X-Git-Url: http://git.ithinksw.org/extjs.git/blobdiff_plain/6a7e4474cba9d8be4b2ec445e10f1691f7277c50..7a654f8d43fdb43d78b63d90528bed6e86b608cc:/docs/source/Component3.html diff --git a/docs/source/Component3.html b/docs/source/Component3.html new file mode 100644 index 00000000..c33d405f --- /dev/null +++ b/docs/source/Component3.html @@ -0,0 +1,257 @@ +Sencha Documentation Project
/**
+ * @class Ext.draw.Component
+ * @extends Ext.Component
+ *
+ * The Draw Component is a surface in which sprites can be rendered. The Draw Component
+ * manages and holds a `Surface` instance: an interface that has
+ * an SVG or VML implementation depending on the browser capabilities and where
+ * Sprites can be appended.
+ * {@img Ext.draw.Component/Ext.draw.Component.png Ext.draw.Component component}
+ * One way to create a draw component is:
+ * 
+ *     var drawComponent = Ext.create('Ext.draw.Component', {
+ *         viewBox: false,
+ *         items: [{
+ *             type: 'circle',
+ *             fill: '#79BB3F',
+ *             radius: 100,
+ *             x: 100,
+ *             y: 100
+ *         }]
+ *     });
+ *   
+ *     Ext.create('Ext.Window', {
+ *         width: 215,
+ *         height: 235,
+ *         layout: 'fit',
+ *         items: [drawComponent]
+ *     }).show();
+ * 
+ * In this case we created a draw component and added a sprite to it.
+ * The *type* of the sprite is *circle* so if you run this code you'll see a yellow-ish
+ * circle in a Window. When setting `viewBox` to `false` we are responsible for setting the object's position and
+ * dimensions accordingly. 
+ * 
+ * You can also add sprites by using the surface's add method:
+ *    
+ *     drawComponent.surface.add({
+ *         type: 'circle',
+ *         fill: '#79BB3F',
+ *         radius: 100,
+ *         x: 100,
+ *         y: 100
+ *     });
+ *  
+ * For more information on Sprites, the core elements added to a draw component's surface,
+ * refer to the Ext.draw.Sprite documentation.
+ */
+Ext.define('Ext.draw.Component', {
+
+    /* Begin Definitions */
+
+    alias: 'widget.draw',
+
+    extend: 'Ext.Component',
+
+    requires: [
+        'Ext.draw.Surface',
+        'Ext.layout.component.Draw'
+    ],
+
+    /* End Definitions */
+
+    /**
+     * @cfg {Array} enginePriority
+     * Defines the priority order for which Surface implementation to use. The first
+     * one supported by the current environment will be used.
+     */
+    enginePriority: ['Svg', 'Vml'],
+
+    baseCls: Ext.baseCSSPrefix + 'surface',
+
+    componentLayout: 'draw',
+
+    /**
+     * @cfg {Boolean} viewBox
+     * Turn on view box support which will scale and position items in the draw component to fit to the component while
+     * maintaining aspect ratio. Note that this scaling can override other sizing settings on yor items. Defaults to true.
+     */
+    viewBox: true,
+
+    /**
+     * @cfg {Boolean} autoSize
+     * Turn on autoSize support which will set the bounding div's size to the natural size of the contents. Defaults to false.
+     */
+    autoSize: false,
+    
+    /**
+     * @cfg {Array} gradients (optional) Define a set of gradients that can be used as `fill` property in sprites.
+     * The gradients array is an array of objects with the following properties:
+     *
+     * <ul>
+     * <li><strong>id</strong> - string - The unique name of the gradient.</li>
+     * <li><strong>angle</strong> - number, optional - The angle of the gradient in degrees.</li>
+     * <li><strong>stops</strong> - object - An object with numbers as keys (from 0 to 100) and style objects
+     * as values</li>
+     * </ul>
+     * 
+     
+     For example:
+     
+     <pre><code>
+        gradients: [{
+            id: 'gradientId',
+            angle: 45,
+            stops: {
+                0: {
+                    color: '#555'
+                },
+                100: {
+                    color: '#ddd'
+                }
+            }
+        },  {
+            id: 'gradientId2',
+            angle: 0,
+            stops: {
+                0: {
+                    color: '#590'
+                },
+                20: {
+                    color: '#599'
+                },
+                100: {
+                    color: '#ddd'
+                }
+            }
+        }]
+     </code></pre>
+     
+     Then the sprites can use `gradientId` and `gradientId2` by setting the fill attributes to those ids, for example:
+     
+     <pre><code>
+        sprite.setAttributes({
+            fill: 'url(#gradientId)'
+        }, true);
+     </code></pre>
+     
+     */
+
+    initComponent: function() {
+        this.callParent(arguments);
+
+        this.addEvents(
+            'mousedown',
+            'mouseup',
+            'mousemove',
+            'mouseenter',
+            'mouseleave',
+            'click'
+        );
+    },
+
+    /**
+     * @private
+     *
+     * Create the Surface on initial render
+     */
+    onRender: function() {
+        var me = this,
+            viewBox = me.viewBox,
+            autoSize = me.autoSize,
+            bbox, items, width, height, x, y;
+        me.callParent(arguments);
+
+        me.createSurface();
+
+        items = me.surface.items;
+
+        if (viewBox || autoSize) {
+            bbox = items.getBBox();
+            width = bbox.width;
+            height = bbox.height;
+            x = bbox.x;
+            y = bbox.y;
+            if (me.viewBox) {
+                me.surface.setViewBox(x, y, width, height);
+            }
+            else {
+                // AutoSized
+                me.autoSizeSurface();
+            }
+        }
+    },
+
+    //@private
+    autoSizeSurface: function() {
+        var me = this,
+            items = me.surface.items,
+            bbox = items.getBBox(),
+            width = bbox.width,
+            height = bbox.height;
+        items.setAttributes({
+            translate: {
+                x: -bbox.x,
+                //Opera has a slight offset in the y axis.
+                y: -bbox.y + (+Ext.isOpera)
+            }
+        }, true);
+        if (me.rendered) {
+            me.setSize(width, height);
+        }
+        else {
+            me.surface.setSize(width, height);
+        }
+        me.el.setSize(width, height);
+    },
+
+    /**
+     * Create the Surface instance. Resolves the correct Surface implementation to
+     * instantiate based on the 'enginePriority' config. Once the Surface instance is
+     * created you can use the handle to that instance to add sprites. For example:
+     *
+     <pre><code>
+        drawComponent.surface.add(sprite);
+     </code></pre>
+     */
+    createSurface: function() {
+        var surface = Ext.draw.Surface.create(Ext.apply({}, {
+                width: this.width,
+                height: this.height,
+                renderTo: this.el
+            }, this.initialConfig));
+        this.surface = surface;
+
+        function refire(eventName) {
+            return function(e) {
+                this.fireEvent(eventName, e);
+            };
+        }
+
+        surface.on({
+            scope: this,
+            mouseup: refire('mouseup'),
+            mousedown: refire('mousedown'),
+            mousemove: refire('mousemove'),
+            mouseenter: refire('mouseenter'),
+            mouseleave: refire('mouseleave'),
+            click: refire('click')
+        });
+    },
+
+
+    /**
+     * @private
+     * 
+     * Clean up the Surface instance on component destruction
+     */
+    onDestroy: function() {
+        var surface = this.surface;
+        if (surface) {
+            surface.destroy();
+        }
+        this.callParent(arguments);
+    }
+
+});
+
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