| Commit message (Collapse) | Author | Age | Files | Lines |
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This commit start to remove the expensive bbox calculation by assuming
that the origin stays at a fixed point during an animation. This is a
good assumption as transforms don't change the bbox of the element.
Changes
=======
- Refactor the Element.transform function
- Make a getOrigin function to call the bbox only one time
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This commit allows the timeline to exist independently of the actual
time. This will allow it to be used to seek through an animation
with relative ease. We also made some architectural changes to the
timeline to support this.
Changes
=======
- Refactored the runner into its own file without exposing it to the
user (changed the gulpfile)
- The timeline no longer depends on the current time
- The user can supply absolute times to queue events
- Some more methods have been integrated into the timeline
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This commit just includes a few plans and a massive derrangement
of the fx module before it is to be refactored into the Timeline
module. The basic methods are included, but everything is broken
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This commit fixes a number of issues with transformations:
- Removed move/dmove/etc... on groups
- Sugar was being passed origin instead of ox, oy
- Updated the changelog
- Removed parseMatrix in favor of new SVG.Matrix()
- .matrix is the getter for a matrix, not .transform
- added a [02:24:41] Using gulpfile ~/Desktop/svg/svg.js/gulpfile.js
[02:24:41] Starting 'lint'...
[02:24:43] Finished 'lint' after 2.32 s directive
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decide between doc and nested
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This commit adds playgrounds and a build:dev mode. Now you
can call npm run build:dev to make the linter warn you about
errors without breaking. Also, we now have playgrounds, where
you can use a built version of svg.js to run your own tests.
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This commit completes the compliance of our code with the standard
linter. It is now building correctly and error messages are displayed
when somebody tries to build bad code!
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This commit fixes most of the errors raised by standard.
There is still a strange call error, but that will be the
focus of the next commit
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This commit reformats the code so that it complies with the
standard linting style. Its currently a work in progress, but
it is meant to pave the way for linting in the build process
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- added `SVG.HTMLNode` which is the object wrapped around html nodes to put something in them
- moved `defs()` method from `SVG.Parent` to `SVG.Element`
- `SVG()` can be called with css selector, node or svg string, now. Without an argument it creates a new `SVG.Doc()` (#646)
- `add()`, `put()`, `addTo()`, `putIn()` now excepts all arguments accepted by `SVG()`
- `SVG.Nested` is not `overflow:visible` by default
- all `SVG.*` objects now can have a node as parameter when constructing
- `SVG()` does not set a default size anymore
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it now accepts array as input and returns object when no argument given (#517)
also removed sub-pixel offset fix
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unified all boxes
- SVG.Box for everything
- bbox, rbox and viewbox as methods
- boxes can be created with string, array, object, list...
- added helper to simplify boxes code
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The method expect the paths to use the exact same commands. It will not
attempt to modify them if they do not. Any more complex algorithm shall be
provided as a plugin instead in order to keep the size of the library down.
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Also add methods to SVG.Point that allow to perform operations
between two points.
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to be executed individually (syntax errors)
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is easier to track down the source file
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(#403 / #437)
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UMD wrapper
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