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fix #149 began decoupling scene graph draw and buffer graph draw logic. This will enable more flexibility for developers to define custom buffer draw functions, and it also improves draw performance for both the scene and buffer graphs, because each function can be optimized for its purpose. Also moved text drawing logic to the Text shape
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@@ -59,7 +59,7 @@ Kinetic.TextPath.prototype = {
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* are appropriately applied to each line of text
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*/
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this.appliedShadow = appliedShadow;
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context.save();
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var p0 = glyphInfo[i].p0;
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@@ -106,14 +106,14 @@ Kinetic.TextPath.prototype = {
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return this.textHeight;
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},
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/**
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* set text
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* @name setText
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* @methodOf Kinetic.TextPath.prototype
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* @param {String} text
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*/
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setText: function(text) {
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Kinetic.Text.prototype.setText.call(this, text);
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},
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* set text
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* @name setText
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* @methodOf Kinetic.TextPath.prototype
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* @param {String} text
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*/
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setText: function(text) {
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Kinetic.Text.prototype.setText.call(this, text);
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},
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_getTextSize: function(text) {
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var dummyCanvas = this.dummyCanvas;
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var context = dummyCanvas.getContext('2d');
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@@ -306,6 +306,13 @@ Kinetic.Global.extend(Kinetic.TextPath, Kinetic.Shape);
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Kinetic.Node.addGettersSetters(Kinetic.TextPath, ['fontFamily', 'fontSize', 'fontStyle', 'textFill', 'textStroke', 'textStrokeWidth']);
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Kinetic.Node.addGetters(Kinetic.TextPath, ['text']);
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// create reference to Text methods
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Kinetic.TextPath.prototype.fillText = Kinetic.Text.prototype.fillText;
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Kinetic.TextPath.prototype._fillTextScene = Kinetic.Text.prototype._fillTextScene;
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Kinetic.TextPath.prototype._fillTextBuffer = Kinetic.Text.prototype._fillTextBuffer;
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Kinetic.TextPath.prototype.strokeText = Kinetic.Text.prototype.strokeText;
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Kinetic.TextPath.prototype._strokeTextScene = Kinetic.Text.prototype._strokeTextScene;
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Kinetic.TextPath.prototype._strokeTextBuffer = Kinetic.Text.prototype._strokeTextBuffer;
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/**
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* set font family
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* @name setFontFamily
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