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removed beforeDraw and afterDraw methods. you can now subscribe to draw events with .on('draw') or .on('beforeDraw'). Draw events also bubble
This commit is contained in:
19
src/Layer.js
19
src/Layer.js
@@ -27,25 +27,6 @@
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// call super constructor
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Kinetic.Container.call(this, config);
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},
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/**
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* draw children nodes. this includes any groups
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* or shapes
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* @name draw
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* @methodOf Kinetic.Layer.prototype
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*/
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draw: function() {
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// before draw handler
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if(this.beforeDrawFunc !== undefined) {
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this.beforeDrawFunc.call(this);
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}
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Kinetic.Container.prototype.draw.call(this);
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// after draw handler
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if(this.afterDrawFunc !== undefined) {
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this.afterDrawFunc.call(this);
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}
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},
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toDataURL: function(config) {
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config = config || {};
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var mimeType = config.mimeType || null,
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13
src/Node.js
13
src/Node.js
@@ -18,7 +18,9 @@
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MOUSELEAVE = 'mouseleave',
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DEG = 'Deg',
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ON = 'on',
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OFF = 'off';
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OFF = 'off',
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BEFORE_DRAW = 'beforeDraw',
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DRAW = 'draw';
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/**
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* Node constructor. Nodes are entities that can be transformed, layered,
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@@ -945,7 +947,7 @@
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},
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_handleEvent: function(eventType, evt, compareShape) {
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if(evt && this.nodeType === SHAPE) {
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evt.shape = this;
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evt.node = this;
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}
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var stage = this.getStage();
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var el = this.eventListeners;
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@@ -990,15 +992,20 @@
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* the scene renderer
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*/
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draw: function() {
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var layer = this.getLayer();
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var layer = this.getLayer(),
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evt = {
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node: this
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};
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if(layer && layer.getClearBeforeDraw()) {
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layer.getCanvas().clear();
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layer.getHitCanvas().clear();
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}
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this.fire(BEFORE_DRAW, evt);
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this.drawScene();
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this.drawHit();
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this.fire(DRAW, evt);
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},
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shouldDrawHit: function() {
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return this.isVisible() && this.isListening() && !Kinetic.Global.isDragging();
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