, 'instance': jSignatureInstanceExtensions} , methods = { 'init' : function( options ) { return this.each( function() { if (!elementIsOrphan(this)) { new jSignatureClass(this, options, jSignatureInstanceExtensions) } }) } , 'getSettings' : function() { return this.find('canvas.'+apinamespace) .add(this.filter('canvas.'+apinamespace)) .data(apinamespace+'.this').settings } // around since v1 , 'clear' : _clearDrawingArea // was mistakenly introduced instead of 'clear' in v2 , 'reset' : _clearDrawingArea , 'addPlugin' : function(pluginType, pluginName, callable){ if (plugins.hasOwnProperty(pluginType)){ plugins[pluginType][pluginName] = callable } return this } , 'listPlugins' : function(pluginType){ var answer = [] if (plugins.hasOwnProperty(pluginType)){ var o = plugins[pluginType] for (var k in o){ if (o.hasOwnProperty(k)){ answer.push(k) } } } return answer } , 'getData' : function( formattype ) { var undef, $canvas=this.find('canvas.'+apinamespace).add(this.filter('canvas.'+apinamespace)) if (formattype === undef) formattype = 'default' if ($canvas.length !== 0 && exportplugins.hasOwnProperty(formattype)){ return exportplugins[formattype].call( $canvas.get(0) // canvas dom elem , $canvas.data(apinamespace+'.data') // raw signature data as array of objects of arrays ) } } // around since v1. Took only one arg - data-url-formatted string with (likely png of) signature image , 'importData' : _setDrawingData // was mistakenly introduced instead of 'importData' in v2 , 'setData' : _setDrawingData // this is one and same instance for all jSignature. , 'globalEvents' : function(){return globalEvents} // there will be a separate one for each jSignature instance. , 'events' : function() { return this.find('canvas.'+apinamespace) .add(this.filter('canvas.'+apinamespace)) .data(apinamespace+'.this').events } } // end of methods declaration. $.fn[apinamespace] = function(method) { 'use strict' if ( !method || typeof method === 'object' ) { return methods.init.apply( this, arguments ) } else if ( typeof method === 'string' && methods[method] ) { return methods[method].apply( this, Array.prototype.slice.call( arguments, 1 )) } else { $.error( 'Method ' + String(method) + ' does not exist on jQuery.' + apinamespace ) } } } // end of GlobalJSignatureObjectInitializer GlobalJSignatureObjectInitializer(window) })();