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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Free Documentation License
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of this
+** file.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \example script/context2d
+ \title Context2D Example
+
+ This Qt Script example is an implementation of the Context2D API.
+
+ \image context2d-example.png
+
+ Context2D is part of the specification for the HTML \c{<canvas>}
+ element. It can be used to draw graphics via scripting. A good
+ resource for learning more about the HTML \c{<canvas>} element is
+ the \l{http://developer.mozilla.org/en/docs/HTML:Canvas}{Mozilla Developer Center}.
+
+ \section1 Using The HTML Canvas Element in a Web Browser
+
+ First, let's look at how the \c{<canvas>} element is typically
+ used in a web browser. The following HTML snippet defines a
+ canvas of size 400x400 pixels with id \c{mycanvas}:
+
+ \code
+ <canvas width="400" height="400" id="mycanvas">Fallback content goes here.</canvas>
+ \endcode
+
+ To draw on the canvas, we must first obtain a reference to the
+ DOM element corresponding to the \c{<canvas>} tag and then call
+ the element's getContext() function. The resulting object
+ implements the Context2D API that we use to draw.
+
+ \code
+ <script>
+ var canvas = document.getElementById("mycanvas");
+ var ctx = canvas.getContext("2d");
+
+ // Draw a face
+ ctx.beginPath();
+ ctx.arc(75,75,50,0,Math.PI*2,true); // Outer circle
+ ctx.moveTo(110,75);
+ ctx.arc(75,75,35,0,Math.PI,false); // Mouth
+ ctx.moveTo(65,65);
+ ctx.arc(60,65,5,0,Math.PI*2,true); // Left eye
+ ctx.moveTo(95,65);
+ ctx.arc(90,65,5,0,Math.PI*2,true); // Right eye
+ ctx.stroke();
+ </script>
+ \endcode
+
+ When the page is rendered by a browser that supports the
+ \c{<canvas>} tag, this would be the result:
+
+ \image context2d-example-smileysmile.png
+
+ \section1 Using Qt Script to script a Canvas
+
+ The goal of this example is to be able to evaluate scripts
+ that use the Context2D API, and render the results. Basic
+ interaction (mouse, keyboard) should also be supported.
+ In other words, we want to present scripts with an execution
+ environment that very much resembles that of a web browser. Of
+ course, our environment is only a small subset of what a browser
+ provides; i.e. we don't provide a full DOM API, only what is
+ needed to run "self-contained" Context2D scripts (i.e. scripts
+ that don't depend on other parts of the DOM document).
+
+ Our "Context2D-browser" is set up through the following steps:
+ \list
+ \o Create an Environment.
+ \o Create a Context2D, and a QContext2DCanvas widget to render it.
+ \o Add the canvas object to the environment; this will enable
+ scripts to obtain a reference to it.
+ \o Evaluate scripts in the environment.
+ \endlist
+
+ Once a script has been evaluated, the application handles any
+ timer events and input events that occur subsequently
+ (i.e. forwards events to their associated script targets).
+
+ \section1 The Context2D Class
+
+ The "heart" of this example is the Context2D C++ class that implements
+ the drawing API. Its interface is defined in terms of properties
+ and slots. Note that this class isn't tied to Qt Script in any
+ way.
+
+ \snippet examples/script/context2d/context2d.h 0
+
+ The properties define various aspects of the Context2D
+ configuration.
+
+ \snippet examples/script/context2d/context2d.h 1
+
+ The slots define the operations that can be performed.
+
+ \snippet examples/script/context2d/context2d.h 2
+
+ The changed() signal is emitted when the contents of the drawing
+ area has changed, so that clients associated with the Context2D
+ object (i.e. the canvas widget that renders it) are notified.
+
+ \section2 Implementation
+
+ Conveniently enough, the concepts, data structures and operations
+ of the Context2D API map more or less directly to Qt's painting
+ API. Conceptually, all we have to do is initialize a QPainter
+ according to the Context2D properties, and use functions like
+ QPainter::strokePath() to do the painting. Painting is done on a
+ QImage.
+
+ \snippet examples/script/context2d/context2d.cpp 0
+
+ The property accessors and most of the slots manipulate the
+ internal Context2D state in some way. For the \c{lineCap}
+ property, Context2D uses a string representation; we therefore
+ have to map it from/to a Qt::PenCapStyle. The \c{lineJoin}
+ property is handled in the same fashion. All the property setters
+ also set a \e{dirty flag} for the property; this is used to
+ decide which aspects of the QPainter that need to be updated
+ before doing the next painting operation.
+
+ \snippet examples/script/context2d/context2d.cpp 3
+
+ The implementation of the \c{fillStyle} property is interesting,
+ since the value can be either a string or a \c{CanvasGradient}.
+ We handle this by having the property be of type QVariant,
+ and check the actual type of the value to see how to handle the
+ write.
+
+ \snippet examples/script/context2d/context2d.cpp 1
+
+ Context2D does not have a concept of a paint event; painting
+ operations can happen at any time. We would like to be efficient,
+ and not have to call QPainter::begin() and QPainter::end() for
+ every painting operation, since typically many painting operations
+ will follow in quick succession. The implementations of the
+ painting operations use a helper function, beginPainting(), that
+ activates the QPainter if it isn't active already, and updates
+ the state of the QPainter (brush, pen, etc.) so that it reflects
+ the current Context2D state.
+
+ \snippet examples/script/context2d/context2d.cpp 2
+
+ The implementation of each painting operation ends by calling
+ scheduleChange(), which will post a zero-timer event if one is
+ not already pending. When the application returns to the event
+ loop later (presumably after all the drawing operations have
+ finished), the timer will trigger, QPainter::end() will be
+ called, and the changed() signal is emitted with the new
+ image as argument. The net effect is that there will typically
+ be only a single (QPainter::begin(), QPainter::end()) pair
+ executed for the full sequence of painting operations.
+
+ \section1 The Canvas Widget
+
+ \snippet examples/script/context2d/qcontext2dcanvas.h 0
+
+ The QContext2DCanvas class provides a widget that renders
+ the contents of a Context2D object. It also provides a
+ minimal scripting API, most notably the getContext() function.
+
+ \snippet examples/script/context2d/qcontext2dcanvas.cpp 3
+
+ The constructor connects to the changed() signal of the
+ Context2D object, so that the widget can update itself
+ when it needs to do so. Mouse tracking is enabled so that
+ mouse move events will be received even when no mouse
+ buttons are depressed.
+
+ \snippet examples/script/context2d/qcontext2dcanvas.cpp 0
+
+ The getContext() function asks the environment to wrap the
+ Context2D object; the resulting proxy object makes the
+ Context2D API available to scripts.
+
+ \snippet examples/script/context2d/qcontext2dcanvas.cpp 1
+
+ The paintEvent() function simply paints the contents that
+ was last received from the Context2D object.
+
+ \snippet examples/script/context2d/qcontext2dcanvas.cpp 2
+
+ The canvas widget reimplements mouse and key event handlers, and
+ forwards these events to the scripting environment. The
+ environment will take care of delivering the event to the proper
+ script target, if any.
+
+ \section1 The Environment
+
+ \snippet examples/script/context2d/environment.h 0
+
+ The Environment class provides a scripting environment where a
+ Canvas C++ object can be registered, looked up by ID (name),
+ and where scripts can be evaluated. The environment has a
+ \c{document} property, just like the scripting environment of a
+ web browser, so that scripts can call
+ \c{document.getElementById()} to obtain a reference to a canvas.
+
+ \snippet examples/script/context2d/environment.h 1
+
+ The Environment class provides the timer attributes of the DOM
+ Window Object interface. This enables us to support scripts that
+ do animation, for example.
+
+ \snippet examples/script/context2d/environment.h 2
+
+ The scriptError() signal is emitted when evaluation of a script
+ causes a script exception. For example, if a mouse press handler
+ or timeout handler causes an exception, the environment's client(s)
+ will be notified of this and can report the error.
+
+ \snippet examples/script/context2d/environment.cpp 0
+
+ The constructor initializes the environment. First it creates
+ the QScriptEngine that will be used to evaluate scripts. It
+ creates the Document object that provides the getElementById()
+ function. Note that the QScriptEngine::ExcludeSuperClassContents
+ flag is specified to avoid the wrapper objects from exposing properties
+ and methods inherited from QObject. Next, the environment wraps
+ a pointer to \e{itself}; this is to prepare for setting this object
+ as the script engine's Global Object. The properties of the standard
+ Global Object are copied, so that these will also be available in
+ our custom Global Object. We also create two self-references to the
+ object; again, this is to provide a minimal level of compabilitity
+ with the scripting environment that web browsers provide.
+
+ \snippet examples/script/context2d/environment.cpp 5
+
+ The addCanvas() function adds the given canvas to the list of
+ registered canvas objects. The canvasByName() function looks up
+ a canvas by QObject::objectName(). This function is used to
+ implement the \c{document.getElementById()} script function.
+
+ \snippet examples/script/context2d/environment.cpp 1
+
+ The setInterval() and clearInterval() implementations use a QHash
+ to map from timer ID to the QScriptValue that holds the expression
+ to evaluate when the timer is triggered. A helper function,
+ maybeEmitScriptError(), is called after invoking the script handler;
+ it will emit the scriptError() signal if the script engine has an
+ uncaught exception.
+
+ \snippet examples/script/context2d/environment.cpp 2
+
+ The toWrapper() functions creates a QScriptValue that wraps the
+ given QObject. Note that the QScriptEngine::PreferExistingWrapperObject
+ flag is specified; this guarantees that a single, unique wrapper
+ object will be returned, even if toWrapper() is called several times
+ with the same argument. This is important, since it is possible that
+ a script can set new properties on the resulting wrapper object (e.g.
+ event handlers like \c{onmousedown}), and we want these to persist.
+
+ \snippet examples/script/context2d/environment.cpp 3
+
+ The handleEvent() function determines if there exists a handler
+ for the given event in the environment, and if so, invokes that
+ handler. Since the script expects a DOM event, the Qt C++ event
+ must be converted to a DOM event before it is passed to the
+ script. This mapping is relatively straightforward, but again,
+ we only implement a subset of the full DOM API; just enough to
+ get most scripts to work.
+
+ \snippet examples/script/context2d/environment.cpp 4
+
+ The newFakeDomEvent() function is a helper function that creates
+ a new script object and initializes it with default values for
+ the attributes defined in the DOM Event and DOM UIEvent
+ interfaces.
+
+ \snippet examples/script/context2d/environment.h 3
+
+ The Document class defines two slots that become available to
+ scripts: getElementById() and getElementsByTagName().
+ When the tag name is "canvas", getElementsByTagName() will
+ return a list of all canvas objects that are registered in
+ the environment.
+
+ \section1 The Application Window
+
+ \snippet examples/script/context2d/window.cpp 0
+
+ The Window constructor creates an Environment object and
+ connects to its scriptError() signal. It then creates a
+ Context2D object, and a QContext2DCanvas widget to hold it.
+ The canvas widget is given the name \c{tutorial}, and added to the
+ environment; scripts can access the canvas by e.g.
+ \c{document.getElementById('tutorial')}.
+
+ \snippet examples/script/context2d/window.cpp 1
+
+ The window contains a list widget that is populated with
+ available scripts (read from a \c{scripts/} folder).
+
+ \snippet examples/script/context2d/window.cpp 2
+
+ When an item is selected, the corresponding script is
+ evaluated in the environment.
+
+ \snippet examples/script/context2d/window.cpp 3
+
+ When the "Run in Debugger" button is clicked, the Qt Script debugger will
+ automatically be invoked when the first statement of the script is
+ reached. This enables the user to inspect the scripting environment and
+ control further execution of the script; e.g. he can single-step through
+ the script and/or set breakpoints. It is also possible to enter script
+ statements in the debugger's console widget, e.g. to perform custom
+ Context2D drawing operations, interactively.
+
+ \snippet examples/script/context2d/window.cpp 4
+
+ If the evaluation of a script causes an uncaught exception, the Qt Script
+ debugger will automatically be invoked; this enables the user to get an
+ idea of what went wrong.
+
+*/