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/** @license jSignature v2 SVG export plugin. */ /** Copyright (c) 2012 Willow Systems Corp http://willow-systems.com MIT License <http://www.opensource.org/licenses/mit-license.php> */ ;(function(){ 'use strict' /** @preserve Simplify.js BSD (c) 2012, Vladimir Agafonkin mourner.github.com/simplify-js */ ;(function(a,b){function c(a,b){var c=a.x-b.x,d=a.y-b.y;return c*c+d*d}function d(a,b,c){var d=b.x,e=b.y,f=c.x-d,g=c.y-e,h;if(f!==0||g!==0)h=((a.x-d)*f+(a.y-e)*g)/(f*f+g*g),h>1?(d=c.x,e=c.y):h>0&&(d+=f*h,e+=g*h);return f=a.x-d,g=a.y-e,f*f+g*g}function e(a,b){var d,e=a.length,f,g=a[0],h=[g];for(d=1;d<e;d++)f=a[d],c(f,g)>b&&(h.push(f),g=f);return g!==f&&h.push(f),h}function f(a,c){var e=a.length,f=typeof Uint8Array!=b+""?Uint8Array:Array,g=new f(e),h=0,i=e-1,j,k,l,m,n=[],o=[],p=[];g[h]=g[i]=1;while(i){k=0;for(j=h+1;j<i;j++)l=d(a[j],a[h],a[i]),l>k&&(m=j,k=l);k>c&&(g[m]=1,n.push(h),o.push(m),n.push(m),o.push(i)),h=n.pop(),i=o.pop()}for(j=0;j<e;j++)g[j]&&p.push(a[j]);return p}"use strict";var g=a;g.simplify=function(a,c,d){var g=c!==b?c*c:1;return d||(a=e(a,g)),a=f(a,g),a}})(window); /** Vector class. Allows us to simplify representation and manipulation of coordinate-pair representing shift against (0, 0) @public @class @param @returns {Type} */ 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() } } /** Allows one to round a number to arbitrary precision. Math.round() rounds to whole only. Number.toFixed(precision) returns a string. I need float to float, but with arbitrary precision, hence: @public @function @param number {Number} @param position {Number} number of digits right of decimal point to keep. If negative, rounding to the left of decimal. @returns {Type} */ function round (number, position){ var tmp = Math.pow(10, position) return Math.round( number * tmp ) / tmp } // /** // * This is a simple, points-to-lines (not curves) renderer. // * Keeping it around so we can activate it from time to time and see // * if smoothing logic is off much. // * @public // * @function // * @returns {String} Like so "l 1 2 3 5' with stroke as long line chain. // */ // function compressstroke(stroke, shiftx, shifty){ // // we combine strokes data into string like this: // // 'M 53 7 l 1 2 3 4 -5 -6 5 -6' // // see SVG documentation for Path element's 'd' argument. // var lastx = stroke.x[0] // , lasty = stroke.y[0] // , i // , l = stroke.x.length // , answer = ['M', lastx - shiftx, lasty - shifty, 'l'] // // if (l === 1){ // // meaning this was just a DOT, not a stroke. // // instead of creating a circle, we just create a short line // answer.concat(1, -1) // } else { // for(i = 1; i < l; i++){ // answer = answer.concat(stroke.x[i] - lastx, stroke.y[i] - lasty) // lastx = stroke.x[i] // lasty = stroke.y[i] // } // } // return answer.join(' ') // } function segmentToCurve(stroke, positionInStroke, lineCurveThreshold){ 'use strict' // 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 // Again, we can only derive curve between points positionInStroke-1 and positionInStroke // Thus, since we can only draw a line if we know one point ahead of it, we need to shift our focus one point ahead. positionInStroke += 1 // Let's hope the code that calls us knows we do that and does not call us with positionInStroke = index of last point. 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 only PREVIOUS line segment - BC // So, let's start with BC curve. // if there is only 2 points in stroke array (C, D), we don't have "history" long enough to have point B, let alone point A. // so positionInStroke should start with 2, ie // 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 , rounding = 2 if ( BCvector.getLength() > lineCurveThreshold ){ // Yey! Pretty curves, here we come! if(positionInStroke > 2) { 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()) , BtoCP1vector = new Vector(ABvector.x + BCvector.x, ABvector.y + BCvector.y).resizeTo( Math.max(minlenfraction, ABCangle) * maxlen ) , CtoCP2vector = (new Vector(BCvector.x + CDvector.x, BCvector.y + CDvector.y)).reverse().resizeTo( Math.max(minlenfraction, BCDangle) * maxlen ) , BtoCP2vector = new Vector(BCvector.x + CtoCP2vector.x, BCvector.y + CtoCP2vector.y) // returing curve for BC segment // all coords are vectors against Bpoint return [ 'c' // bezier curve , round( BtoCP1vector.x, rounding ) , round( BtoCP1vector.y, rounding ) , round( BtoCP2vector.x, rounding ) , round( BtoCP2vector.y, rounding ) , round( BCvector.x, rounding ) , round( BCvector.y, rounding ) ] } else { return [ 'l' // line , round( BCvector.x, rounding ) , round( BCvector.y, rounding ) ] } } function lastSegmentToCurve(stroke, lineCurveThreshold){ 'use strict' // Here we tidy up things left unfinished // What's left unfinished there is the curve between the last points // in the stroke // We can also be called when there is only one point in the stroke (meaning, the // stroke was just a dot), in which case 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 // there must be at least 2 points in the stroke.for us to work. Hope calling code checks for that. 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) , rounding = 2 if (positionInStroke > 1 && BCvector.getLength() > lineCurveThreshold){ // we have at least 3 elems in stroke var ABvector = (new Point(stroke.x[positionInStroke-2], stroke.y[positionInStroke-2])).getVectorToPoint(Bpoint) , ABCangle = BCvector.angleTo(ABvector.reverse()) , minlenfraction = 0.05 , maxlen = BCvector.getLength() * 0.35 , BtoCP1vector = new Vector(ABvector.x + BCvector.x, ABvector.y + BCvector.y).resizeTo( Math.max(minlenfraction, ABCangle) * maxlen ) return [ 'c' // bezier curve , round( BtoCP1vector.x, rounding ) , round( BtoCP1vector.y, rounding ) , round( BCvector.x, rounding ) // CP2 is same as Cpoint , round( BCvector.y, rounding ) // CP2 is same as Cpoint , round( BCvector.x, rounding ) , round( BCvector.y, rounding ) ] } else { // Since there is no AB leg, there is no curve to draw. This is just line return [ 'l' // simple line , round( BCvector.x, rounding ) , round( BCvector.y, rounding ) ] } } function addstroke(stroke, shiftx, shifty){ 'use strict' // we combine strokes data into string like this: // 'M 53 7 l 1 2 c 3 4 -5 -6 5 -6' // see SVG documentation for Path element's 'd' argument. var lines = [ 'M' // move to , round( (stroke.x[0] - shiftx), 2) , round( (stroke.y[0] - shifty), 2) ] // processing all points but first and last. , i = 1 // index zero item in there is STARTING point. we already extracted it. , l = stroke.x.length - 1 // this is a trick. We are leaving last point coordinates for separate processing. , lineCurveThreshold = 1 for(; i < l; i++){ lines.push.apply(lines, segmentToCurve(stroke, i, lineCurveThreshold)) } if (l > 0 /* effectively more than 1, since we "-1" above */){ lines.push.apply(lines, lastSegmentToCurve(stroke, i, lineCurveThreshold)) } else if (l === 0){ // meaning we only have ONE point in the stroke (and otherwise refer to the stroke as "dot") lines.push.apply(lines, ['l' , 1, 1]) } return lines.join(' ') } function simplifystroke(stroke){ var d = [] , newstroke = {'x':[], 'y':[]} , i, l for (i = 0, l = stroke.x.length; i < l; i++){ d.push({'x':stroke.x[i], 'y':stroke.y[i]}) } d = simplify(d, 0.7, true) for (i = 0, l = d.length; i < l; i++){ newstroke.x.push(d[i].x) newstroke.y.push(d[i].y) } return newstroke } // generate SVG style from settings function styleFromSettings(settings){ var styles = []; var meta = [ // ["style attr", "key in settings", "default value"] ["fill", undefined, "none"], ["stroke", "color", "#000000"], ["stroke-width", "lineWidth", 2], ["stroke-linecap", undefined, "round"], ["stroke-linejoin", undefined, "round"] ]; for (var i = meta.length - 1; i >= 0; i--){ var attr = meta[i][0] , key = meta[i][1] , defaultVal = meta[i][2]; styles.push(attr + '="' + (key in settings && settings[key] ? settings[key] : defaultVal) + '"'); } return styles.join(' '); } function compressstrokes(data, settings){ 'use strict' var answer = [ '<?xml version="1.0" encoding="UTF-8" standalone="no"?>' , '<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">' ] , i , l = data.length , stroke , xlimits = [] , ylimits = [] , sizex = 0 , sizey = 0 , shiftx = 0 , shifty = 0 , minx, maxx, miny, maxy, padding = 1 , simplifieddata = [] if(l !== 0){ for(i = 0; i < l; i++){ stroke = simplifystroke( data[i] ) simplifieddata.push(stroke) xlimits = xlimits.concat(stroke.x) ylimits = ylimits.concat(stroke.y) } minx = Math.min.apply(null, xlimits) - padding maxx = Math.max.apply(null, xlimits) + padding miny = Math.min.apply(null, ylimits) - padding maxy = Math.max.apply(null, ylimits) + padding shiftx = minx < 0? 0 : minx shifty = miny < 0? 0 : miny sizex = maxx - minx sizey = maxy - miny } answer.push( '<svg xmlns="http://www.w3.org/2000/svg" version="1.1" width="'+ sizex.toString() + '" height="'+ sizey.toString() + '">' ) // // This is a nice idea: use style declaration on top, and mark the lines with 'class="f"' // // thus saving space in svg... // // alas, many SVG renderers don't understand "class" and render the strokes in default "fill = black, no stroke" style. Ugh!!! // // TODO: Rewrite ImageMagic / GraphicsMagic, InkScape, http://svg.codeplex.com/ to support style + class. until then, we hardcode the stroke style within the path. // answer.push( // '<style type="text/css"><![CDATA[.f {fill:none;stroke:#000000;stroke-width:2;stroke-linecap:round;stroke-linejoin:round}]]></style>' // ) // // This set is accompaniment to "simple line renderer" - compressstroke // answer.push( // '<style type="text/css"><![CDATA[.t {fill:none;stroke:#FF0000;stroke-width:2}]]></style>' // ) // for(i = 0; i < l; i++){ // stroke = data[i] // // This one is accompaniment to "simple line renderer" // answer.push('<path class="t" d="'+ compressstroke(stroke, shiftx, shifty) +'"/>') // } for(i = 0, l = simplifieddata.length; i < l; i++){ stroke = simplifieddata[i] answer.push('<path ' + styleFromSettings(settings) + ' d="'+ addstroke(stroke, shiftx, shifty) + '"/>') } answer.push('</svg>') return answer.join('') } if (typeof btoa !== 'function') { var btoa = function(data) { /** @preserve base64 encoder MIT, GPL http://phpjs.org/functions/base64_encode + original by: Tyler Akins (http://rumkin.com) + improved by: Bayron Guevara + improved by: Thunder.m + improved by: Kevin van Zonneveld (http://kevin.vanzonneveld.net) + bugfixed by: Pellentesque Malesuada + improved by: Kevin van Zonneveld (http://kevin.vanzonneveld.net) + improved by: Rafal Kukawski (http://kukawski.pl) */ var b64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=" , b64a = b64.split('') , o1, o2, o3, h1, h2, h3, h4, bits, i = 0, ac = 0, enc = "", tmp_arr = []; do { // pack three octets into four hexets o1 = data.charCodeAt(i++); o2 = data.charCodeAt(i++); o3 = data.charCodeAt(i++); bits = o1 << 16 | o2 << 8 | o3; h1 = bits >> 18 & 0x3f; h2 = bits >> 12 & 0x3f; h3 = bits >> 6 & 0x3f; h4 = bits & 0x3f; // use hexets to index into b64, and append result to encoded string tmp_arr[ac++] = b64a[h1] + b64a[h2] + b64a[h3] + b64a[h4]; } while (i < data.length); enc = tmp_arr.join(''); var r = data.length % 3; return (r ? enc.slice(0, r - 3) : enc) + '==='.slice(r || 3); // end of base64 encoder MIT, GPL } } var unencodedmime = 'image/svg+xml' function getUnencodedSVG(data, settings){ return [unencodedmime , compressstrokes(data, settings)]; } var base64encodedmime = 'image/svg+xml;base64' function getBase64encodedSVG(data, settings){ return [base64encodedmime , btoa( compressstrokes(data, settings) )]; } function Initializer($){ var mothership = $.fn['jSignature'] mothership( 'addPlugin' ,'export' ,'svg' // alias ,getUnencodedSVG ) mothership( 'addPlugin' ,'export' ,unencodedmime // full name ,getUnencodedSVG ) mothership( 'addPlugin' ,'export' ,'svgbase64' // alias ,getBase64encodedSVG ) mothership( 'addPlugin' ,'export' ,base64encodedmime // full name ,getBase64encodedSVG ) } // //Because plugins are minified together with jSignature, multiple defines per (minified) file blow up and dont make sense // //Need to revisit this later. if(typeof $ === 'undefined') {throw new Error("We need jQuery for some of the functionality. jQuery is not detected. Failing to initialize...")} Initializer($) })();
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[-] jSignature.CompressorBase30.js
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[-] jSignature.CompressorSVG.js
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[-] jSignature.UndoButton.js
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[+]
signhere
[-] .htaccess.disabled
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