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https://github.com/konvajs/konva.git
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added batchDraw which enables you to call batchDraw() as many times as you want, and let Kinetic automatically combine layer draws together asynchronously
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@@ -4,7 +4,7 @@ Test.Modules.ANIMATION = {
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* animation because it's accessing the global animation object which could
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* be modified by other unit tests
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*/
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'ANIMATION - test start and stop': function(containerId) {
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'test start and stop': function(containerId) {
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var stage = new Kinetic.Stage({
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container: containerId,
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width: 578,
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@@ -53,5 +53,49 @@ Test.Modules.ANIMATION = {
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anim.stop();
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test(a.animations.length === 0, 'should be no animations running');
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},
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'batch draw': function(containerId) {
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var stage = new Kinetic.Stage({
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container: containerId,
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width: 578,
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height: 200
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});
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var layer = new Kinetic.Layer();
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var rect = new Kinetic.Rect({
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x: 200,
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y: 100,
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width: 100,
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height: 50,
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fill: 'green',
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stroke: 'black',
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strokeWidth: 4
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});
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layer.add(rect);
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stage.add(layer);
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draws = 0;
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layer.on('draw', function() {
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console.log('draw')
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draws++;
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});
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layer.draw();
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layer.draw();
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layer.draw();
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test(draws === 3, 'draw count should be 3');
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layer.batchDraw();
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layer.batchDraw();
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layer.batchDraw();
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test(Kinetic.Layer.batchAnim.getLayers().length === 1, 'batch animation should only have one layer');
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// since batch draw is async, we need to test the draw count with a timeout
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setTimeout(function() {
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test(draws === 4, 'draw count should be 4');
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}, 200);
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}
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};
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