mirror of
https://github.com/konvajs/konva.git
synced 2025-06-28 06:31:15 +08:00
update docs, update version
This commit is contained in:
parent
352f493d0a
commit
d76b09e026
@ -1,6 +1,6 @@
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{
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"name": "konva-node",
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"version": "0.5.5",
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"version": "0.9.0",
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"description": "Konva framework for NodeJS env",
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"main": "index.js",
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"files": [
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@ -26,6 +26,6 @@
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"license": "MIT",
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"dependencies": {
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"canvas": "^1.6.7",
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"konva": "^1.7.3"
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"konva": "^2.5.1"
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}
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}
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65
konva.js
65
konva.js
@ -2,7 +2,7 @@
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* Konva JavaScript Framework v2.5.1
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* http://konvajs.github.io/
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* Licensed under the MIT
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* Date: Sat Nov 17 2018
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* Date: Thu Nov 22 2018
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*
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* Original work Copyright (C) 2011 - 2013 by Eric Rowell (KineticJS)
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* Modified work Copyright (C) 2014 - present by Anton Lavrenov (Konva)
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@ -2627,9 +2627,9 @@
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return this._cache[attr];
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},
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/*
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* when the logic for a cached result depends on ancestor propagation, use this
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* method to clear self and children cache
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*/
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* when the logic for a cached result depends on ancestor propagation, use this
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* method to clear self and children cache
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*/
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_clearSelfAndDescendantCache: function(attr) {
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this._clearCache(attr);
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@ -2798,6 +2798,7 @@
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/**
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* Return client rectangle {x, y, width, height} of node. This rectangle also include all styling (strokes, shadows, etc).
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* The rectangle position is relative to parent container.
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* The purpose of the method is similar to getBoundingClientRect API of the DOM.
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* @method
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* @memberof Konva.Node.prototype
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* @param {Object} config
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@ -3023,10 +3024,10 @@
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name;
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/*
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* loop through types and attach event listeners to
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* each one. eg. 'click mouseover.namespace mouseout'
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* will create three event bindings
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*/
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* loop through types and attach event listeners to
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* each one. eg. 'click mouseover.namespace mouseout'
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* will create three event bindings
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*/
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for (n = 0; n < len; n++) {
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event = events[n];
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parts = event.split(DOT);
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@ -3162,7 +3163,7 @@
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return this;
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},
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/**
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* remove and destroy a node. Kill it forever! You should not reuse node after destroy().
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* remove and destroy a node. Kill it and delete forever! You should not reuse node after destroy().
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* @method
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* @memberof Konva.Node.prototype
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* @example
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@ -4109,9 +4110,9 @@
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for (n = 0; n < len; n++) {
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listener = allListeners[n];
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/*
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* don't include konva namespaced listeners because
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* these are generated by the constructors
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*/
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* don't include konva namespaced listeners because
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* these are generated by the constructors
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*/
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if (listener.name.indexOf(KONVA) < 0) {
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// if listeners array doesn't exist, then create it
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if (!node.eventListeners[key]) {
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@ -4169,7 +4170,7 @@
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return this._toKonvaCanvas(config)._canvas;
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},
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/**
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* Creates a composite data URL. If MIME type is not
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* Creates a composite data URL (base64 string). If MIME type is not
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* specified, then "image/png" will result. For "image/jpeg", specify a quality
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* level as quality (range 0.0 - 1.0)
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* @method
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@ -12144,8 +12145,8 @@
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};
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};
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/*
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* Animation methods
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*/
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* Animation methods
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*/
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Konva.Animation.prototype = {
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/**
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* set layers to be redrawn on each animation frame
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@ -12288,16 +12289,16 @@
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key,
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needRedraw;
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/*
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* loop through all animations and execute animation
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* function. if the animation object has specified node,
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* we can add the node to the nodes hash to eliminate
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* drawing the same node multiple times. The node property
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* can be the stage itself or a layer
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*/
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* loop through all animations and execute animation
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* function. if the animation object has specified node,
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* we can add the node to the nodes hash to eliminate
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* drawing the same node multiple times. The node property
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* can be the stage itself or a layer
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*/
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/*
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* WARNING: don't cache animations.length because it could change while
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* the for loop is running, causing a JS error
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*/
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* WARNING: don't cache animations.length because it could change while
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* the for loop is running, causing a JS error
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*/
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for (n = 0; n < animations.length; n++) {
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anim = animations[n];
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@ -12353,8 +12354,9 @@
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* batch draw. this function will not do immediate draw
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* but it will schedule drawing to next tick (requestAnimFrame)
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* @method
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* @name batchDraw
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* @return {Konva.Layer} this
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* @memberof Konva.Base.prototype
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* @memberof Konva.BaseLayer.prototype
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*/
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Konva.BaseLayer.prototype.batchDraw = function() {
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var that = this,
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@ -12376,6 +12378,7 @@
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/**
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* batch draw
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* @method
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* @name batchDraw
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* @return {Konva.Stage} this
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* @memberof Konva.Stage.prototype
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*/
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@ -16443,11 +16446,11 @@
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var layer = this.getLayer();
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/*
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* animation object has no executable function because
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* the updates are done with a fixed FPS with the setInterval
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* below. The anim object only needs the layer reference for
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* redraw
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*/
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* animation object has no executable function because
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* the updates are done with a fixed FPS with the setInterval
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* below. The anim object only needs the layer reference for
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* redraw
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*/
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this.anim.setLayers(layer);
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this._setInterval();
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this.anim.start();
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@ -16464,7 +16467,7 @@
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/**
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* determine if animation of sprite is running or not. returns true or false
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* @method
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* @memberof Konva.Animation.prototype
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* @memberof Konva.Sprite.prototype
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* @returns {Boolean}
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*/
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isRunning: function() {
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2
konva.min.js
vendored
2
konva.min.js
vendored
@ -2,7 +2,7 @@
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* Konva JavaScript Framework v2.5.1
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* http://konvajs.github.io/
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* Licensed under the MIT
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* Date: Sat Nov 17 2018
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* Date: Thu Nov 22 2018
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*
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* Original work Copyright (C) 2011 - 2013 by Eric Rowell (KineticJS)
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* Modified work Copyright (C) 2014 - present by Anton Lavrenov (Konva)
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@ -66,8 +66,8 @@
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};
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};
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/*
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* Animation methods
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*/
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* Animation methods
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*/
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Konva.Animation.prototype = {
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/**
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* set layers to be redrawn on each animation frame
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key,
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needRedraw;
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/*
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* loop through all animations and execute animation
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* function. if the animation object has specified node,
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* we can add the node to the nodes hash to eliminate
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* drawing the same node multiple times. The node property
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* can be the stage itself or a layer
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*/
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* loop through all animations and execute animation
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* function. if the animation object has specified node,
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* we can add the node to the nodes hash to eliminate
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* drawing the same node multiple times. The node property
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* can be the stage itself or a layer
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*/
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/*
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* WARNING: don't cache animations.length because it could change while
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* the for loop is running, causing a JS error
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*/
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* WARNING: don't cache animations.length because it could change while
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* the for loop is running, causing a JS error
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*/
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for (n = 0; n < animations.length; n++) {
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anim = animations[n];
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* batch draw. this function will not do immediate draw
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* but it will schedule drawing to next tick (requestAnimFrame)
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* @method
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* @name batchDraw
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* @return {Konva.Layer} this
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* @memberof Konva.Base.prototype
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* @memberof Konva.BaseLayer.prototype
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*/
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Konva.BaseLayer.prototype.batchDraw = function() {
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var that = this,
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/**
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* batch draw
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* @method
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* @name batchDraw
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* @return {Konva.Stage} this
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* @memberof Konva.Stage.prototype
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*/
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if (shape.hasStroke()) {
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if (!strokeScaleEnabled) {
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this.save();
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this.setTransform(1, 0, 0, 1, 0, 0);
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// set 2, because otherwise stroke will be 1/2 of its size
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this.setTransform(2, 0, 0, 2, 0, 0);
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}
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this._applyLineCap(shape);
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25
src/Node.js
25
src/Node.js
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return this._cache[attr];
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},
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/*
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* when the logic for a cached result depends on ancestor propagation, use this
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* method to clear self and children cache
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*/
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* when the logic for a cached result depends on ancestor propagation, use this
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* method to clear self and children cache
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*/
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_clearSelfAndDescendantCache: function(attr) {
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this._clearCache(attr);
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@ -269,6 +269,7 @@
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/**
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* Return client rectangle {x, y, width, height} of node. This rectangle also include all styling (strokes, shadows, etc).
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* The rectangle position is relative to parent container.
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* The purpose of the method is similar to getBoundingClientRect API of the DOM.
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* @method
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* @memberof Konva.Node.prototype
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* @param {Object} config
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@ -494,10 +495,10 @@
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name;
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/*
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* loop through types and attach event listeners to
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* each one. eg. 'click mouseover.namespace mouseout'
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* will create three event bindings
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*/
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* loop through types and attach event listeners to
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* each one. eg. 'click mouseover.namespace mouseout'
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* will create three event bindings
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*/
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for (n = 0; n < len; n++) {
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event = events[n];
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parts = event.split(DOT);
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@ -633,7 +634,7 @@
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return this;
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},
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/**
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* remove and destroy a node. Kill it forever! You should not reuse node after destroy().
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* remove and destroy a node. Kill it and delete forever! You should not reuse node after destroy().
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* @method
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* @memberof Konva.Node.prototype
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* @example
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@ -1580,9 +1581,9 @@
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for (n = 0; n < len; n++) {
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listener = allListeners[n];
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/*
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* don't include konva namespaced listeners because
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* these are generated by the constructors
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*/
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* don't include konva namespaced listeners because
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* these are generated by the constructors
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*/
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if (listener.name.indexOf(KONVA) < 0) {
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// if listeners array doesn't exist, then create it
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if (!node.eventListeners[key]) {
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@ -1640,7 +1641,7 @@
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return this._toKonvaCanvas(config)._canvas;
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},
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/**
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* Creates a composite data URL. If MIME type is not
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* Creates a composite data URL (base64 string). If MIME type is not
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* specified, then "image/png" will result. For "image/jpeg", specify a quality
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* level as quality (range 0.0 - 1.0)
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* @method
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12
src/Shape.js
12
src/Shape.js
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var fillRect = this.getSelfRect();
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var strokeWidth = (this.hasStroke() && this.strokeWidth()) || 0;
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// var scale = {
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// x: 1,
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// y: 1
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// };
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// if (!this.strokeScaleEnabled()) {
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// var scale = this.getAbsoluteScale();
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// // scale = {
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// // x: Math.abs(scale.x)
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// // }
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// }
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var fillAndStrokeWidth = fillRect.width + strokeWidth;
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var fillAndStrokeHeight = fillRect.height + strokeWidth;
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var layer = this.getLayer();
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/*
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* animation object has no executable function because
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* the updates are done with a fixed FPS with the setInterval
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* below. The anim object only needs the layer reference for
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* redraw
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*/
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* animation object has no executable function because
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* the updates are done with a fixed FPS with the setInterval
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* below. The anim object only needs the layer reference for
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* redraw
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*/
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this.anim.setLayers(layer);
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this._setInterval();
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this.anim.start();
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@ -188,7 +188,7 @@
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/**
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* determine if animation of sprite is running or not. returns true or false
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* @method
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* @memberof Konva.Animation.prototype
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* @memberof Konva.Sprite.prototype
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* @returns {Boolean}
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*/
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isRunning: function() {
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if (isMirrored) {
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rad *= -1;
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}
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var angle = (Konva.Util._radToDeg(rad) % 360 + 360) % 360;
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var angle = ((Konva.Util._radToDeg(rad) % 360) + 360) % 360;
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if (
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Konva.Util._inRange(angle, 315 + 22.5, 360) ||
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@ -657,6 +657,7 @@
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this.getNode().rotation(newAttrs.rotation);
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}
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var pure = node.getClientRect({ skipTransform: true, skipShadow: true });
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var padding = this.getPadding();
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var scaleX = (newAttrs.width - padding * 2) / pure.width;
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var scaleY = (newAttrs.height - padding * 2) / pure.height;
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assert.equal(tr.rotation(), rect.rotation());
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});
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test.skip('try to fit rectangle with strokeScaleEnabled = false', function() {
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var stage = addStage();
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var layer = new Konva.Layer();
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stage.add(layer);
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var rect = new Konva.Rect({
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x: 20,
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y: 20,
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width: 100,
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height: 100,
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fill: 'green',
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stroke: 'rgba(0,0,0,0.5)',
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strokeWidth: 40,
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name: 'myCircle',
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draggable: true,
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strokeScaleEnabled: false
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});
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layer.add(rect);
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var tr = new Konva.Transformer();
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layer.add(tr);
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tr.attachTo(rect);
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layer.draw();
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tr._fitNodeInto({
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x: 0,
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y: 0,
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width: 200,
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height: 200
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});
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var scale = 200 / 140;
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assert.equal(rect.x(), 0);
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assert.equal(rect.y(), 0);
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assert.equal(rect.width(), 100);
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assert.equal(rect.height(), 100);
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assert.equal(rect.scaleX(), scale);
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});
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test('listen shape changes', function() {
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var stage = addStage();
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var layer = new Konva.Layer();
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