Indent consistency per file

git-svn-id: http://svg-edit.googlecode.com/svn/trunk@2591 eee81c28-f429-11dd-99c0-75d572ba1ddd
This commit is contained in:
Brett Zamir
2013-10-14 01:50:42 +00:00
parent 80c16aa6ef
commit c75661c758
8 changed files with 612 additions and 612 deletions

View File

@@ -24,7 +24,7 @@ if (!svgedit.coords) {
// this is how we map paths to our preferred relative segment types
var pathMap = [0, 'z', 'M', 'm', 'L', 'l', 'C', 'c', 'Q', 'q', 'A', 'a',
'H', 'h', 'V', 'v', 'S', 's', 'T', 't'];
var editorContext_ = null;
svgedit.coords.init = function(editorContext) {
@@ -48,7 +48,7 @@ svgedit.coords.remapElement = function(selected, changes, m) {
svgedit.utilities.assignAttributes(selected, changes, 1000, true);
},
box = svgedit.utilities.getBBox(selected);
for (var i = 0; i < 2; i++) {
var type = i === 0 ? 'fill' : 'stroke';
var attrVal = selected.getAttribute(type);
@@ -102,7 +102,7 @@ svgedit.coords.remapElement = function(selected, changes, m) {
chlist.appendItem(mt);
}
}
// now we have a set of changes and an applied reduced transform list
// we apply the changes directly to the DOM
switch (elName) {
@@ -156,7 +156,7 @@ svgedit.coords.remapElement = function(selected, changes, m) {
changes.y1 = pt1.y;
changes.x2 = pt2.x;
changes.y2 = pt2.y;
// deliberately fall through here
// deliberately fall through here
case 'text':
case 'tspan':
case 'use':
@@ -165,134 +165,134 @@ svgedit.coords.remapElement = function(selected, changes, m) {
case 'g':
var gsvg = $(selected).data('gsvg');
if (gsvg) {
svgedit.utilities.assignAttributes(gsvg, changes, 1000, true);
svgedit.utilities.assignAttributes(gsvg, changes, 1000, true);
}
break;
case 'polyline':
case 'polygon':
var len = changes.points.length;
for (var i = 0; i < len; ++i) {
var pt = changes.points[i];
pt = remap(pt.x, pt.y);
changes.points[i].x = pt.x;
changes.points[i].y = pt.y;
var pt = changes.points[i];
pt = remap(pt.x, pt.y);
changes.points[i].x = pt.x;
changes.points[i].y = pt.y;
}
var len = changes.points.length;
var pstr = '';
for (var i = 0; i < len; ++i) {
var pt = changes.points[i];
pstr += pt.x + ',' + pt.y + ' ';
var pt = changes.points[i];
pstr += pt.x + ',' + pt.y + ' ';
}
selected.setAttribute('points', pstr);
break;
case 'path':
var segList = selected.pathSegList;
var len = segList.numberOfItems;
changes.d = new Array(len);
for (var i = 0; i < len; ++i) {
var seg = segList.getItem(i);
changes.d[i] = {
type: seg.pathSegType,
x: seg.x,
y: seg.y,
x1: seg.x1,
y1: seg.y1,
x2: seg.x2,
y2: seg.y2,
r1: seg.r1,
r2: seg.r2,
angle: seg.angle,
largeArcFlag: seg.largeArcFlag,
sweepFlag: seg.sweepFlag
};
}
var len = changes.d.length,
firstseg = changes.d[0],
currentpt = remap(firstseg.x, firstseg.y);
changes.d[0].x = currentpt.x;
changes.d[0].y = currentpt.y;
for (var i = 1; i < len; ++i) {
var seg = changes.d[i];
var type = seg.type;
// if absolute or first segment, we want to remap x, y, x1, y1, x2, y2
// if relative, we want to scalew, scaleh
if (type % 2 == 0) { // absolute
var thisx = (seg.x != undefined) ? seg.x : currentpt.x, // for V commands
thisy = (seg.y != undefined) ? seg.y : currentpt.y, // for H commands
pt = remap(thisx,thisy),
pt1 = remap(seg.x1, seg.y1),
pt2 = remap(seg.x2, seg.y2);
seg.x = pt.x;
seg.y = pt.y;
seg.x1 = pt1.x;
seg.y1 = pt1.y;
seg.x2 = pt2.x;
seg.y2 = pt2.y;
seg.r1 = scalew(seg.r1),
seg.r2 = scaleh(seg.r2);
}
else { // relative
seg.x = scalew(seg.x);
seg.y = scaleh(seg.y);
seg.x1 = scalew(seg.x1);
seg.y1 = scaleh(seg.y1);
seg.x2 = scalew(seg.x2);
seg.y2 = scaleh(seg.y2);
seg.r1 = scalew(seg.r1),
seg.r2 = scaleh(seg.r2);
}
} // for each segment
var segList = selected.pathSegList;
var len = segList.numberOfItems;
changes.d = new Array(len);
for (var i = 0; i < len; ++i) {
var seg = segList.getItem(i);
changes.d[i] = {
type: seg.pathSegType,
x: seg.x,
y: seg.y,
x1: seg.x1,
y1: seg.y1,
x2: seg.x2,
y2: seg.y2,
r1: seg.r1,
r2: seg.r2,
angle: seg.angle,
largeArcFlag: seg.largeArcFlag,
sweepFlag: seg.sweepFlag
};
}
var len = changes.d.length,
firstseg = changes.d[0],
currentpt = remap(firstseg.x, firstseg.y);
changes.d[0].x = currentpt.x;
changes.d[0].y = currentpt.y;
for (var i = 1; i < len; ++i) {
var seg = changes.d[i];
var type = seg.type;
// if absolute or first segment, we want to remap x, y, x1, y1, x2, y2
// if relative, we want to scalew, scaleh
if (type % 2 == 0) { // absolute
var thisx = (seg.x != undefined) ? seg.x : currentpt.x, // for V commands
thisy = (seg.y != undefined) ? seg.y : currentpt.y, // for H commands
pt = remap(thisx,thisy),
pt1 = remap(seg.x1, seg.y1),
pt2 = remap(seg.x2, seg.y2);
seg.x = pt.x;
seg.y = pt.y;
seg.x1 = pt1.x;
seg.y1 = pt1.y;
seg.x2 = pt2.x;
seg.y2 = pt2.y;
seg.r1 = scalew(seg.r1),
seg.r2 = scaleh(seg.r2);
}
else { // relative
seg.x = scalew(seg.x);
seg.y = scaleh(seg.y);
seg.x1 = scalew(seg.x1);
seg.y1 = scaleh(seg.y1);
seg.x2 = scalew(seg.x2);
seg.y2 = scaleh(seg.y2);
seg.r1 = scalew(seg.r1),
seg.r2 = scaleh(seg.r2);
}
} // for each segment
var dstr = '';
var len = changes.d.length;
for (var i = 0; i < len; ++i) {
var seg = changes.d[i];
var type = seg.type;
dstr += pathMap[type];
switch (type) {
case 13: // relative horizontal line (h)
case 12: // absolute horizontal line (H)
dstr += seg.x + ' ';
break;
case 15: // relative vertical line (v)
case 14: // absolute vertical line (V)
dstr += seg.y + ' ';
break;
case 3: // relative move (m)
case 5: // relative line (l)
case 19: // relative smooth quad (t)
case 2: // absolute move (M)
case 4: // absolute line (L)
case 18: // absolute smooth quad (T)
dstr += seg.x + ',' + seg.y + ' ';
break;
case 7: // relative cubic (c)
case 6: // absolute cubic (C)
dstr += seg.x1 + ',' + seg.y1 + ' ' + seg.x2 + ',' + seg.y2 + ' ' +
seg.x + ',' + seg.y + ' ';
break;
case 9: // relative quad (q)
case 8: // absolute quad (Q)
dstr += seg.x1 + ',' + seg.y1 + ' ' + seg.x + ',' + seg.y + ' ';
break;
case 11: // relative elliptical arc (a)
case 10: // absolute elliptical arc (A)
dstr += seg.r1 + ',' + seg.r2 + ' ' + seg.angle + ' ' + (+seg.largeArcFlag) +
' ' + (+seg.sweepFlag) + ' ' + seg.x + ',' + seg.y + ' ';
break;
case 17: // relative smooth cubic (s)
case 16: // absolute smooth cubic (S)
dstr += seg.x2 + ',' + seg.y2 + ' ' + seg.x + ',' + seg.y + ' ';
break;
}
}
var dstr = '';
var len = changes.d.length;
for (var i = 0; i < len; ++i) {
var seg = changes.d[i];
var type = seg.type;
dstr += pathMap[type];
switch (type) {
case 13: // relative horizontal line (h)
case 12: // absolute horizontal line (H)
dstr += seg.x + ' ';
break;
case 15: // relative vertical line (v)
case 14: // absolute vertical line (V)
dstr += seg.y + ' ';
break;
case 3: // relative move (m)
case 5: // relative line (l)
case 19: // relative smooth quad (t)
case 2: // absolute move (M)
case 4: // absolute line (L)
case 18: // absolute smooth quad (T)
dstr += seg.x + ',' + seg.y + ' ';
break;
case 7: // relative cubic (c)
case 6: // absolute cubic (C)
dstr += seg.x1 + ',' + seg.y1 + ' ' + seg.x2 + ',' + seg.y2 + ' ' +
seg.x + ',' + seg.y + ' ';
break;
case 9: // relative quad (q)
case 8: // absolute quad (Q)
dstr += seg.x1 + ',' + seg.y1 + ' ' + seg.x + ',' + seg.y + ' ';
break;
case 11: // relative elliptical arc (a)
case 10: // absolute elliptical arc (A)
dstr += seg.r1 + ',' + seg.r2 + ' ' + seg.angle + ' ' + (+seg.largeArcFlag) +
' ' + (+seg.sweepFlag) + ' ' + seg.x + ',' + seg.y + ' ';
break;
case 17: // relative smooth cubic (s)
case 16: // absolute smooth cubic (S)
dstr += seg.x2 + ',' + seg.y2 + ' ' + seg.x + ',' + seg.y + ' ';
break;
}
}
selected.setAttribute('d', dstr);
break;
}
selected.setAttribute('d', dstr);
break;
}
};
})();