HTML and CSS Reference
In-Depth Information
return p.matrixTransform(m.inverse());
}
});
Q.svgOnly = function() {
Q.Stage = Q.SVGStage;
Q.setup = Q.setupSVG;
Q.Sprite = Q.SVGSprite;
return Q;
};
Listing 14-6 also includes the Q.svgOnly method that, much like the Q.domOnly method from the last
chapter, replaces the non-SVG classes with their SVG counterparts for easier access.
The init , insert , and destroy methods should look similar to those from Q.DOMStage . The init
method is responsible for creating the <svg> child element and adding it to the primary Q.svg object. The
insert method augments the inherited method by calling appendChild to add the element to the stage's
<svg> tag. Finally, destroy ensures the stage's <svg> tag is cleaned up when the stage is removed.
More interesting are the viewport , centerOn , and setViewBox methods. These allow you to use the
stage's <svg> element's viewBox like a camera, panning by calling centerOn and zooming in and out by
setting the width and height of the viewBox by calling viewport . The viewport method is also smart
enough to check if the user has called centerOn previously; if so it uses the stored cx and cy coordinates to
re-center the screen after it has reset the viewBox .
Finally, the browserToWorld method deserves some explanation. To determine where in the SVG world
the user has touched or clicked, you need to transform that event's pixel position to the corresponding position
inside of the world. This is made more difficult because the viewBox has been set and so the SVG element
may only be partially zoomed in depending on the aspect ratio of the viewBox compared to the aspect ratio
of the screen (imagine a portrait shaped viewBox on a landscape turned device—figuring out the pixel size of
viewBox will take some doing).
All these complications mean that figuring out a priori of the SVG location of an event given the event's pixel
location on the screen is a huge hassle. Luckily, the SVG spec provides a method that gets you halfway there.
getScreenCTM returns the transformation matrix that goes the other way: from SVG units to screen units.
However, with a little bit of matrix math, you can use the inverse of that matrix by calling m.inverse() to
go the other way: from screen to SVG units.
Testing the SVG Class
With all this SVG engine code written, it's time to render something on the screen using SVG. The first step,
as usual, is to create a template HTML file that loads the necessary JavaScript files. Create a file called can-
non.html , and add the code in Listing 14-7 .
Listing 14-7: cannon.html
<!DOCTYPE HTML>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport"
 
 
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