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Winwheel.js
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Winwheel.js
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/*
Winwheel.js, by Douglas McKechie @ www.dougtesting.net
See website for tutorials and other documentation.
The MIT License (MIT)
Copyright (c) 2012-2019 Douglas McKechie
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
// ====================================================================================================================
// The constructor for the WinWheel object, a JSON-like array of options can be passed in.
// By default the wheel is drawn if canvas object exists on the page, but can pass false as second parameter if don't want this to happen.
// ====================================================================================================================
function Winwheel(options, drawWheel)
{
defaultOptions = {
'canvasId' : 'canvas', // Id of the canvas which the wheel is to draw on to.
'centerX' : null, // X position of the center of the wheel. The default of these are null which means will be placed in center of the canvas.
'centerY' : null, // Y position of the wheel center. If left null at time of construct the center of the canvas is used.
'outerRadius' : null, // The radius of the outside of the wheel. If left null it will be set to the radius from the center of the canvas to its shortest side.
'innerRadius' : 0, // Normally 0. Allows the creation of rings / doughnuts if set to value > 0. Should not exceed outer radius.
'numSegments' : 1, // The number of segments. Need at least one to draw.
'drawMode' : 'code', // The draw mode. Possible values are 'code', 'image', 'segmentImage'. Default is code which means segments are drawn using canvas arc() function.
'rotationAngle' : 0, // The angle of rotation of the wheel - 0 is 12 o'clock position.
'textFontFamily' : 'Arial', // Segment text font, you should use web safe fonts.
'textFontSize' : 20, // Size of the segment text.
'textFontWeight' : 'bold', // Font weight.
'textOrientation' : 'horizontal', // Either horizontal, vertical, or curved.
'textAlignment' : 'center', // Either center, inner, or outer.
'textDirection' : 'normal', // Either normal or reversed. In normal mode for horizontal text in segment at 3 o'clock is correct way up, in reversed text at 9 o'clock segment is correct way up.
'textMargin' : null, // Margin between the inner or outer of the wheel (depends on textAlignment).
'textFillStyle' : 'black', // This is basically the text colour.
'textStrokeStyle' : null, // Basically the line colour for segment text, only looks good for large text so off by default.
'textLineWidth' : 1, // Width of the lines around the text. Even though this defaults to 1, a line is only drawn if textStrokeStyle specified.
'fillStyle' : 'silver', // The segment background colour.
'strokeStyle' : 'black', // Segment line colour. Again segment lines only drawn if this is specified.
'lineWidth' : 1, // Width of lines around segments.
'clearTheCanvas' : true, // When set to true the canvas will be cleared before the wheel is drawn.
'imageOverlay' : false, // If set to true in image drawing mode the outline of the segments will be displayed over the image. Does nothing in code drawMode.
'drawText' : true, // By default the text of the segments is rendered in code drawMode and not in image drawMode.
'pointerAngle' : 0, // Location of the pointer that indicates the prize when wheel has stopped. Default is 0 so the (corrected) 12 o'clock position.
'wheelImage' : null, // Must be set to image data in order to use image to draw the wheel - drawMode must also be 'image'.
'imageDirection' : 'N', // Used when drawMode is segmentImage. Default is north, can also be (E)ast, (S)outh, (W)est.
'responsive' : false, // If set to true the wheel will resize when the window first loads and also onResize.
'scaleFactor' : 1, // Set by the responsive function. Used in many calculations to scale the wheel.
};
// -----------------------------------------
// Loop through the default options and create properties of this class set to the value for the option passed in
// or if not value for the option was passed in then to the default.
for (let key in defaultOptions) {
if ((options != null) && (typeof(options[key]) !== 'undefined')) {
this[key] = options[key];
} else {
this[key] = defaultOptions[key];
}
}
// Also loop though the passed in options and add anything specified not part of the class in to it as a property.
if (options != null) {
for (let key in options) {
if (typeof(this[key]) === 'undefined') {
this[key] = options[key];
}
}
}
// ------------------------------------------
// If the id of the canvas is set, try to get the canvas as we need it for drawing.
if (this.canvasId) {
this.canvas = document.getElementById(this.canvasId);
if (this.canvas) {
// If the centerX and centerY have not been specified in the options then default to center of the canvas
// and make the outerRadius half of the canvas width - this means the wheel will fill the canvas.
if (this.centerX == null) {
this.centerX = this.canvas.width / 2;
}
if (this.centerY == null) {
this.centerY = this.canvas.height / 2;
}
if (this.outerRadius == null) {
// Need to set to half the width of the shortest dimension of the canvas as the canvas may not be square.
// Minus the line segment line width otherwise the lines around the segments on the top,left,bottom,right
// side are chopped by the edge of the canvas.
if (this.canvas.width < this.canvas.height) {
this.outerRadius = (this.canvas.width / 2) - this.lineWidth;
} else {
this.outerRadius = (this.canvas.height / 2) - this.lineWidth;
}
}
// Also get a 2D context to the canvas as we need this to draw with.
this.ctx = this.canvas.getContext('2d');
} else {
this.canvas = null;
this.ctx = null;
}
} else {
this.canvas = null;
this.ctx = null;
}
// ------------------------------------------
// Add array of segments to the wheel, then populate with segments if number of segments is specified for this object.
this.segments = new Array(null);
for (let x = 1; x <= this.numSegments; x++) {
// If options for the segments have been specified then create a segment sending these options so
// the specified values are used instead of the defaults.
if ((options != null) && (options['segments']) && (typeof(options['segments'][x-1]) !== 'undefined')) {
this.segments[x] = new Segment(options['segments'][x-1]);
} else {
this.segments[x] = new Segment();
}
}
// ------------------------------------------
// Call function to update the segment sizes setting the starting and ending angles.
this.updateSegmentSizes();
// If the text margin is null then set to same as font size as we want some by default.
if (this.textMargin === null) {
this.textMargin = (this.textFontSize / 1.7);
}
// ------------------------------------------
// If the animation options have been passed in then create animation object as a property of this class
// and pass the options to it so the animation is set. Otherwise create default animation object.
if ((options != null) && (options['animation']) && (typeof(options['animation']) !== 'undefined')) {
this.animation = new Animation(options['animation']);
} else {
this.animation = new Animation();
}
// ------------------------------------------
// If some pin options then create create a pin object and then pass them in.
if ((options != null) && (options['pins']) && (typeof(options['pins']) !== 'undefined')) {
this.pins = new Pin(options['pins']);
}
// ------------------------------------------
// If the drawMode is image change some defaults provided a value has not been specified.
if ((this.drawMode == 'image') || (this.drawMode == 'segmentImage')) {
// Remove grey fillStyle.
if (typeof(options['fillStyle']) === 'undefined') {
this.fillStyle = null;
}
// Set strokeStyle to red.
if (typeof(options['strokeStyle']) === 'undefined') {
this.strokeStyle = 'red';
}
// Set drawText to false as we will assume any text is part of the image.
if (typeof(options['drawText']) === 'undefined') {
this.drawText = false;
}
// Also set the lineWidth to 1 so that segment overlay will look correct.
if (typeof(options['lineWidth']) === 'undefined') {
this.lineWidth = 1;
}
// Set drawWheel to false as normally the image needs to be loaded first.
if (typeof(drawWheel) === 'undefined') {
drawWheel = false;
}
} else {
// When in code drawMode the default is the wheel will draw.
if (typeof(drawWheel) === 'undefined') {
drawWheel = true;
}
}
// Create pointer guide.
if ((options != null) && (options['pointerGuide']) && (typeof(options['pointerGuide']) !== 'undefined')) {
this.pointerGuide = new PointerGuide(options['pointerGuide']);
} else {
this.pointerGuide = new PointerGuide();
}
// Check if the wheel is to be responsive, if so then need to save the original size of the canvas
// and also check for data- attributes on the canvas which help control the scaling.
if (this.responsive) {
winwheelToDrawDuringAnimation = this;
// Save the original defined width and height of the canvas, this is needed later to work out the scaling.
this._originalCanvasWidth = this.canvas.width;
this._originalCanvasHeight = this.canvas.height;
// Get data-attributes on the canvas.
this._responsiveScaleHeight = this.canvas.dataset.responsivescaleheight;
this._responsiveMinWidth = this.canvas.dataset.responsiveminwidth;
this._responsiveMinHeight = this.canvas.dataset.responsiveminheight;
this._responsiveMargin = this.canvas.dataset.responsivemargin;
// Add event listeners for onload and onresize and call a function defined at the bottom
// of this script which will handle that and work out the scale factor.
window.addEventListener("load", winwheelResize);
window.addEventListener("resize", winwheelResize);
}
// Finally if drawWheel is true then call function to render the wheel, segment text, overlay etc.
if (drawWheel == true) {
this.draw(this.clearTheCanvas);
} else if (this.drawMode == 'segmentImage') {
// If segment image then loop though all the segments and load the images for them setting a callback
// which will call the draw function of the wheel once all the images have been loaded.
winwheelToDrawDuringAnimation = this;
winhweelAlreadyDrawn = false;
for (let y = 1; y <= this.numSegments; y ++) {
if (this.segments[y].image !== null) {
this.segments[y].imgData = new Image();
this.segments[y].imgData.onload = winwheelLoadedImage;
this.segments[y].imgData.src = this.segments[y].image;
}
}
}
}
// ====================================================================================================================
// This function sorts out the segment sizes. Some segments may have set sizes, for the others what is left out of
// 360 degrees is shared evenly. What this function actually does is set the start and end angle of the arcs.
// ====================================================================================================================
Winwheel.prototype.updateSegmentSizes = function()
{
// If this object actually contains some segments
if (this.segments) {
// First add up the arc used for the segments where the size has been set.
let arcUsed = 0;
let numSet = 0;
// Remember, to make it easy to access segments, the position of the segments in the array starts from 1 (not 0).
for (let x = 1; x <= this.numSegments; x ++) {
if (this.segments[x].size !== null) {
arcUsed += this.segments[x].size;
numSet ++;
}
}
let arcLeft = (360 - arcUsed);
// Create variable to hold how much each segment with non-set size will get in terms of degrees.
let degreesEach = 0;
if (arcLeft > 0) {
degreesEach = (arcLeft / (this.numSegments - numSet));
}
// ------------------------------------------
// Now loop though and set the start and end angle of each segment.
let currentDegree = 0;
for (let x = 1; x <= this.numSegments; x ++) {
// Set start angle.
this.segments[x].startAngle = currentDegree;
// If the size is set then add this to the current degree to get the end, else add the degreesEach to it.
if (this.segments[x].size) {
currentDegree += this.segments[x].size;
} else {
currentDegree += degreesEach;
}
// Set end angle.
this.segments[x].endAngle = currentDegree;
}
}
}
// ====================================================================================================================
// This function clears the canvas. Will wipe anything else which happens to be drawn on it.
// ====================================================================================================================
Winwheel.prototype.clearCanvas = function()
{
if (this.ctx) {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
// ====================================================================================================================
// This function draws / re-draws the wheel on the canvas therefore rendering any changes.
// ====================================================================================================================
Winwheel.prototype.draw = function(clearTheCanvas)
{
// If have the canvas context.
if (this.ctx) {
// Clear the canvas, unless told not to.
if (typeof(clearTheCanvas) !== 'undefined') {
if (clearTheCanvas == true) {
this.clearCanvas();
}
} else {
this.clearCanvas();
}
// Call functions to draw the segments and then segment text.
if (this.drawMode == 'image') {
// Draw the wheel by loading and drawing an image such as a png on the canvas.
this.drawWheelImage();
// If we are to draw the text, do so before the overlay is drawn
// as this allows the overlay to be used to create some interesting effects.
if (this.drawText == true) {
this.drawSegmentText();
}
// If image overlay is true then call function to draw the segments over the top of the image.
// This is useful during development to check alignment between where the code thinks the segments are and where they appear on the image.
if (this.imageOverlay == true) {
this.drawSegments();
}
} else if (this.drawMode == 'segmentImage') {
// Draw the wheel by rendering the image for each segment.
this.drawSegmentImages();
// If we are to draw the text, do so before the overlay is drawn
// as this allows the overlay to be used to create some interesting effects.
if (this.drawText == true) {
this.drawSegmentText();
}
// If image overlay is true then call function to draw the segments over the top of the image.
// This is useful during development to check alignment between where the code thinks the segments are and where they appear on the image.
if (this.imageOverlay == true) {
this.drawSegments();
}
} else {
// The default operation is to draw the segments using code via the canvas arc() method.
this.drawSegments();
// The text is drawn on top.
if (this.drawText == true) {
this.drawSegmentText();
}
}
// If this class has pins.
if (typeof this.pins !== 'undefined') {
// If they are to be visible then draw them.
if (this.pins.visible == true) {
this.drawPins();
}
}
// If pointer guide is display property is set to true then call function to draw the pointer guide.
if (this.pointerGuide.display == true) {
this.drawPointerGuide();
}
}
}
// ====================================================================================================================
// Draws the pins around the outside of the wheel.
// ====================================================================================================================
Winwheel.prototype.drawPins = function()
{
if ((this.pins) && (this.pins.number)) {
// Get scaled centerX and centerY to use in the code below so pins will draw responsively too.
let centerX = (this.centerX * this.scaleFactor);
let centerY = (this.centerY * this.scaleFactor);
let outerRadius = (this.outerRadius * this.scaleFactor);
// Check if the pin's size is to be responsive too, if so set the pinOuterRadius to a scaled version number.
let pinOuterRadius = this.pins.outerRadius;
let pinMargin = this.pins.margin;
if (this.pins.responsive) {
pinOuterRadius = (this.pins.outerRadius * this.scaleFactor);
pinMargin = (this.pins.margin * this.scaleFactor);
}
// Work out the angle to draw each pin a which is simply 360 / the number of pins as they space evenly around.
//++ There is a slight oddity with the pins in that there is a pin at 0 and also one at 360 and these will be drawn
//++ directly over the top of each other. Also pins are 0 indexed which could possibly cause some confusion
//++ with the getCurrentPin function - for now this is just used for audio so probably not a problem.
let pinSpacing = (360 / this.pins.number);
for(let i=1; i<=this.pins.number; i ++) {
this.ctx.save();
// Set the stroke style and line width.
this.ctx.strokeStyle = this.pins.strokeStyle;
this.ctx.lineWidth = this.pins.lineWidth;
this.ctx.fillStyle = this.pins.fillStyle;
// Move to the center.
this.ctx.translate(centerX, centerY);
// Rotate to to the pin location which is i * the pinSpacing.
this.ctx.rotate(this.degToRad(i * pinSpacing + this.rotationAngle));
// Move back out.
this.ctx.translate(-centerX, -centerY);
// Create a path for the pin circle.
this.ctx.beginPath();
// x, y, radius, startAngle, endAngle.
this.ctx.arc(centerX,(centerY - outerRadius) + pinOuterRadius + pinMargin, pinOuterRadius, 0, 2*Math.PI);
if (this.pins.fillStyle) {
this.ctx.fill();
}
if (this.pins.strokeStyle) {
this.ctx.stroke();
}
this.ctx.restore();
}
}
}
// ====================================================================================================================
// Draws a line from the center of the wheel to the outside at the angle where the code thinks the pointer is.
// ====================================================================================================================
Winwheel.prototype.drawPointerGuide = function()
{
// If have canvas context.
if (this.ctx) {
// Get scaled center x an y and also the outer radius.
let centerX = (this.centerX * this.scaleFactor);
let centerY = (this.centerY * this.scaleFactor);
let outerRadius = (this.outerRadius * this.scaleFactor);
this.ctx.save();
// Rotate the canvas to the line goes towards the location of the pointer.
this.ctx.translate(centerX, centerY);
this.ctx.rotate(this.degToRad(this.pointerAngle));
this.ctx.translate(-centerX, -centerY);
// Set line colour and width.
this.ctx.strokeStyle = this.pointerGuide.strokeStyle;
this.ctx.lineWidth = this.pointerGuide.lineWidth;
// Draw from the center of the wheel outwards past the wheel outer radius.
this.ctx.beginPath();
this.ctx.moveTo(centerX, centerY);
this.ctx.lineTo(centerX, -(outerRadius / 4));
this.ctx.stroke();
this.ctx.restore();
}
}
// ====================================================================================================================
// This function takes an image such as PNG and draws it on the canvas making its center at the centerX and center for the wheel.
// ====================================================================================================================
Winwheel.prototype.drawWheelImage = function()
{
// Double check the wheelImage property of this class is not null. This does not actually detect that an image
// source was set and actually loaded so might get error if this is not the case. This is why the initial call
// to draw() should be done from a wheelImage.onload callback as detailed in example documentation.
if (this.wheelImage != null) {
// Get the centerX and centerY in to variables, adjust by the scaleFactor.
let centerX = (this.centerX * this.scaleFactor);
let centerY = (this.centerY * this.scaleFactor);
// Get the scaled width and height of the image.
let scaledWidth = (this.wheelImage.width * this.scaleFactor);
let scaledHeight = (this.wheelImage.height * this.scaleFactor);
// Work out the correct X and Y to draw the image at. We need to get the center point of the image
// aligned over the center point of the wheel, we can't just place it at 0, 0.
let imageLeft = (centerX - (scaledWidth / 2));
let imageTop = (centerY - (scaledHeight / 2));
// Rotate and then draw the wheel.
// We must rotate by the rotationAngle before drawing to ensure that image wheels will spin.
this.ctx.save();
this.ctx.translate(centerX, centerY);
this.ctx.rotate(this.degToRad(this.rotationAngle));
this.ctx.translate(-centerX, -centerY);
// Draw the image passing the scaled width and height which will ensure the image will be responsive.
this.ctx.drawImage(this.wheelImage, imageLeft, imageTop, scaledWidth, scaledHeight);
this.ctx.restore();
}
}
// ====================================================================================================================
// This function draws the wheel on the canvas by rendering the image for each segment.
// ====================================================================================================================
Winwheel.prototype.drawSegmentImages = function()
{
// Again check have context in case this function was called directly and not via draw function.
if (this.ctx) {
// Get the centerX and centerY of the wheel adjusted with the scale factor.
let centerX = (this.centerX * this.scaleFactor);
let centerY = (this.centerY * this.scaleFactor);
// Draw the segments if there is at least one in the segments array.
if (this.segments) {
// Loop though and output all segments - position 0 of the array is not used, so start loop from index 1
// this is to avoid confusion when talking about the first segment.
for (let x = 1; x <= this.numSegments; x ++) {
// Get the segment object as we need it to read options from.
let seg = this.segments[x];
// Check image has loaded so a property such as height has a value.
if (seg.imgData.height) {
// Work out the correct X and Y to draw the image at which depends on the direction of the image.
// Images can be created in 4 directions. North, South, East, West.
// North: Outside at top, inside at bottom. Sits evenly over the 0 degrees angle.
// South: Outside at bottom, inside at top. Sits evenly over the 180 degrees angle.
// East: Outside at right, inside at left. Sits evenly over the 90 degrees angle.
// West: Outside at left, inside at right. Sits evenly over the 270 degrees angle.
let imageLeft = 0;
let imageTop = 0;
let imageAngle = 0;
let imageDirection = '';
// Get scaled width and height of the segment image.
let scaledWidth = (seg.imgData.width * this.scaleFactor);
let scaledHeight = (seg.imgData.height * this.scaleFactor);
if (seg.imageDirection !== null) {
imageDirection = seg.imageDirection;
} else {
imageDirection = this.imageDirection;
}
if (imageDirection == 'S') {
// Left set so image sits half/half over the 180 degrees point.
imageLeft = (centerX - (scaledWidth / 2));
// Top so image starts at the centerY.
imageTop = centerY;
// Angle to draw the image is its starting angle + half its size.
// Here we add 180 to the angle to the segment is poistioned correctly.
imageAngle = (seg.startAngle + 180 + ((seg.endAngle - seg.startAngle) / 2));
} else if (imageDirection == 'E') {
// Left set so image starts and the center point.
imageLeft = centerX;
// Top is so that it sits half/half over the 90 degree point.
imageTop = (centerY - (scaledHeight / 2));
// Again get the angle in the center of the segment and add it to the rotation angle.
// this time we need to add 270 to that to the segment is rendered the correct place.
imageAngle = (seg.startAngle + 270 + ((seg.endAngle - seg.startAngle) / 2));
} else if (imageDirection == 'W') {
// Left is the centerX minus the width of the image.
imageLeft = (centerX - scaledWidth);
// Top is so that it sits half/half over the 270 degree point.
imageTop = (centerY - (scaledHeight / 2));
// Again get the angle in the center of the segment and add it to the rotation angle.
// this time we need to add 90 to that to the segment is rendered the correct place.
imageAngle = (seg.startAngle + 90 + ((seg.endAngle - seg.startAngle) / 2));
} else {
// North is the default.
// Left set so image sits half/half over the 0 degrees point.
imageLeft = (centerX - (scaledWidth / 2));
// Top so image is its height out (above) the center point.
imageTop = (centerY - scaledHeight);
// Angle to draw the image is its starting angle + half its size.
// this sits it half/half over the center angle of the segment.
imageAngle = (seg.startAngle + ((seg.endAngle - seg.startAngle) / 2));
}
// --------------------------------------------------
// Rotate to the position of the segment and then draw the image.
this.ctx.save();
this.ctx.translate(centerX, centerY);
// So math here is the rotation angle of the wheel plus half way between the start and end angle of the segment.
this.ctx.rotate(this.degToRad(this.rotationAngle + imageAngle));
this.ctx.translate(-centerX, -centerY);
// Draw the image passing the scaled width and height so that it can be responsive.
this.ctx.drawImage(seg.imgData, imageLeft, imageTop, scaledWidth, scaledHeight);
this.ctx.restore();
} else {
console.log('Segment ' + x + ' imgData is not loaded');
}
}
}
}
}
// ====================================================================================================================
// This function draws the wheel on the page by rendering the segments on the canvas.
// ====================================================================================================================
Winwheel.prototype.drawSegments = function()
{
// Again check have context in case this function was called directly and not via draw function.
if (this.ctx) {
// Draw the segments if there is at least one in the segments array.
if (this.segments) {
// Get scaled centerX and centerY and also scaled inner and outer radius.
let centerX = (this.centerX * this.scaleFactor);
let centerY = (this.centerY * this.scaleFactor);
let innerRadius = (this.innerRadius * this.scaleFactor);
let outerRadius = (this.outerRadius * this.scaleFactor);
// Loop though and output all segments - position 0 of the array is not used, so start loop from index 1
// this is to avoid confusion when talking about the first segment.
for (let x = 1; x <= this.numSegments; x ++) {
// Get the segment object as we need it to read options from.
let seg = this.segments[x];
let fillStyle;
let lineWidth;
let strokeStyle;
// Set the variables that defined in the segment, or use the default options.
if (seg.fillStyle !== null) {
fillStyle = seg.fillStyle;
} else {
fillStyle = this.fillStyle;
}
this.ctx.fillStyle = fillStyle;
if (seg.lineWidth !== null) {
lineWidth = seg.lineWidth;
} else {
lineWidth = this.lineWidth;
}
this.ctx.lineWidth = lineWidth;
if (seg.strokeStyle !== null) {
strokeStyle = seg.strokeStyle;
} else {
strokeStyle = this.strokeStyle;
}
this.ctx.strokeStyle = strokeStyle;
// Check there is a strokeStyle or fillStyle, if not the segment is invisible so should not try to draw it otherwise a path is began but not ended.
if ((strokeStyle) || (fillStyle)) {
// Begin a path as the segment consists of an arc and 2 lines.
this.ctx.beginPath();
// If don't have an inner radius then move to the center of the wheel as we want a line out from the center
// to the start of the arc for the outside of the wheel when we arc. Canvas will draw the connecting line for us.
if (!this.innerRadius) {
this.ctx.moveTo(centerX, centerY);
} else {
// Work out the x and y values for the starting point of the segment which is at its starting angle
// but out from the center point of the wheel by the value of the innerRadius. Some correction for line width is needed.
let iX = Math.cos(this.degToRad(seg.startAngle + this.rotationAngle - 90)) * (innerRadius - lineWidth / 2);
let iY = Math.sin(this.degToRad(seg.startAngle + this.rotationAngle - 90)) * (innerRadius - lineWidth / 2);
// Now move here relative to the center point of the wheel.
this.ctx.moveTo(centerX + iX, centerY + iY);
}
// Draw the outer arc of the segment clockwise in direction -->
this.ctx.arc(centerX, centerY, outerRadius, this.degToRad(seg.startAngle + this.rotationAngle - 90), this.degToRad(seg.endAngle + this.rotationAngle - 90), false);
if (this.innerRadius) {
// Draw another arc, this time anticlockwise <-- at the innerRadius between the end angle and the start angle.
// Canvas will draw a connecting line from the end of the outer arc to the beginning of the inner arc completing the shape.
this.ctx.arc(centerX, centerY, innerRadius, this.degToRad(seg.endAngle + this.rotationAngle - 90), this.degToRad(seg.startAngle + this.rotationAngle - 90), true);
} else {
// If no inner radius then we draw a line back to the center of the wheel.
this.ctx.lineTo(centerX, centerY);
}
// Fill and stroke the segment. Only do either if a style was specified, if the style is null then
// we assume the developer did not want that particular thing.
// For example no stroke style so no lines to be drawn.
if (fillStyle) {
this.ctx.fill();
}
if (strokeStyle) {
this.ctx.stroke();
}
}
}
}
}
}
// ====================================================================================================================
// This draws the text on the segments using the specified text options.
// ====================================================================================================================
Winwheel.prototype.drawSegmentText = function()
{
// Again only draw the text if have a canvas context.
if (this.ctx) {
// Declare variables to hold the values. These are populated either with the value for the specific segment,
// or if not specified then the global default value.
let fontFamily;
let fontSize;
let fontWeight;
let orientation;
let alignment;
let direction;
let margin;
let fillStyle;
let strokeStyle;
let lineWidth;
let fontSetting;
// Get the centerX and centerY scaled with the scale factor, also the same for outer and inner radius.
let centerX = (this.centerX * this.scaleFactor);
let centerY = (this.centerY * this.scaleFactor);
let outerRadius = (this.outerRadius * this.scaleFactor);
let innerRadius = (this.innerRadius * this.scaleFactor);
// Loop though all the segments.
for (let x = 1; x <= this.numSegments; x ++) {
// Save the context so it is certain that each segment text option will not affect the other.
this.ctx.save();
// Get the segment object as we need it to read options from.
let seg = this.segments[x];
// Check is text as no point trying to draw if there is no text to render.
if (seg.text) {
// Set values to those for the specific segment or use global default if null.
if (seg.textFontFamily !== null) fontFamily = seg.textFontFamily; else fontFamily = this.textFontFamily;
if (seg.textFontSize !== null) fontSize = seg.textFontSize; else fontSize = this.textFontSize;
if (seg.textFontWeight !== null) fontWeight = seg.textFontWeight; else fontWeight = this.textFontWeight;
if (seg.textOrientation !== null) orientation = seg.textOrientation; else orientation = this.textOrientation;
if (seg.textAlignment !== null) alignment = seg.textAlignment; else alignment = this.textAlignment;
if (seg.textDirection !== null) direction = seg.textDirection; else direction = this.textDirection;
if (seg.textMargin !== null) margin = seg.textMargin; else margin = this.textMargin;
if (seg.textFillStyle !== null) fillStyle = seg.textFillStyle; else fillStyle = this.textFillStyle;
if (seg.textStrokeStyle !== null) strokeStyle = seg.textStrokeStyle; else strokeStyle = this.textStrokeStyle;
if (seg.textLineWidth !== null) lineWidth = seg.textLineWidth; else lineWidth = this.textLineWidth;
// Scale the font size and the margin by the scale factor so the text can be responsive.
fontSize = (fontSize * this.scaleFactor);
margin = (margin * this.scaleFactor);
// ------------------------------
// We need to put the font bits together in to one string.
let fontSetting = '';
if (fontWeight != null) {
fontSetting += fontWeight + ' ';
}
if (fontSize != null) {
fontSetting += fontSize + 'px '; // Fonts on canvas are always a px value.
}
if (fontFamily != null) {
fontSetting += fontFamily;
}
// Now set the canvas context to the decided values.
this.ctx.font = fontSetting;
this.ctx.fillStyle = fillStyle;
this.ctx.strokeStyle = strokeStyle;
this.ctx.lineWidth = lineWidth;
// Split the text in to multiple lines on the \n character.
let lines = seg.text.split('\n');
// Figure out the starting offset for the lines as when there are multiple lines need to center the text
// vertically in the segment (when thinking of normal horozontal text).
let lineOffset = 0 - (fontSize * (lines.length / 2)) + (fontSize / 2);
// The offset works great for horozontal and vertial text, also centered curved. But when the text is curved
// and the alignment is outer then the multiline text should not have some text outside the wheel. Same if inner curved.
if ((orientation == 'curved') && ((alignment == 'inner') || (alignment == 'outer'))) {
lineOffset = 0;
}
for (let i = 0; i < lines.length; i ++) {
// If direction is reversed then do things differently than if normal (which is the default - see further down)
if (direction == 'reversed') {
// When drawing reversed or 'upside down' we need to do some trickery on our part.
// The canvas text rendering function still draws the text left to right and the correct way up,
// so we need to overcome this with rotating the opposite side of the wheel the correct way up then pulling the text
// through the center point to the correct segment it is supposed to be on.
if (orientation == 'horizontal') {
if (alignment == 'inner') {
this.ctx.textAlign = 'right';
} else if (alignment == 'outer') {
this.ctx.textAlign = 'left';
} else {
this.ctx.textAlign = 'center';
}
this.ctx.textBaseline = 'middle';
// Work out the angle to rotate the wheel, this is in the center of the segment but on the opposite side of the wheel which is why do -180.
let textAngle = this.degToRad((seg.endAngle - ((seg.endAngle - seg.startAngle) / 2) + this.rotationAngle - 90) - 180);
this.ctx.save();
this.ctx.translate(centerX, centerY);
this.ctx.rotate(textAngle);
this.ctx.translate(-centerX, -centerY);
if (alignment == 'inner') {
// In reversed state the margin is subtracted from the innerX.
// When inner the inner radius also comes in to play.
if (fillStyle) {
this.ctx.fillText(lines[i], centerX - innerRadius - margin, centerY + lineOffset);
}
if (strokeStyle) {
this.ctx.strokeText(lines[i], centerX - innerRadius - margin, centerY + lineOffset);
}
} else if (alignment == 'outer') {
// In reversed state the position is the center minus the radius + the margin for outer aligned text.
if (fillStyle) {
this.ctx.fillText(lines[i], centerX - outerRadius + margin, centerY + lineOffset);
}
if (strokeStyle) {
this.ctx.strokeText(lines[i], centerX - outerRadius + margin, centerY + lineOffset);
}
} else {
// In reversed state the everything in minused.
if (fillStyle) {
this.ctx.fillText(lines[i], centerX - innerRadius - ((outerRadius - innerRadius) / 2) - margin, centerY + lineOffset);
}
if (strokeStyle) {
this.ctx.strokeText(lines[i], centerX - innerRadius - ((outerRadius - innerRadius) / 2) - margin, centerY + lineOffset);
}
}
this.ctx.restore();
} else if (orientation == 'vertical') {
// See normal code further down for comments on how it works, this is similar by plus/minus is reversed.
this.ctx.textAlign = 'center';
// In reversed mode this are reversed.
if (alignment == 'inner') {
this.ctx.textBaseline = 'top';
} else if (alignment == 'outer') {
this.ctx.textBaseline = 'bottom';
} else {
this.ctx.textBaseline = 'middle';
}
let textAngle = (seg.endAngle - ((seg.endAngle - seg.startAngle) / 2) - 180);
textAngle += this.rotationAngle;
this.ctx.save();
this.ctx.translate(centerX, centerY);
this.ctx.rotate(this.degToRad(textAngle));
this.ctx.translate(-centerX, -centerY);
//++ @TODO double-check the default of 0 is correct.
let yPos = 0;
if (alignment == 'outer') {
yPos = (centerY + outerRadius - margin);
} else if (alignment == 'inner') {
yPos = (centerY + innerRadius + margin);
}
// I have found that the text looks best when a fraction of the font size is shaved off.
let yInc = (fontSize - (fontSize / 9));
// Loop though and output the characters.
if (alignment == 'outer') {
// In reversed mode outer means text in 6 o'clock segment sits at bottom of the wheel and we draw up.
for (let c = (lines[i].length -1); c >= 0; c--) {
let character = lines[i].charAt(c);
if (fillStyle) {
this.ctx.fillText(character, centerX + lineOffset, yPos);
}
if (strokeStyle) {
this.ctx.strokeText(character, centerX + lineOffset, yPos);
}
yPos -= yInc;
}
} else if (alignment == 'inner') {
// In reversed mode inner text is drawn from top of segment at 6 o'clock position to bottom of the wheel.
for (let c = 0; c < lines[i].length; c++) {
let character = lines[i].charAt(c);
if (fillStyle) {
this.ctx.fillText(character, centerX + lineOffset, yPos);
}
if (strokeStyle) {
this.ctx.strokeText(character, centerX + lineOffset, yPos);
}
yPos += yInc;
}
} else if (alignment == 'center') {
// Again for reversed this is the opposite of before.
// If there is more than one character in the text then an adjustment to the position needs to be done.
// What we are aiming for is to position the center of the text at the center point between the inner and outer radius.
let centerAdjustment = 0;
if (lines[i].length > 1) {
centerAdjustment = (yInc * (lines[i].length -1) / 2);
}
let yPos = (centerY + innerRadius + ((outerRadius - innerRadius) / 2)) + centerAdjustment + margin;
for (let c = (lines[i].length -1); c >= 0; c--) {
let character = lines[i].charAt(c);
if (fillStyle) {
this.ctx.fillText(character, centerX + lineOffset, yPos);
}
if (strokeStyle) {
this.ctx.strokeText(character, centerX + lineOffset, yPos);
}
yPos -= yInc;
}
}
this.ctx.restore();
} else if (orientation == 'curved') {
// There is no built in canvas function to draw text around an arc,
// so we need to do this ourselves.
let radius = 0;
// Set the alignment of the text - inner, outer, or center by calculating
// how far out from the center point of the wheel the text is drawn.
if (alignment == 'inner') {
// When alignment is inner the radius is the innerRadius plus any margin.
radius = innerRadius + margin;
this.ctx.textBaseline = 'top';
} else if (alignment == 'outer') {
// Outer it is the outerRadius minus any margin.
radius = outerRadius - margin;
this.ctx.textBaseline = 'bottom';
// We need to adjust the radius in this case to take in to multiline text.
// In this case the radius needs to be further out, not at the inner radius.
radius -= (fontSize * (lines.length - 1));
} else if (alignment == 'center') {
// When center we want the text halfway between the inner and outer radius.
radius = innerRadius + margin + ((outerRadius - innerRadius) / 2);
this.ctx.textBaseline = 'middle';
}
// Set the angle to increment by when looping though and outputting the characters in the text
// as we do this by rotating the wheel small amounts adding each character.
let anglePerChar = 0;
let drawAngle = 0;
// If more than one character in the text then...
if (lines[i].length > 1) {
// Text is drawn from the left.
this.ctx.textAlign = 'left';
// Work out how much angle the text rendering loop below needs to rotate by for each character to render them next to each other.
// I have discovered that 4 * the font size / 10 at 100px radius is the correct spacing for between the characters
// using a monospace font, non monospace may look a little odd as in there will appear to be extra spaces between chars.
anglePerChar = (4 * (fontSize / 10));
// Work out what percentage the radius the text will be drawn at is of 100px.
let radiusPercent = (100 / radius);
// Then use this to scale up or down the anglePerChar value.
// When the radius is less than 100px we need more angle between the letters, when radius is greater (so the text is further
// away from the center of the wheel) the angle needs to be less otherwise the characters will appear further apart.
anglePerChar = (anglePerChar * radiusPercent);
// Next we want the text to be drawn in the middle of the segment, without this it would start at the beginning of the segment.
// To do this we need to work out how much arc the text will take up in total then subtract half of this from the center
// of the segment so that it sits centred.
let totalArc = (anglePerChar * lines[i].length);