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/** @preserve 
jSignature v2 "${buildDate}" "${commitID}"
Copyright (c) 2012 Willow Systems Corp http://willow-systems.com
Copyright (c) 2010 Brinley Ang http://www.unbolt.net
MIT License <http://www.opensource.org/licenses/mit-license.php> 

*/
;(function() {

var apinamespace = 'jSignature'

/**
Allows one to delay certain eventual action by setting up a timer for it and allowing one to delay it
by "kick"ing it. Sorta like "kick the can down the road"

@public
@class
@param
@returns {Type}
*/
var KickTimerClass = function(time, callback) {
	var timer
	this.kick = function() {
		clearTimeout(timer)
		timer = setTimeout(
			callback
			, time
		)		
	}
	this.clear = function() {
		clearTimeout(timer)
	}
	return this
}

var PubSubClass = function(context){
	'use strict'
	/*  @preserve 
	-----------------------------------------------------------------------------------------------
	JavaScript PubSub library
	2012 (c) Willow Systems Corp (www.willow-systems.com)
	based on Peter Higgins (dante@dojotoolkit.org)
	Loosely based on Dojo publish/subscribe API, limited in scope. Rewritten blindly.
	Original is (c) Dojo Foundation 2004-2010. Released under either AFL or new BSD, see:
	http://dojofoundation.org/license for more information.
	-----------------------------------------------------------------------------------------------
	*/
	this.topics = {}
	// here we choose what will be "this" for the called events.
	// if context is defined, it's context. Else, 'this' is this instance of PubSub
	this.context = context ? context : this
	/**
	 * Allows caller to emit an event and pass arguments to event listeners.
	 * @public
	 * @function
	 * @param topic {String} Name of the channel on which to voice this event
	 * @param **arguments Any number of arguments you want to pass to the listeners of this event.
	 */
	this.publish = function(topic, arg1, arg2, etc) {
		'use strict'
		if (this.topics[topic]) {
			var currentTopic = this.topics[topic]
			, args = Array.prototype.slice.call(arguments, 1)
			, toremove = []
			, fn
			, i, l
			, pair

			for (i = 0, l = currentTopic.length; i < l; i++) {
				pair = currentTopic[i] // this is a [function, once_flag] array
				fn = pair[0] 
				if (pair[1] /* 'run once' flag set */){
				  pair[0] = function(){}
				  toremove.push(i)
				}
			   	fn.apply(this.context, args)
			}
			for (i = 0, l = toremove.length; i < l; i++) {
			  currentTopic.splice(toremove[i], 1)
			}
		}
	}
	/**
	 * Allows listener code to subscribe to channel and be called when data is available 
	 * @public
	 * @function
	 * @param topic {String} Name of the channel on which to voice this event
	 * @param callback {Function} Executable (function pointer) that will be ran when event is voiced on this channel.
	 * @param once {Boolean} (optional. False by default) Flag indicating if the function is to be triggered only once.
	 * @returns {Object} A token object that cen be used for unsubscribing.  
	 */
	this.subscribe = function(topic, callback, once) {
		'use strict'
		if (!this.topics[topic]) {
			this.topics[topic] = [[callback, once]];
		} else {
			this.topics[topic].push([callback,once]);
		}
		return {
			"topic": topic,
			"callback": callback
		};
	};
	/**
	 * Allows listener code to unsubscribe from a channel 
	 * @public
	 * @function
	 * @param token {Object} A token object that was returned by `subscribe` method 
	 */
	this.unsubscribe = function(token) {
		if (this.topics[token.topic]) {
			var currentTopic = this.topics[token.topic]
			
			for (var i = 0, l = currentTopic.length; i < l; i++) {
				if (currentTopic[i][0] === token.callback) {
					currentTopic.splice(i, 1)
				}
			}
		}
	}
}

/// Returns front, back and "decor" colors derived from element (as jQuery obj)
function getColors($e){
	var tmp
	, undef
	, frontcolor = $e.css('color')
	, backcolor
	, e = $e[0]
	
	var toOfDOM = false
	while(e && !backcolor && !toOfDOM){
		try{
			tmp = $(e).css('background-color')
		} catch (ex) {
			tmp = 'transparent'
		}
		if (tmp !== 'transparent' && tmp !== 'rgba(0, 0, 0, 0)'){
			backcolor = tmp
		}
		toOfDOM = e.body
		e = e.parentNode
	}

	var rgbaregex = /rgb[a]*\((\d+),\s*(\d+),\s*(\d+)/ // modern browsers
	, hexregex = /#([AaBbCcDdEeFf\d]{2})([AaBbCcDdEeFf\d]{2})([AaBbCcDdEeFf\d]{2})/ // IE 8 and less.
	, frontcolorcomponents

	// Decomposing Front color into R, G, B ints
	tmp = undef
	tmp = frontcolor.match(rgbaregex)
	if (tmp){
		frontcolorcomponents = {'r':parseInt(tmp[1],10),'g':parseInt(tmp[2],10),'b':parseInt(tmp[3],10)}
	} else {
		tmp = frontcolor.match(hexregex)
		if (tmp) {
			frontcolorcomponents = {'r':parseInt(tmp[1],16),'g':parseInt(tmp[2],16),'b':parseInt(tmp[3],16)}
		}
	}
//		if(!frontcolorcomponents){
//			frontcolorcomponents = {'r':255,'g':255,'b':255}
//		}

	var backcolorcomponents
	// Decomposing back color into R, G, B ints
	if(!backcolor){
		// HIghly unlikely since this means that no background styling was applied to any element from here to top of dom.
		// we'll pick up back color from front color
		if(frontcolorcomponents){
			if (Math.max.apply(null, [frontcolorcomponents.r, frontcolorcomponents.g, frontcolorcomponents.b]) > 127){
				backcolorcomponents = {'r':0,'g':0,'b':0}
			} else {
				backcolorcomponents = {'r':255,'g':255,'b':255}
			}
		} else {
			// arg!!! front color is in format we don't understand (hsl, named colors)
			// Let's just go with white background.
			backcolorcomponents = {'r':255,'g':255,'b':255}
		}
	} else {
		tmp = undef
		tmp = backcolor.match(rgbaregex)
		if (tmp){
			backcolorcomponents = {'r':parseInt(tmp[1],10),'g':parseInt(tmp[2],10),'b':parseInt(tmp[3],10)}
		} else {
			tmp = backcolor.match(hexregex)
			if (tmp) {
				backcolorcomponents = {'r':parseInt(tmp[1],16),'g':parseInt(tmp[2],16),'b':parseInt(tmp[3],16)}
			}
		}
//			if(!backcolorcomponents){
//				backcolorcomponents = {'r':0,'g':0,'b':0}
//			}
	}
	
	// Deriving Decor color
	// THis is LAZY!!!! Better way would be to use HSL and adjust luminocity. However, that could be an overkill. 
	
	var toRGBfn = function(o){return 'rgb(' + [o.r, o.g, o.b].join(', ') + ')'} 
	, decorcolorcomponents
	, frontcolorbrightness
	, adjusted
	
	if (frontcolorcomponents && backcolorcomponents){
		var backcolorbrightness = Math.max.apply(null, [frontcolorcomponents.r, frontcolorcomponents.g, frontcolorcomponents.b])
		
		frontcolorbrightness = Math.max.apply(null, [backcolorcomponents.r, backcolorcomponents.g, backcolorcomponents.b])
		adjusted = Math.round(frontcolorbrightness + (-1 * (frontcolorbrightness - backcolorbrightness) * 0.75)) // "dimming" the difference between pen and back.
		decorcolorcomponents = {'r':adjusted,'g':adjusted,'b':adjusted} // always shade of gray
	} else if (frontcolorcomponents) {
		frontcolorbrightness = Math.max.apply(null, [frontcolorcomponents.r, frontcolorcomponents.g, frontcolorcomponents.b])
		var polarity = +1
		if (frontcolorbrightness > 127){
			polarity = -1
		}
		// shifting by 25% (64 points on RGB scale)
		adjusted = Math.round(frontcolorbrightness + (polarity * 96)) // "dimming" the pen's color by 75% to get decor color.
		decorcolorcomponents = {'r':adjusted,'g':adjusted,'b':adjusted} // always shade of gray
	} else {
		decorcolorcomponents = {'r':191,'g':191,'b':191} // always shade of gray
	}

	return {
		'color': frontcolor
		, 'background-color': backcolorcomponents? toRGBfn(backcolorcomponents) : backcolor
		, 'decor-color': toRGBfn(decorcolorcomponents)
	}
}

function Vector(x,y){
	this.x = x
	this.y = y
	this.reverse = function(){
		return new this.constructor( 
			this.x * -1
			, this.y * -1
		)
	}
	this._length = null
	this.getLength = function(){
		if (!this._length){
			this._length = Math.sqrt( Math.pow(this.x, 2) + Math.pow(this.y, 2) )
		}
		return this._length
	}
	
	var polarity = function (e){
		return Math.round(e / Math.abs(e))
	}
	this.resizeTo = function(length){
		// proportionally changes x,y such that the hypotenuse (vector length) is = new length
		if (this.x === 0 && this.y === 0){
			this._length = 0
		} else if (this.x === 0){
			this._length = length
			this.y = length * polarity(this.y)
		} else if(this.y === 0){
			this._length = length
			this.x = length * polarity(this.x)
		} else {
			var proportion = Math.abs(this.y / this.x)
				, x = Math.sqrt(Math.pow(length, 2) / (1 + Math.pow(proportion, 2)))
				, y = proportion * x
			this._length = length
			this.x = x * polarity(this.x)
			this.y = y * polarity(this.y)
		}
		return this
	}
	
	/**
	 * Calculates the angle between 'this' vector and another.
	 * @public
	 * @function
	 * @returns {Number} The angle between the two vectors as measured in PI. 
	 */
	this.angleTo = function(vectorB) {
		var divisor = this.getLength() * vectorB.getLength()
		if (divisor === 0) {
			return 0
		} else {
			// JavaScript floating point math is screwed up.
			// because of it, the core of the formula can, on occasion, have values
			// over 1.0 and below -1.0.
			return Math.acos(
				Math.min( 
					Math.max( 
						( this.x * vectorB.x + this.y * vectorB.y ) / divisor
						, -1.0
					)
					, 1.0
				)
			) / Math.PI
		}
	}
}

function Point(x,y){
	this.x = x
	this.y = y
	
	this.getVectorToCoordinates = function (x, y) {
		return new Vector(x - this.x, y - this.y)
	}
	this.getVectorFromCoordinates = function (x, y) {
		return this.getVectorToCoordinates(x, y).reverse()
	}
	this.getVectorToPoint = function (point) {
		return new Vector(point.x - this.x, point.y - this.y)
	}
	this.getVectorFromPoint = function (point) {
		return this.getVectorToPoint(point).reverse()
	}
}

/*
 * About data structure:
 * We don't store / deal with "pictures" this signature capture code captures "vectors"
 * 
 * We don't store bitmaps. We store "strokes" as arrays of arrays. (Actually, arrays of objects containing arrays of coordinates.
 * 
 * Stroke = mousedown + mousemoved * n (+ mouseup but we don't record that as that was the "end / lack of movement" indicator)
 * 
 * Vectors = not classical vectors where numbers indicated shift relative last position. Our vectors are actually coordinates against top left of canvas.
 * 			we could calc the classical vectors, but keeping the the actual coordinates allows us (through Math.max / min) 
 * 			to calc the size of resulting drawing very quickly. If we want classical vectors later, we can always get them in backend code.
 * 
 * So, the data structure:
 * 
 * var data = [
 * 	{ // stroke starts
 * 		x : [101, 98, 57, 43] // x points
 * 		, y : [1, 23, 65, 87] // y points
 * 	} // stroke ends
 * 	, { // stroke starts
 * 		x : [55, 56, 57, 58] // x points
 * 		, y : [101, 97, 54, 4] // y points
 * 	} // stroke ends
 * 	, { // stroke consisting of just a dot
 * 		x : [53] // x points
 * 		, y : [151] // y points
 * 	} // stroke ends
 * ]
 * 
 * we don't care or store stroke width (it's canvas-size-relative), color, shadow values. These can be added / changed on whim post-capture.
 * 
 */
function DataEngine(storageObject, context, startStrokeFn, addToStrokeFn, endStrokeFn){
	this.data = storageObject // we expect this to be an instance of Array
	this.context = context

	if (storageObject.length){
		// we have data to render
		var numofstrokes = storageObject.length
		, stroke
		, numofpoints
		
		for (var i = 0; i < numofstrokes; i++){
			stroke = storageObject[i]
			numofpoints = stroke.x.length
			startStrokeFn.call(context, stroke)
			for(var j = 1; j < numofpoints; j++){
				addToStrokeFn.call(context, stroke, j)
			}
			endStrokeFn.call(context, stroke)
		}
	}

	this.changed = function(){}
	
	this.startStrokeFn = startStrokeFn
	this.addToStrokeFn = addToStrokeFn
	this.endStrokeFn = endStrokeFn

	this.inStroke = false
	
	this._lastPoint = null
	this._stroke = null
	this.startStroke = function(point){
		if(point && typeof(point.x) == "number" && typeof(point.y) == "number"){
			this._stroke = {'x':[point.x], 'y':[point.y]}
			this.data.push(this._stroke)
			this._lastPoint = point
			this.inStroke = true
			// 'this' does not work same inside setTimeout(
			var stroke = this._stroke 
			, fn = this.startStrokeFn
			, context = this.context
			setTimeout(
				// some IE's don't support passing args per setTimeout API. Have to create closure every time instead.
				function() {fn.call(context, stroke)}
				, 3
			)
			return point
		} else {
			return null
		}
	}
	// that "5" at the very end of this if is important to explain.
	// we do NOT render links between two captured points (in the middle of the stroke) if the distance is shorter than that number.
	// not only do we NOT render it, we also do NOT capture (add) these intermediate points to storage.
	// when clustering of these is too tight, it produces noise on the line, which, because of smoothing, makes lines too curvy.
	// maybe, later, we can expose this as a configurable setting of some sort.
	this.addToStroke = function(point){
		if (this.inStroke && 
			typeof(point.x) === "number" && 
			typeof(point.y) === "number" &&
			// calculates absolute shift in diagonal pixels away from original point
			(Math.abs(point.x - this._lastPoint.x) + Math.abs(point.y - this._lastPoint.y)) > 4
		){
			var positionInStroke = this._stroke.x.length
			this._stroke.x.push(point.x)
			this._stroke.y.push(point.y)
			this._lastPoint = point
			
			var stroke = this._stroke
			, fn = this.addToStrokeFn
			, context = this.context
			setTimeout(
				// some IE's don't support passing args per setTimeout API. Have to create closure every time instead.
				function() {fn.call(context, stroke, positionInStroke)}
				, 3
			)
			return point
		} else {
			return null
		}
	}
	this.endStroke = function(){
		var c = this.inStroke
		this.inStroke = false
		this._lastPoint = null
		if (c){
			var stroke = this._stroke
			, fn = this.endStrokeFn // 'this' does not work same inside setTimeout(
			, context = this.context
			, changedfn = this.changed
			setTimeout(
				// some IE's don't support passing args per setTimeout API. Have to create closure every time instead.
				function(){
					fn.call(context, stroke)
					changedfn.call(context)
				}
				, 3
			)
			return true
		} else {
			return null
		}
	}
}

var basicDot = function(ctx, x, y, size){
	var fillStyle = ctx.fillStyle
	ctx.fillStyle = ctx.strokeStyle
	ctx.fillRect(x + size / -2 , y + size / -2, size, size)
	ctx.fillStyle = fillStyle
}
, basicLine = function(ctx, startx, starty, endx, endy){
	ctx.beginPath()
	ctx.moveTo(startx, starty)
	ctx.lineTo(endx, endy)
	ctx.stroke()
}
, basicCurve = function(ctx, startx, starty, endx, endy, cp1x, cp1y, cp2x, cp2y){
	ctx.beginPath()
	ctx.moveTo(startx, starty)
	ctx.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, endx, endy)
	ctx.stroke()
}
, strokeStartCallback = function(stroke) {
	// this = jSignatureClass instance
	basicDot(this.canvasContext, stroke.x[0], stroke.y[0], this.settings.lineWidth)
}
, strokeAddCallback = function(stroke, positionInStroke){
	// this = jSignatureClass instance

	// Because we are funky this way, here we draw TWO curves.
	// 1. POSSIBLY "this line" - spanning from point right before us, to this latest point.
	// 2. POSSIBLY "prior curve" - spanning from "latest point" to the one before it.
	
	// Why you ask?
	// long lines (ones with many pixels between them) do not look good when they are part of a large curvy stroke.
	// You know, the jaggedy crocodile spine instead of a pretty, smooth curve. Yuck!
	// We want to approximate pretty curves in-place of those ugly lines.
	// To approximate a very nice curve we need to know the direction of line before and after.
	// Hence, on long lines we actually wait for another point beyond it to come back from
	// mousemoved before we draw this curve.
	
	// So for "prior curve" to be calc'ed we need 4 points 
	// 	A, B, C, D (we are on D now, A is 3 points in the past.)
	// and 3 lines:
	//  pre-line (from points A to B), 
	//  this line (from points B to C), (we call it "this" because if it was not yet, it's the only one we can draw for sure.) 
	//  post-line (from points C to D) (even through D point is 'current' we don't know how we can draw it yet)
	//
	// Well, actually, we don't need to *know* the point A, just the vector A->B
	var Cpoint = new Point(stroke.x[positionInStroke-1], stroke.y[positionInStroke-1])
		, Dpoint = new Point(stroke.x[positionInStroke], stroke.y[positionInStroke])
		, CDvector = Cpoint.getVectorToPoint(Dpoint)
		
	// Again, we have a chance here to draw TWO things:
	//  BC Curve (only if it's long, because if it was short, it was drawn by previous callback) and 
	//  CD Line (only if it's short)
	
	// So, let's start with BC curve.
	// if there is only 2 points in stroke array, we don't have "history" long enough to have point B, let alone point A.
	// Falling through to drawing line CD is proper, as that's the only line we have points for.
	if(positionInStroke > 1) {
		// we are here when there are at least 3 points in stroke array.
		var Bpoint = new Point(stroke.x[positionInStroke-2], stroke.y[positionInStroke-2])
		, BCvector = Bpoint.getVectorToPoint(Cpoint)
		, ABvector
		if(BCvector.getLength() > this.lineCurveThreshold){
			// Yey! Pretty curves, here we come!
			if(positionInStroke > 2) {
				// we are here when at least 4 points in stroke array.
				ABvector = (new Point(stroke.x[positionInStroke-3], stroke.y[positionInStroke-3])).getVectorToPoint(Bpoint)
			} else {
				ABvector = new Vector(0,0)
			}

			var minlenfraction = 0.05
			, maxlen = BCvector.getLength() * 0.35
			, ABCangle = BCvector.angleTo(ABvector.reverse())
			, BCDangle = CDvector.angleTo(BCvector.reverse())
			, BCP1vector = new Vector(ABvector.x + BCvector.x, ABvector.y + BCvector.y).resizeTo(
				Math.max(minlenfraction, ABCangle) * maxlen
			)
			, CCP2vector = (new Vector(BCvector.x + CDvector.x, BCvector.y + CDvector.y)).reverse().resizeTo(
				Math.max(minlenfraction, BCDangle) * maxlen
			)
			
			basicCurve(
				this.canvasContext
				, Bpoint.x
				, Bpoint.y
				, Cpoint.x
				, Cpoint.y
				, Bpoint.x + BCP1vector.x
				, Bpoint.y + BCP1vector.y
				, Cpoint.x + CCP2vector.x
				, Cpoint.y + CCP2vector.y
			)
		}
	}
	if(CDvector.getLength() <= this.lineCurveThreshold){
		basicLine(
			this.canvasContext
			, Cpoint.x
			, Cpoint.y
			, Dpoint.x
			, Dpoint.y
		)
	}
}
, strokeEndCallback = function(stroke){
	// this = jSignatureClass instance

	// Here we tidy up things left unfinished in last strokeAddCallback run.
	
	// What's POTENTIALLY left unfinished there is the curve between the last points
	// in the stroke, if the len of that line is more than lineCurveThreshold
	// If the last line was shorter than lineCurveThreshold, it was drawn there, and there
	// is nothing for us here to do.
	// We can also be called when there is only one point in the stroke (meaning, the 
	// stroke was just a dot), in which case, again, there is nothing for us to do.
				
	// So for "this curve" to be calc'ed we need 3 points 
	// 	A, B, C
	// and 2 lines:
	//  pre-line (from points A to B), 
	//  this line (from points B to C) 
	// Well, actually, we don't need to *know* the point A, just the vector A->B
	// so, we really need points B, C and AB vector.
	var positionInStroke = stroke.x.length - 1
	
	if (positionInStroke > 0){
		// there are at least 2 points in the stroke.we are in business.
		var Cpoint = new Point(stroke.x[positionInStroke], stroke.y[positionInStroke])
			, Bpoint = new Point(stroke.x[positionInStroke-1], stroke.y[positionInStroke-1])
			, BCvector = Bpoint.getVectorToPoint(Cpoint)
			, ABvector
		if (BCvector.getLength() > this.lineCurveThreshold){
			// yep. This one was left undrawn in prior callback. Have to draw it now.
			if (positionInStroke > 1){
				// we have at least 3 elems in stroke
				ABvector = (new Point(stroke.x[positionInStroke-2], stroke.y[positionInStroke-2])).getVectorToPoint(Bpoint)
				var BCP1vector = new Vector(ABvector.x + BCvector.x, ABvector.y + BCvector.y).resizeTo(BCvector.getLength() / 2)
				basicCurve(
					this.canvasContext
					, Bpoint.x
					, Bpoint.y
					, Cpoint.x
					, Cpoint.y
					, Bpoint.x + BCP1vector.x
					, Bpoint.y + BCP1vector.y
					, Cpoint.x
					, Cpoint.y
				)
			} else {
				// Since there is no AB leg, there is no curve to draw. This line is still "long" but no curve.
				basicLine(
					this.canvasContext
					, Bpoint.x
					, Bpoint.y
					, Cpoint.x
					, Cpoint.y
				)
			}
		}
	}
}


/*
var getDataStats = function(){
	var strokecnt = strokes.length
		, stroke
		, pointid
		, pointcnt
		, x, y
		, maxX = Number.NEGATIVE_INFINITY
		, maxY = Number.NEGATIVE_INFINITY
		, minX = Number.POSITIVE_INFINITY
		, minY = Number.POSITIVE_INFINITY
	for(strokeid = 0; strokeid < strokecnt; strokeid++){
		stroke = strokes[strokeid]
		pointcnt = stroke.length
		for(pointid = 0; pointid < pointcnt; pointid++){
			x = stroke.x[pointid]
			y = stroke.y[pointid]
			if (x > maxX){
				maxX = x
			} else if (x < minX) {
				minX = x
			}
			if (y > maxY){
				maxY = y
			} else if (y < minY) {
				minY = y
			}
		}
	}
	return {'maxX': maxX, 'minX': minX, 'maxY': maxY, 'minY': minY}
}
*/

function conditionallyLinkCanvasResizeToWindowResize(jSignatureInstance, settingsWidth, apinamespace, globalEvents){
	'use strict'
	if ( settingsWidth === 'ratio' || settingsWidth.split('')[settingsWidth.length - 1] === '%' ) {
		
		this.eventTokens[apinamespace + '.parentresized'] = globalEvents.subscribe(
			apinamespace + '.parentresized'
			, (function(eventTokens, $parent, originalParentWidth, sizeRatio){
				'use strict'

				return function(){
					'use strict'

					var w = $parent.width()
					if (w !== originalParentWidth) {
					
						// UNsubscribing this particular instance of signature pad only.
						// there is a separate `eventTokens` per each instance of signature pad 
						for (var key in eventTokens){
							if (eventTokens.hasOwnProperty(key)) {
								globalEvents.unsubscribe(eventTokens[key])
								delete eventTokens[key]
                            }
						}

						var settings = jSignatureInstance.settings
						jSignatureInstance.$parent.children().remove()
						for (var key in jSignatureInstance){
							if (jSignatureInstance.hasOwnProperty(key)) {
								delete jSignatureInstance[key]
							}
						}
						
						// scale data to new signature pad size
						settings.data = (function(data, scale){
							var newData = []
							var o, i, l, j, m, stroke
							for ( i = 0, l = data.length; i < l; i++) {
                            	stroke = data[i]
                            	
                            	o = {'x':[],'y':[]}
                            	
                            	for ( j = 0, m = stroke.x.length; j < m; j++) {
                                	o.x.push(stroke.x[j] * scale)
                                	o.y.push(stroke.y[j] * scale)
                                }
                            
                            	newData.push(o)
                            }
							return newData
						})(
							settings.data
							, w * 1.0 / originalParentWidth
						)
						
						$parent[apinamespace](settings)
			        }
				}
			})(
				this.eventTokens
				, this.$parent
				, this.$parent.width()
				, this.canvas.width * 1.0 / this.canvas.height
			)
		)
	}
}


function jSignatureClass(parent, options, instanceExtensions) {

	var $parent = this.$parent = $(parent)
	, eventTokens = this.eventTokens = {}
	, events = this.events = new PubSubClass(this)
	, globalEvents = $.fn[apinamespace]('globalEvents')
	, settings = {
		'width' : 'ratio'
		,'height' : 'ratio'
		,'sizeRatio': 4 // only used when height = 'ratio'
		,'color' : '#000'
		,'background-color': '#fff'
		,'decor-color': '#eee'
		,'lineWidth' : 0
		,'minFatFingerCompensation' : -10
		,'showUndoButton': false
		,'data': []
	}
	
	$.extend(settings, getColors($parent))
	if (options) {
		$.extend(settings, options)
	}
	this.settings = settings

	for (var extensionName in instanceExtensions){
		if (instanceExtensions.hasOwnProperty(extensionName)) {
			instanceExtensions[extensionName].call(this, extensionName)
		}
	}

	this.events.publish(apinamespace+'.initializing')

	// these, when enabled, will hover above the sig area. Hence we append them to DOM before canvas.
	this.$controlbarUpper = (function(){
		var controlbarstyle = 'padding:0 !important;margin:0 !important;'+
			'width: 100% !important; height: 0 !important;'+
			'margin-top:-1em !important;margin-bottom:1em !important;'
		return $('<div style="'+controlbarstyle+'"></div>').appendTo($parent)
	})();

	this.isCanvasEmulator = false // will be flipped by initializer when needed.
	var canvas = this.canvas = this.initializeCanvas(settings)
	, $canvas = $(canvas)

	this.$controlbarLower = (function(){
		var controlbarstyle = 'padding:0 !important;margin:0 !important;'+
			'width: 100% !important; height: 0 !important;'+
			'margin-top:-1.5em !important;margin-bottom:1.5em !important;'
		return $('<div style="'+controlbarstyle+'"></div>').appendTo($parent)
	})();

	this.canvasContext = canvas.getContext("2d")

	// Most of our exposed API will be looking for this:
	$canvas.data(apinamespace + '.this', this)

	settings.lineWidth = (function(defaultLineWidth, canvasWidth){
		if (!defaultLineWidth){
			return Math.max(
				Math.round(canvasWidth / 400) /*+1 pixel for every extra 300px of width.*/
				, 2 /* minimum line width */
			) 
		} else {
			return defaultLineWidth
		}
	})(settings.lineWidth, canvas.width);

	this.lineCurveThreshold = settings.lineWidth * 3

	// Add custom class if defined
	if(settings.cssclass && $.trim(settings.cssclass) != "") {
		$canvas.addClass(settings.cssclass)
	}

	// used for shifting the drawing point up on touch devices, so one can see the drawing above the finger.
	this.fatFingerCompensation = 0

	var movementHandlers = (function(jSignatureInstance) {

		//================================
		// mouse down, move, up handlers:

		// shifts - adjustment values in viewport pixels drived from position of canvas on the page
		var shiftX
		, shiftY
		, setStartValues = function(){
			var tos = $(jSignatureInstance.canvas).offset()
			shiftX = tos.left * -1
			shiftY = tos.top * -1
		}
		, getPointFromEvent = function(e) {
			var firstEvent = (e.changedTouches && e.changedTouches.length > 0 ? e.changedTouches[0] : e)
			// All devices i tried report correct coordinates in pageX,Y
			// Android Chrome 2.3.x, 3.1, 3.2., Opera Mobile,  safari iOS 4.x,
			// Windows: Chrome, FF, IE9, Safari
			// None of that scroll shift calc vs screenXY other sigs do is needed.
			// ... oh, yeah, the "fatFinger.." is for tablets so that people see what they draw.
			return new Point(
				Math.round(firstEvent.pageX + shiftX)
				, Math.round(firstEvent.pageY + shiftY) + jSignatureInstance.fatFingerCompensation
			)
		}
		, timer = new KickTimerClass(
			750
			, function() { jSignatureInstance.dataEngine.endStroke() }
		)

		this.drawEndHandler = function(e) {
			try { e.preventDefault() } catch (ex) {}
			timer.clear()
			jSignatureInstance.dataEngine.endStroke()
		}
		this.drawStartHandler = function(e) {
			e.preventDefault()
			// for performance we cache the offsets
			// we recalc these only at the beginning the stroke			
			setStartValues()
			jSignatureInstance.dataEngine.startStroke( getPointFromEvent(e) )
			timer.kick()
		}
		this.drawMoveHandler = function(e) {
			e.preventDefault()
			if (!jSignatureInstance.dataEngine.inStroke){
				return
			} 
			jSignatureInstance.dataEngine.addToStroke( getPointFromEvent(e) )
			timer.kick()
		}

		return this

	}).call( {}, this )

	//
	//================================

	;(function(drawEndHandler, drawStartHandler, drawMoveHandler) {
		var canvas = this.canvas
		, $canvas = $(canvas)
		, undef
		if (this.isCanvasEmulator){
			$canvas.bind('mousemove.'+apinamespace, drawMoveHandler)
			$canvas.bind('mouseup.'+apinamespace, drawEndHandler)
			$canvas.bind('mousedown.'+apinamespace, drawStartHandler)
		} else {
			canvas.ontouchstart = function(e) {
				canvas.onmousedown = undef
				canvas.onmouseup = undef
				canvas.onmousemove = undef

				this.fatFingerCompensation = (
					settings.minFatFingerCompensation && 
					settings.lineWidth * -3 > settings.minFatFingerCompensation
				) ? settings.lineWidth * -3 : settings.minFatFingerCompensation

				drawStartHandler(e)

				canvas.ontouchend = drawEndHandler
				canvas.ontouchstart = drawStartHandler
				canvas.ontouchmove = drawMoveHandler
			}
			canvas.onmousedown = function(e) {
				canvas.ontouchstart = undef
				canvas.ontouchend = undef
				canvas.ontouchmove = undef

				drawStartHandler(e)

				canvas.onmousedown = drawStartHandler
				canvas.onmouseup = drawEndHandler
				canvas.onmousemove = drawMoveHandler
			}
		}
	}).call( 
		this
		, movementHandlers.drawEndHandler
		, movementHandlers.drawStartHandler
		, movementHandlers.drawMoveHandler
	)

	//=========================================
	// various event handlers

	// on mouseout + mouseup canvas did not know that mouseUP fired. Continued to draw despite mouse UP.
	// it is bettr than
	// $canvas.bind('mouseout', drawEndHandler)
	// because we don't want to break the stroke where user accidentally gets ouside and wants to get back in quickly.
	eventTokens[apinamespace + '.windowmouseup'] = globalEvents.subscribe(
		apinamespace + '.windowmouseup'
		, movementHandlers.drawEndHandler
	)

	this.events.publish(apinamespace+'.attachingEventHandlers')

	// If we have proportional width, we sign up to events broadcasting "window resized" and checking if
	// parent's width changed. If so, we (1) extract settings + data from current signature pad,
	// (2) remove signature pad from parent, and (3) reinit new signature pad at new size with same settings, (rescaled) data.
	conditionallyLinkCanvasResizeToWindowResize.call(
		this
		, this
		, settings.width.toString(10)
		, apinamespace, globalEvents
	)
	
	// end of event handlers.
	// ===============================

	this.resetCanvas(settings.data)

	// resetCanvas renders the data on the screen and fires ONE "change" event
	// if there is data. If you have controls that rely on "change" firing
	// attach them to something that runs before this.resetCanvas, like
	// apinamespace+'.attachingEventHandlers' that fires a bit higher.
	this.events.publish(apinamespace+'.initialized')

	return this
} // end of initBase

//=========================================================================
// jSignatureClass's methods and supporting fn's

jSignatureClass.prototype.resetCanvas = function(data){
	var canvas = this.canvas
	, settings = this.settings
	, ctx = this.canvasContext
	, isCanvasEmulator = this.isCanvasEmulator

	, cw = canvas.width
	, ch = canvas.height
	
	// preparing colors, drawing area

	ctx.clearRect(0, 0, cw + 30, ch + 30)

	ctx.shadowColor = ctx.fillStyle = settings['background-color']
	if (isCanvasEmulator){
		// FLashCanvas fills with Black by default, covering up the parent div's background
		// hence we refill 
		ctx.fillRect(0,0,cw + 30, ch + 30)
	}

	ctx.lineWidth = Math.ceil(parseInt(settings.lineWidth, 10))
	ctx.lineCap = ctx.lineJoin = "round"
	
	// signature line
	ctx.strokeStyle = settings['decor-color']
	ctx.shadowOffsetX = 0
	ctx.shadowOffsetY = 0
	var lineoffset = Math.round( ch / 5 )
	basicLine(ctx, lineoffset * 1.5, ch - lineoffset, cw - (lineoffset * 1.5), ch - lineoffset)
	ctx.strokeStyle = settings.color

	if (!isCanvasEmulator){
		ctx.shadowColor = ctx.strokeStyle
		ctx.shadowOffsetX = ctx.lineWidth * 0.5
		ctx.shadowOffsetY = ctx.lineWidth * -0.6
		ctx.shadowBlur = 0					
	}
	
	// setting up new dataEngine

	if (!data) { data = [] }
	
	var dataEngine = this.dataEngine = new DataEngine(
		data
		, this
		, strokeStartCallback
		, strokeAddCallback
		, strokeEndCallback
	)

	settings.data = data  // onwindowresize handler uses it, i think.
	$(canvas).data(apinamespace+'.data', data)
		.data(apinamespace+'.settings', settings)

	// we fire "change" event on every change in data.
	// setting this up:
	dataEngine.changed = (function(target, events, apinamespace) {
		'use strict'
		return function() {
			events.publish(apinamespace+'.change')
			target.trigger('change') 
		}
	})(this.$parent, this.events, apinamespace)
	// let's trigger change on all data reloads
	dataEngine.changed()

	// import filters will be passing this back as indication of "we rendered"
	return true
}

function initializeCanvasEmulator(canvas){
	if (canvas.getContext){
		return false
	} else {
		// for cases when jSignature, FlashCanvas is inserted
		// from one window into another (child iframe)
		// 'window' and 'FlashCanvas' may be stuck behind
		// in that other parent window.
		// we need to find it
		var window = canvas.ownerDocument.parentWindow
		var FC = window.FlashCanvas ?
			canvas.ownerDocument.parentWindow.FlashCanvas :
			(
				typeof FlashCanvas === "undefined" ?
				undefined :
				FlashCanvas
			)

		if (FC) {
			canvas = FC.initElement(canvas)
			
			var zoom = 1
			// FlashCanvas uses flash which has this annoying habit of NOT scaling with page zoom. 
			// It matches pixel-to-pixel to screen instead.
			// Since we are targeting ONLY IE 7, 8 with FlashCanvas, we will test the zoom only the IE8, IE7 way
			if (window && window.screen && window.screen.deviceXDPI && window.screen.logicalXDPI){
				zoom = window.screen.deviceXDPI * 1.0 / window.screen.logicalXDPI
			}
			if (zoom !== 1){
				try {
					// We effectively abuse the brokenness of FlashCanvas and force the flash rendering surface to
					// occupy larger pixel dimensions than the wrapping, scaled up DIV and Canvas elems.
					$(canvas).children('object').get(0).resize(Math.ceil(canvas.width * zoom), Math.ceil(canvas.height * zoom))
					// And by applying "scale" transformation we can talk "browser pixels" to FlashCanvas
					// and have it translate the "browser pixels" to "screen pixels"
					canvas.getContext('2d').scale(zoom, zoom)
					// Note to self: don't reuse Canvas element. Repeated "scale" are cumulative.
				} catch (ex) {}
			}
			return true
		} else {
			throw new Error("Canvas element does not support 2d context. jSignature cannot proceed.")
		}
	}

}

jSignatureClass.prototype.initializeCanvas = function(settings) {
	// ===========
	// Init + Sizing code

	var canvas = document.createElement('canvas')
	, $canvas = $(canvas)

	// We cannot work with circular dependency
	if (settings.width === settings.height && settings.height === 'ratio') {
    	settings.width = '100%'
    }

	$canvas.css(
		'margin'
		, 0
	).css(
		'padding'
		, 0
	).css(
		'border'
		, 'none'
	).css(
		'height'
		, settings.height === 'ratio' || !settings.height ? 1 : settings.height.toString(10)
	).css(
		'width'
		, settings.width === 'ratio' || !settings.width ? 1 : settings.width.toString(10)
	)

	$canvas.appendTo(this.$parent)

	// we could not do this until canvas is rendered (appended to DOM)
	if (settings.height === 'ratio') {
		$canvas.css(
			'height'
			, Math.round( $canvas.width() / settings.sizeRatio )
		)
    } else if (settings.width === 'ratio') {
		$canvas.css(
			'width'
			, Math.round( $canvas.height() * settings.sizeRatio )
		)
    }

	$canvas.addClass(apinamespace)

	// canvas's drawing area resolution is independent from canvas's size.
	// pixels are just scaled up or down when internal resolution does not
	// match external size. So...

	canvas.width = $canvas.width()
	canvas.height = $canvas.height()
	
	// Special case Sizing code

	this.isCanvasEmulator = initializeCanvasEmulator(canvas)

	// End of Sizing Code
	// ===========

	// normally select preventer would be short, but
	// Canvas emulator on IE does NOT provide value for Event. Hence this convoluted line.
	canvas.onselectstart = function(e){if(e && e.preventDefault){e.preventDefault()}; if(e && e.stopPropagation){e.stopPropagation()}; return false;}

	return canvas
}


var GlobalJSignatureObjectInitializer = function(window){

	var globalEvents = new PubSubClass()
	
	// common "window resized" event listener.
	// jSignature instances will subscribe to this chanel.
	// to resize themselves when needed.
	;(function(globalEvents, apinamespace, $, window){
		'use strict'

		var resizetimer
		, runner = function(){
			globalEvents.publish(
				apinamespace + '.parentresized'
			)
		}

		// jSignature knows how to resize its content when its parent is resized
		// window resize is the only way we can catch resize events though...
		$(window).bind('resize.'+apinamespace, function(){
			if (resizetimer) {
                clearTimeout(resizetimer)
			}
			resizetimer = setTimeout( 
				runner
				, 500
			)
		})
		// when mouse exists canvas element and "up"s outside, we cannot catch it with
		// callbacks attached to canvas. This catches it outside.
		.bind('mouseup.'+apinamespace, function(e){
			globalEvents.publish(
				apinamespace + '.windowmouseup'
			)
		})

	})(globalEvents, apinamespace, $, window)

	var jSignatureInstanceExtensions = {
		/*
		'exampleExtension':function(extensionName){
			// we are called very early in instance's life.
			// right after the settings are resolved and 
			// jSignatureInstance.events is created 
			// and right before first ("jSignature.initializing") event is called.
			// You don't really need to manupilate 
			// jSignatureInstance directly, just attach
			// a bunch of events to jSignatureInstance.events
			// (look at the source of jSignatureClass to see when these fire)
			// and your special pieces of code will attach by themselves.

			// this function runs every time a new instance is set up.
			// this means every var you create will live only for one instance
			// unless you attach it to something outside, like "window."
			// and pick it up later from there.

			// when globalEvents' events fire, 'this' is globalEvents object
			// when jSignatureInstance's events fire, 'this' is jSignatureInstance

			// Here,
			// this = is new jSignatureClass's instance.

			// The way you COULD approch setting this up is:
			// if you have multistep set up, attach event to "jSignature.initializing"
			// that attaches other events to be fired further lower the init stream.
			// Or, if you know for sure you rely on only one jSignatureInstance's event,
			// just attach to it directly

			this.events.subscribe(
				// name of the event
				apinamespace + '.initializing'
				// event handlers, can pass args too, but in majority of cases,
				// 'this' which is jSignatureClass object instance pointer is enough to get by.
				, function(){
					if (this.settings.hasOwnProperty('non-existent setting category?')) {
						console.log(extensionName + ' is here')
					}
				}
			)
		}
		*/
	}

	var exportplugins = {
		'default':function(data){return this.toDataURL()}
		, 'native':function(data){return data}
		, 'image':function(data){
			/*this = canvas elem */
			var imagestring = this.toDataURL()
			
			if (typeof imagestring === 'string' && 
				imagestring.length > 4 && 
				imagestring.slice(0,5) === 'data:' &&
				imagestring.indexOf(',') !== -1){
				
				var splitterpos = imagestring.indexOf(',')

				return [
			        imagestring.slice(5, splitterpos)
			        , imagestring.substr(splitterpos + 1)
		        ]
			}
			return []
		}
	}

	// will be part of "importplugins"
	function _renderImageOnCanvas( data, formattype, rerendercallable ) {
		'use strict'
		// #1. Do NOT rely on this. No worky on IE 
		//   (url max len + lack of base64 decoder + possibly other issues)
		// #2. This does NOT affect what is captured as "signature" as far as vector data is 
		// concerned. This is treated same as "signature line" - i.e. completely ignored
		// the only time you see imported image data exported is if you export as image.

		// we do NOT call rerendercallable here (unlike in other import plugins)
		// because importing image does absolutely nothing to the underlying vector data storage
		// This could be a way to "import" old signatures stored as images
		// This could also be a way to import extra decor into signature area.
		
		var img = new Image()
		// this = Canvas DOM elem. Not jQuery object. Not Canvas's parent div.
		, c = this

		img.onload = function() {
			var ctx = c.getContext("2d").drawImage( 
				img, 0, 0
				, ( img.width < c.width) ? img.width : c.width
				, ( img.height < c.height) ? img.height : c.height
			)
		}

		img.src = 'data:' + formattype + ',' + data
	}

	var importplugins = {
		'native':function(data, formattype, rerendercallable){
			// we expect data as Array of objects of arrays here - whatever 'default' EXPORT plugin spits out.
			// returning Truthy to indicate we are good, all updated.
			rerendercallable( data )
		}
		, 'image': _renderImageOnCanvas
		, 'image/png;base64': _renderImageOnCanvas
		, 'image/jpeg;base64': _renderImageOnCanvas
		, 'image/jpg;base64': _renderImageOnCanvas
	}

	function _clearDrawingArea( data ) {
		this.find('canvas.'+apinamespace)
			.add(this.filter('canvas.'+apinamespace))
			.data(apinamespace+'.this').resetCanvas( data )
		return this
	}

	function _setDrawingData( data, formattype ) {
		var undef

		if (formattype === undef && typeof data === 'string' && data.substr(0,5) === 'data:') {
			formattype = data.slice(5).split(',')[0]
			// 5 chars of "data:" + mimetype len + 1 "," char = all skipped.
			data = data.slice(6 + formattype.length) 
			if (formattype === data) return
		}

		var $canvas = this.find('canvas.'+apinamespace).add(this.filter('canvas.'+apinamespace))

		if (!importplugins.hasOwnProperty(formattype)){
			throw new Error(apinamespace + " is unable to find import plugin with for format '"+ String(formattype) +"'")
		} else if ($canvas.length !== 0){
			importplugins[formattype].call(
				$canvas[0]
				, data
				, formattype
				, (function(jSignatureInstance){ 
					return function(){ return jSignatureInstance.resetCanvas.apply(jSignatureInstance, arguments) }
				})($canvas.data(apinamespace+'.this'))
			)
		}

		return this
	}

	var elementIsOrphan = function(e){
		var topOfDOM = false
		e = e.parentNode
		while (e && !topOfDOM){
			topOfDOM = e.body
			e = e.parentNode
		}
		return !topOfDOM
	}

	//These are exposed as methods under $obj.jSignature('methodname', *args)
	var plugins = {'export':exportplugins, 'import':importplugins, 'instance': jSignatureInstanceExtensions}
	, methods = {
		'init' : function( options ) {
			return this.each( function() {
				if (!elementIsOrphan(this)) {
					new jSignatureClass(this, options, jSignatureInstanceExtensions)					
				}
			})
		}
		, 'getSettings' : function() {
			return this.find('canvas.'+apinamespace)
				.add(this.filter('canvas.'+apinamespace))
				.data(apinamespace+'.this').settings
		}
		// around since v1
		, 'clear' : _clearDrawingArea
		// was mistakenly introduced instead of 'clear' in v2
		, 'reset' : _clearDrawingArea
		, 'addPlugin' : function(pluginType, pluginName, callable){
			if (plugins.hasOwnProperty(pluginType)){
				plugins[pluginType][pluginName] = callable
			}
			return this
		}
		, 'listPlugins' : function(pluginType){
			var answer = []
			if (plugins.hasOwnProperty(pluginType)){
				var o = plugins[pluginType]
				for (var k in o){
					if (o.hasOwnProperty(k)){
						answer.push(k)
					}
				}
			}
			return answer
		}
		, 'getData' : function( formattype ) {
			var undef, $canvas=this.find('canvas.'+apinamespace).add(this.filter('canvas.'+apinamespace))
			if (formattype === undef) formattype = 'default'
			if ($canvas.length !== 0 && exportplugins.hasOwnProperty(formattype)){				
				return exportplugins[formattype].call(
					$canvas.get(0) // canvas dom elem
					, $canvas.data(apinamespace+'.data') // raw signature data as array of objects of arrays
				)
			}
		}
		// around since v1. Took only one arg - data-url-formatted string with (likely png of) signature image
		, 'importData' : _setDrawingData
		// was mistakenly introduced instead of 'importData' in v2
		, 'setData' : _setDrawingData
		// this is one and same instance for all jSignature.
		, 'globalEvents' : function(){return globalEvents}
		// there will be a separate one for each jSignature instance.
		, 'events' : function() {
			return this.find('canvas.'+apinamespace)
					.add(this.filter('canvas.'+apinamespace))
					.data(apinamespace+'.this').events
		}
	} // end of methods declaration.
	
	$.fn[apinamespace] = function(method) {
		'use strict'
		if ( !method || typeof method === 'object' ) {
			return methods.init.apply( this, arguments )
		} else if ( typeof method === 'string' && methods[method] ) {
			return methods[method].apply( this, Array.prototype.slice.call( arguments, 1 ))
		} else {
			$.error( 'Method ' +  String(method) + ' does not exist on jQuery.' + apinamespace )
		}
	}

} // end of GlobalJSignatureObjectInitializer

GlobalJSignatureObjectInitializer(window)

})();