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// Copyright 2006 Google Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//   http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.


// Known Issues:
//
// * Patterns are not implemented.
// * Radial gradient are not implemented. The VML version of these look very
//   different from the canvas one.
// * Clipping paths are not implemented.
// * Coordsize. The width and height attribute have higher priority than the
//   width and height style values which isn't correct.
// * Painting mode isn't implemented.
// * Canvas width/height should is using content-box by default. IE in
//   Quirks mode will draw the canvas using border-box. Either change your
//   doctype to HTML5
//   (http://www.whatwg.org/specs/web-apps/current-work/#the-doctype)
//   or use Box Sizing Behavior from WebFX
//   (http://webfx.eae.net/dhtml/boxsizing/boxsizing.html)
// * Non uniform scaling does not correctly scale strokes.
// * Optimize. There is always room for speed improvements.

// Only add this code if we do not already have a canvas implementation
if (!document.createElement('canvas').getContext) {

    (function() {

        // alias some functions to make (compiled) code shorter
        var m = Math;
        var mr = m.round;
        var ms = m.sin;
        var mc = m.cos;
        var abs = m.abs;
        var sqrt = m.sqrt;

        // this is used for sub pixel precision
        var Z = 10;
        var Z2 = Z / 2;

        /**
         * This funtion is assigned to the <canvas> elements as element.getContext().
         * @this {HTMLElement}
         * @return {CanvasRenderingContext2D_}
         */
        function getContext() {
            return this.context_ ||
                    (this.context_ = new CanvasRenderingContext2D_(this));
        }

        var slice = Array.prototype.slice;

        /**
         * Binds a function to an object. The returned function will always use the
         * passed in {@code obj} as {@code this}.
         *
         * Example:
         *
         *   g = bind(f, obj, a, b)
         *   g(c, d) // will do f.call(obj, a, b, c, d)
         *
         * @param {Function} f The function to bind the object to
         * @param {Object} obj The object that should act as this when the function
         *     is called
         * @param {*} var_args Rest arguments that will be used as the initial
         *     arguments when the function is called
         * @return {Function} A new function that has bound this
         */
        function bind(f, obj, var_args) {
            var a = slice.call(arguments, 2);
            return function() {
                return f.apply(obj, a.concat(slice.call(arguments)));
            };
        }

        var G_vmlCanvasManager_ = {
            init: function(opt_doc) {
                if (/MSIE/.test(navigator.userAgent) && !window.opera) {
                    var doc = opt_doc || document;
                    // Create a dummy element so that IE will allow canvas elements to be
                    // recognized.
                    doc.createElement('canvas');
                    doc.attachEvent('onreadystatechange', bind(this.init_, this, doc));
                }
            },
            init_: function(doc) {
                // create xmlns
                if (!doc.namespaces['g_vml_']) {
                    doc.namespaces.add('g_vml_', 'urn:schemas-microsoft-com:vml',
                            '#default#VML');

                }
                if (!doc.namespaces['g_o_']) {
                    doc.namespaces.add('g_o_', 'urn:schemas-microsoft-com:office:office',
                            '#default#VML');
                }

                // Setup default CSS.  Only add one style sheet per document
                if (!doc.styleSheets['ex_canvas_']) {
                    var ss = doc.createStyleSheet();
                    ss.owningElement.id = 'ex_canvas_';
                    ss.cssText = 'canvas{display:inline-block;overflow:hidden;' +
                            // default size is 300x150 in Gecko and Opera
                            'text-align:left;width:300px;height:150px}' +
                            'g_vml_\\:*{behavior:url(#default#VML)}' +
                            'g_o_\\:*{behavior:url(#default#VML)}';

                }

                // find all canvas elements
                var els = doc.getElementsByTagName('canvas');
                for (var i = 0; i < els.length; i++) {
                    this.initElement(els[i]);
                }
            },
            /**
             * Public initializes a canvas element so that it can be used as canvas
             * element from now on. This is called automatically before the page is
             * loaded but if you are creating elements using createElement you need to
             * make sure this is called on the element.
             * @param {HTMLElement} el The canvas element to initialize.
             * @return {HTMLElement} the element that was created.
             */
            initElement: function(el) {
                if (!el.getContext) {

                    el.getContext = getContext;

                    // Remove fallback content. There is no way to hide text nodes so we
                    // just remove all childNodes. We could hide all elements and remove
                    // text nodes but who really cares about the fallback content.
                    el.innerHTML = '';

                    // do not use inline function because that will leak memory
                    el.attachEvent('onpropertychange', onPropertyChange);
                    el.attachEvent('onresize', onResize);

                    var attrs = el.attributes;
                    if (attrs.width && attrs.width.specified) {
                        // TODO: use runtimeStyle and coordsize
                        // el.getContext().setWidth_(attrs.width.nodeValue);
                        el.style.width = attrs.width.nodeValue + 'px';
                    } else {
                        el.width = el.clientWidth;
                    }
                    if (attrs.height && attrs.height.specified) {
                        // TODO: use runtimeStyle and coordsize
                        // el.getContext().setHeight_(attrs.height.nodeValue);
                        el.style.height = attrs.height.nodeValue + 'px';
                    } else {
                        el.height = el.clientHeight;
                    }
                    //el.getContext().setCoordsize_()
                }
                return el;
            }
        };

        function onPropertyChange(e) {
            var el = e.srcElement;

            switch (e.propertyName) {
                case 'width':
                    el.style.width = el.attributes.width.nodeValue + 'px';
                    el.getContext().clearRect();
                    break;
                case 'height':
                    el.style.height = el.attributes.height.nodeValue + 'px';
                    el.getContext().clearRect();
                    break;
            }
        }

        function onResize(e) {
            var el = e.srcElement;
            if (el.firstChild) {
                el.firstChild.style.width = el.clientWidth + 'px';
                el.firstChild.style.height = el.clientHeight + 'px';
            }
        }

        G_vmlCanvasManager_.init();

        // precompute "00" to "FF"
        var dec2hex = [];
        for (var i = 0; i < 16; i++) {
            for (var j = 0; j < 16; j++) {
                dec2hex[i * 16 + j] = i.toString(16) + j.toString(16);
            }
        }

        function createMatrixIdentity() {
            return [
                [1, 0, 0],
                [0, 1, 0],
                [0, 0, 1]
            ];
        }

        function matrixMultiply(m1, m2) {
            var result = createMatrixIdentity();

            for (var x = 0; x < 3; x++) {
                for (var y = 0; y < 3; y++) {
                    var sum = 0;

                    for (var z = 0; z < 3; z++) {
                        sum += m1[x][z] * m2[z][y];
                    }

                    result[x][y] = sum;
                }
            }
            return result;
        }

        function copyState(o1, o2) {
            o2.fillStyle = o1.fillStyle;
            o2.lineCap = o1.lineCap;
            o2.lineJoin = o1.lineJoin;
            o2.lineWidth = o1.lineWidth;
            o2.miterLimit = o1.miterLimit;
            o2.shadowBlur = o1.shadowBlur;
            o2.shadowColor = o1.shadowColor;
            o2.shadowOffsetX = o1.shadowOffsetX;
            o2.shadowOffsetY = o1.shadowOffsetY;
            o2.strokeStyle = o1.strokeStyle;
            o2.globalAlpha = o1.globalAlpha;
            o2.arcScaleX_ = o1.arcScaleX_;
            o2.arcScaleY_ = o1.arcScaleY_;
            o2.lineScale_ = o1.lineScale_;
        }

        function processStyle(styleString) {
            var str, alpha = 1;

            styleString = String(styleString);
            if (styleString.substring(0, 3) == 'rgb') {
                var start = styleString.indexOf('(', 3);
                var end = styleString.indexOf(')', start + 1);
                var guts = styleString.substring(start + 1, end).split(',');

                str = '#';
                for (var i = 0; i < 3; i++) {
                    str += dec2hex[Number(guts[i])];
                }

                if (guts.length == 4 && styleString.substr(3, 1) == 'a') {
                    alpha = guts[3];
                }
            } else {
                str = styleString;
            }

            return {color: str, alpha: alpha};
        }

        function processLineCap(lineCap) {
            switch (lineCap) {
                case 'butt':
                    return 'flat';
                case 'round':
                    return 'round';
                case 'square':
                default:
                    return 'square';
            }
        }

        /**
         * This class implements CanvasRenderingContext2D interface as described by
         * the WHATWG.
         * @param {HTMLElement} surfaceElement The element that the 2D context should
         * be associated with
         */
        function CanvasRenderingContext2D_(surfaceElement) {
            this.m_ = createMatrixIdentity();

            this.mStack_ = [];
            this.aStack_ = [];
            this.currentPath_ = [];

            // Canvas context properties
            this.strokeStyle = '#000';
            this.fillStyle = '#000';

            this.lineWidth = 1;
            this.lineJoin = 'miter';
            this.lineCap = 'butt';
            this.miterLimit = Z * 1;
            this.globalAlpha = 1;
            this.canvas = surfaceElement;

            var el = surfaceElement.ownerDocument.createElement('div');
            el.style.width = surfaceElement.clientWidth + 'px';
            el.style.height = surfaceElement.clientHeight + 'px';
            el.style.overflow = 'hidden';
            el.style.position = 'absolute';
            surfaceElement.appendChild(el);

            this.element_ = el;
            this.arcScaleX_ = 1;
            this.arcScaleY_ = 1;
            this.lineScale_ = 1;
        }

        var contextPrototype = CanvasRenderingContext2D_.prototype;
        contextPrototype.clearRect = function() {
            this.element_.innerHTML = '';
        };

        contextPrototype.beginPath = function() {
            // TODO: Branch current matrix so that save/restore has no effect
            //       as per safari docs.
            this.currentPath_ = [];
        };

        contextPrototype.moveTo = function(aX, aY) {
            var p = this.getCoords_(aX, aY);
            this.currentPath_.push({type: 'moveTo', x: p.x, y: p.y});
            this.currentX_ = p.x;
            this.currentY_ = p.y;
        };

        contextPrototype.lineTo = function(aX, aY) {
            var p = this.getCoords_(aX, aY);
            this.currentPath_.push({type: 'lineTo', x: p.x, y: p.y});

            this.currentX_ = p.x;
            this.currentY_ = p.y;
        };

        contextPrototype.bezierCurveTo = function(aCP1x, aCP1y,
                aCP2x, aCP2y,
                aX, aY) {
            var p = this.getCoords_(aX, aY);
            var cp1 = this.getCoords_(aCP1x, aCP1y);
            var cp2 = this.getCoords_(aCP2x, aCP2y);
            bezierCurveTo(this, cp1, cp2, p);
        };

        // Helper function that takes the already fixed cordinates.
        function bezierCurveTo(self, cp1, cp2, p) {
            self.currentPath_.push({
                type: 'bezierCurveTo',
                cp1x: cp1.x,
                cp1y: cp1.y,
                cp2x: cp2.x,
                cp2y: cp2.y,
                x: p.x,
                y: p.y
            });
            self.currentX_ = p.x;
            self.currentY_ = p.y;
        }

        contextPrototype.quadraticCurveTo = function(aCPx, aCPy, aX, aY) {
            // the following is lifted almost directly from
            // http://developer.mozilla.org/en/docs/Canvas_tutorial:Drawing_shapes

            var cp = this.getCoords_(aCPx, aCPy);
            var p = this.getCoords_(aX, aY);

            var cp1 = {
                x: this.currentX_ + 2.0 / 3.0 * (cp.x - this.currentX_),
                y: this.currentY_ + 2.0 / 3.0 * (cp.y - this.currentY_)
            };
            var cp2 = {
                x: cp1.x + (p.x - this.currentX_) / 3.0,
                y: cp1.y + (p.y - this.currentY_) / 3.0
            };

            bezierCurveTo(this, cp1, cp2, p);
        };

        contextPrototype.arc = function(aX, aY, aRadius,
                aStartAngle, aEndAngle, aClockwise) {
            aRadius *= Z;
            var arcType = aClockwise ? 'at' : 'wa';

            var xStart = aX + mc(aStartAngle) * aRadius - Z2;
            var yStart = aY + ms(aStartAngle) * aRadius - Z2;

            var xEnd = aX + mc(aEndAngle) * aRadius - Z2;
            var yEnd = aY + ms(aEndAngle) * aRadius - Z2;

            // IE won't render arches drawn counter clockwise if xStart == xEnd.
            if (xStart == xEnd && !aClockwise) {
                xStart += 0.125; // Offset xStart by 1/80 of a pixel. Use something
                // that can be represented in binary
            }

            var p = this.getCoords_(aX, aY);
            var pStart = this.getCoords_(xStart, yStart);
            var pEnd = this.getCoords_(xEnd, yEnd);

            this.currentPath_.push({type: arcType,
                x: p.x,
                y: p.y,
                radius: aRadius,
                xStart: pStart.x,
                yStart: pStart.y,
                xEnd: pEnd.x,
                yEnd: pEnd.y});

        };

        contextPrototype.rect = function(aX, aY, aWidth, aHeight) {
            this.moveTo(aX, aY);
            this.lineTo(aX + aWidth, aY);
            this.lineTo(aX + aWidth, aY + aHeight);
            this.lineTo(aX, aY + aHeight);
            this.closePath();
        };

        contextPrototype.strokeRect = function(aX, aY, aWidth, aHeight) {
            var oldPath = this.currentPath_;
            this.beginPath();

            this.moveTo(aX, aY);
            this.lineTo(aX + aWidth, aY);
            this.lineTo(aX + aWidth, aY + aHeight);
            this.lineTo(aX, aY + aHeight);
            this.closePath();
            this.stroke();

            this.currentPath_ = oldPath;
        };

        contextPrototype.fillRect = function(aX, aY, aWidth, aHeight) {
            var oldPath = this.currentPath_;
            this.beginPath();

            this.moveTo(aX, aY);
            this.lineTo(aX + aWidth, aY);
            this.lineTo(aX + aWidth, aY + aHeight);
            this.lineTo(aX, aY + aHeight);
            this.closePath();
            this.fill();

            this.currentPath_ = oldPath;
        };

        contextPrototype.createLinearGradient = function(aX0, aY0, aX1, aY1) {
            var gradient = new CanvasGradient_('gradient');
            gradient.x0_ = aX0;
            gradient.y0_ = aY0;
            gradient.x1_ = aX1;
            gradient.y1_ = aY1;
            return gradient;
        };

        contextPrototype.createRadialGradient = function(aX0, aY0, aR0,
                aX1, aY1, aR1) {
            var gradient = new CanvasGradient_('gradientradial');
            gradient.x0_ = aX0;
            gradient.y0_ = aY0;
            gradient.r0_ = aR0;
            gradient.x1_ = aX1;
            gradient.y1_ = aY1;
            gradient.r1_ = aR1;
            return gradient;
        };

        contextPrototype.drawImage = function(image, var_args) {
            var dx, dy, dw, dh, sx, sy, sw, sh;

            // to find the original width we overide the width and height
            var oldRuntimeWidth = image.runtimeStyle.width;
            var oldRuntimeHeight = image.runtimeStyle.height;
            image.runtimeStyle.width = 'auto';
            image.runtimeStyle.height = 'auto';

            // get the original size
            var w = image.width;
            var h = image.height;

            // and remove overides
            image.runtimeStyle.width = oldRuntimeWidth;
            image.runtimeStyle.height = oldRuntimeHeight;

            if (arguments.length == 3) {
                dx = arguments[1];
                dy = arguments[2];
                sx = sy = 0;
                sw = dw = w;
                sh = dh = h;
            } else if (arguments.length == 5) {
                dx = arguments[1];
                dy = arguments[2];
                dw = arguments[3];
                dh = arguments[4];
                sx = sy = 0;
                sw = w;
                sh = h;
            } else if (arguments.length == 9) {
                sx = arguments[1];
                sy = arguments[2];
                sw = arguments[3];
                sh = arguments[4];
                dx = arguments[5];
                dy = arguments[6];
                dw = arguments[7];
                dh = arguments[8];
            } else {
                throw Error('Invalid number of arguments');
            }

            var d = this.getCoords_(dx, dy);

            var w2 = sw / 2;
            var h2 = sh / 2;

            var vmlStr = [];

            var W = 10;
            var H = 10;

            // For some reason that I've now forgotten, using divs didn't work
            vmlStr.push(' <g_vml_:group',
                    ' coordsize="', Z * W, ',', Z * H, '"',
                    ' coordorigin="0,0"',
                    ' style="width:', W, 'px;height:', H, 'px;position:absolute;');

            // If filters are necessary (rotation exists), create them
            // filters are bog-slow, so only create them if abbsolutely necessary
            // The following check doesn't account for skews (which don't exist
            // in the canvas spec (yet) anyway.

            if (this.m_[0][0] != 1 || this.m_[0][1]) {
                var filter = [];

                // Note the 12/21 reversal
                filter.push('M11=', this.m_[0][0], ',',
                        'M12=', this.m_[1][0], ',',
                        'M21=', this.m_[0][1], ',',
                        'M22=', this.m_[1][1], ',',
                        'Dx=', mr(d.x / Z), ',',
                        'Dy=', mr(d.y / Z), '');

                // Bounding box calculation (need to minimize displayed area so that
                // filters don't waste time on unused pixels.
                var max = d;
                var c2 = this.getCoords_(dx + dw, dy);
                var c3 = this.getCoords_(dx, dy + dh);
                var c4 = this.getCoords_(dx + dw, dy + dh);

                max.x = m.max(max.x, c2.x, c3.x, c4.x);
                max.y = m.max(max.y, c2.y, c3.y, c4.y);

                vmlStr.push('padding:0 ', mr(max.x / Z), 'px ', mr(max.y / Z),
                        'px 0;filter:progid:DXImageTransform.Microsoft.Matrix(',
                        filter.join(''), ", sizingmethod='clip');")
            } else {
                vmlStr.push('top:', mr(d.y / Z), 'px;left:', mr(d.x / Z), 'px;');
            }

            vmlStr.push(' ">',
                    '<g_vml_:image src="', image.src, '"',
                    ' style="width:', Z * dw, 'px;',
                    ' height:', Z * dh, 'px;"',
                    ' cropleft="', sx / w, '"',
                    ' croptop="', sy / h, '"',
                    ' cropright="', (w - sx - sw) / w, '"',
                    ' cropbottom="', (h - sy - sh) / h, '"',
                    ' />',
                    '</g_vml_:group>');

            this.element_.insertAdjacentHTML('BeforeEnd',
                    vmlStr.join(''));
        };

        contextPrototype.stroke = function(aFill) {
            var lineStr = [];
            var lineOpen = false;
            var a = processStyle(aFill ? this.fillStyle : this.strokeStyle);
            var color = a.color;
            var opacity = a.alpha * this.globalAlpha;

            var W = 10;
            var H = 10;

            lineStr.push('<g_vml_:shape',
                    ' filled="', !!aFill, '"',
                    ' style="position:absolute;width:', W, 'px;height:', H, 'px;"',
                    ' coordorigin="0 0" coordsize="', Z * W, ' ', Z * H, '"',
                    ' stroked="', !aFill, '"',
                    ' path="');

            var newSeq = false;
            var min = {x: null, y: null};
            var max = {x: null, y: null};

            for (var i = 0; i < this.currentPath_.length; i++) {
                var p = this.currentPath_[i];
                var c;

                switch (p.type) {
                    case 'moveTo':
                        c = p;
                        lineStr.push(' m ', mr(p.x), ',', mr(p.y));
                        break;
                    case 'lineTo':
                        lineStr.push(' l ', mr(p.x), ',', mr(p.y));
                        break;
                    case 'close':
                        lineStr.push(' x ');
                        p = null;
                        break;
                    case 'bezierCurveTo':
                        lineStr.push(' c ',
                                mr(p.cp1x), ',', mr(p.cp1y), ',',
                                mr(p.cp2x), ',', mr(p.cp2y), ',',
                                mr(p.x), ',', mr(p.y));
                        break;
                    case 'at':
                    case 'wa':
                        lineStr.push(' ', p.type, ' ',
                                mr(p.x - this.arcScaleX_ * p.radius), ',',
                                mr(p.y - this.arcScaleY_ * p.radius), ' ',
                                mr(p.x + this.arcScaleX_ * p.radius), ',',
                                mr(p.y + this.arcScaleY_ * p.radius), ' ',
                                mr(p.xStart), ',', mr(p.yStart), ' ',
                                mr(p.xEnd), ',', mr(p.yEnd));
                        break;
                }


                // TODO: Following is broken for curves due to
                //       move to proper paths.

                // Figure out dimensions so we can do gradient fills
                // properly
                if (p) {
                    if (min.x == null || p.x < min.x) {
                        min.x = p.x;
                    }
                    if (max.x == null || p.x > max.x) {
                        max.x = p.x;
                    }
                    if (min.y == null || p.y < min.y) {
                        min.y = p.y;
                    }
                    if (max.y == null || p.y > max.y) {
                        max.y = p.y;
                    }
                }
            }
            lineStr.push(' ">');

            if (!aFill) {
                var lineWidth = this.lineScale_ * this.lineWidth;

                // VML cannot correctly render a line if the width is less than 1px.
                // In that case, we dilute the color to make the line look thinner.
                if (lineWidth < 1) {
                    opacity *= lineWidth;
                }

                lineStr.push(
                        '<g_vml_:stroke',
                        ' opacity="', opacity, '"',
                        ' joinstyle="', this.lineJoin, '"',
                        ' miterlimit="', this.miterLimit, '"',
                        ' endcap="', processLineCap(this.lineCap), '"',
                        ' weight="', lineWidth, 'px"',
                        ' color="', color, '" />'
                        );
            } else if (typeof this.fillStyle == 'object') {
                var fillStyle = this.fillStyle;
                var angle = 0;
                var focus = {x: 0, y: 0};

                // additional offset
                var shift = 0;
                // scale factor for offset
                var expansion = 1;

                if (fillStyle.type_ == 'gradient') {
                    var x0 = fillStyle.x0_ / this.arcScaleX_;
                    var y0 = fillStyle.y0_ / this.arcScaleY_;
                    var x1 = fillStyle.x1_ / this.arcScaleX_;
                    var y1 = fillStyle.y1_ / this.arcScaleY_;
                    var p0 = this.getCoords_(x0, y0);
                    var p1 = this.getCoords_(x1, y1);
                    var dx = p1.x - p0.x;
                    var dy = p1.y - p0.y;
                    angle = Math.atan2(dx, dy) * 180 / Math.PI;

                    // The angle should be a non-negative number.
                    if (angle < 0) {
                        angle += 360;
                    }

                    // Very small angles produce an unexpected result because they are
                    // converted to a scientific notation string.
                    if (angle < 1e-6) {
                        angle = 0;
                    }
                } else {
                    var p0 = this.getCoords_(fillStyle.x0_, fillStyle.y0_);
                    var width = max.x - min.x;
                    var height = max.y - min.y;
                    focus = {
                        x: (p0.x - min.x) / width,
                        y: (p0.y - min.y) / height
                    };

                    width /= this.arcScaleX_ * Z;
                    height /= this.arcScaleY_ * Z;
                    var dimension = m.max(width, height);
                    shift = 2 * fillStyle.r0_ / dimension;
                    expansion = 2 * fillStyle.r1_ / dimension - shift;
                }

                // We need to sort the color stops in ascending order by offset,
                // otherwise IE won't interpret it correctly.
                var stops = fillStyle.colors_;
                stops.sort(function(cs1, cs2) {
                    return cs1.offset - cs2.offset;
                });

                var length = stops.length;
                var color1 = stops[0].color;
                var color2 = stops[length - 1].color;
                var opacity1 = stops[0].alpha * this.globalAlpha;
                var opacity2 = stops[length - 1].alpha * this.globalAlpha;

                var colors = [];
                for (var i = 0; i < length; i++) {
                    var stop = stops[i];
                    colors.push(stop.offset * expansion + shift + ' ' + stop.color);
                }

                // When colors attribute is used, the meanings of opacity and o:opacity2
                // are reversed.
                lineStr.push('<g_vml_:fill type="', fillStyle.type_, '"',
                        ' method="none" focus="100%"',
                        ' color="', color1, '"',
                        ' color2="', color2, '"',
                        ' colors="', colors.join(','), '"',
                        ' opacity="', opacity2, '"',
                        ' g_o_:opacity2="', opacity1, '"',
                        ' angle="', angle, '"',
                        ' focusposition="', focus.x, ',', focus.y, '" />');
            } else {
                lineStr.push('<g_vml_:fill color="', color, '" opacity="', opacity,
                        '" />');
            }

            lineStr.push('</g_vml_:shape>');

            this.element_.insertAdjacentHTML('beforeEnd', lineStr.join(''));
        };

        contextPrototype.fill = function() {
            this.stroke(true);
        }

        contextPrototype.closePath = function() {
            this.currentPath_.push({type: 'close'});
        };

        /**
         * @private
         */
        contextPrototype.getCoords_ = function(aX, aY) {
            var m = this.m_;
            return {
                x: Z * (aX * m[0][0] + aY * m[1][0] + m[2][0]) - Z2,
                y: Z * (aX * m[0][1] + aY * m[1][1] + m[2][1]) - Z2
            }
        };

        contextPrototype.save = function() {
            var o = {};
            copyState(this, o);
            this.aStack_.push(o);
            this.mStack_.push(this.m_);
            this.m_ = matrixMultiply(createMatrixIdentity(), this.m_);
        };

        contextPrototype.restore = function() {
            copyState(this.aStack_.pop(), this);
            this.m_ = this.mStack_.pop();
        };

        function matrixIsFinite(m) {
            for (var j = 0; j < 3; j++) {
                for (var k = 0; k < 2; k++) {
                    if (!isFinite(m[j][k]) || isNaN(m[j][k])) {
                        return false;
                    }
                }
            }
            return true;
        }

        function setM(ctx, m, updateLineScale) {
            if (!matrixIsFinite(m)) {
                return;
            }
            ctx.m_ = m;

            if (updateLineScale) {
                // Get the line scale.
                // Determinant of this.m_ means how much the area is enlarged by the
                // transformation. So its square root can be used as a scale factor
                // for width.
                var det = m[0][0] * m[1][1] - m[0][1] * m[1][0];
                ctx.lineScale_ = sqrt(abs(det));
            }
        }

        contextPrototype.translate = function(aX, aY) {
            var m1 = [
                [1, 0, 0],
                [0, 1, 0],
                [aX, aY, 1]
            ];

            setM(this, matrixMultiply(m1, this.m_), false);
        };

        contextPrototype.rotate = function(aRot) {
            var c = mc(aRot);
            var s = ms(aRot);

            var m1 = [
                [c, s, 0],
                [-s, c, 0],
                [0, 0, 1]
            ];

            setM(this, matrixMultiply(m1, this.m_), false);
        };

        contextPrototype.scale = function(aX, aY) {
            this.arcScaleX_ *= aX;
            this.arcScaleY_ *= aY;
            var m1 = [
                [aX, 0, 0],
                [0, aY, 0],
                [0, 0, 1]
            ];

            setM(this, matrixMultiply(m1, this.m_), true);
        };

        contextPrototype.transform = function(m11, m12, m21, m22, dx, dy) {
            var m1 = [
                [m11, m12, 0],
                [m21, m22, 0],
                [dx, dy, 1]
            ];

            setM(this, matrixMultiply(m1, this.m_), true);
        };

        contextPrototype.setTransform = function(m11, m12, m21, m22, dx, dy) {
            var m = [
                [m11, m12, 0],
                [m21, m22, 0],
                [dx, dy, 1]
            ];

            setM(this, m, true);
        };

        /******** STUBS ********/
        contextPrototype.clip = function() {
            // TODO: Implement
        };

        contextPrototype.arcTo = function() {
            // TODO: Implement
        };

        contextPrototype.createPattern = function() {
            return new CanvasPattern_;
        };

        // Gradient / Pattern Stubs
        function CanvasGradient_(aType) {
            this.type_ = aType;
            this.x0_ = 0;
            this.y0_ = 0;
            this.r0_ = 0;
            this.x1_ = 0;
            this.y1_ = 0;
            this.r1_ = 0;
            this.colors_ = [];
        }

        CanvasGradient_.prototype.addColorStop = function(aOffset, aColor) {
            aColor = processStyle(aColor);
            this.colors_.push({offset: aOffset,
                color: aColor.color,
                alpha: aColor.alpha});
        };

        function CanvasPattern_() {
        }

        // set up externs
        G_vmlCanvasManager = G_vmlCanvasManager_;
        CanvasRenderingContext2D = CanvasRenderingContext2D_;
        CanvasGradient = CanvasGradient_;
        CanvasPattern = CanvasPattern_;

    })();

} // if

Zerion Mini Shell 1.0