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invoiceninja/public/vendor/signature_pad@5/signature_pad.umd.min.js.map
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{"version":3,"file":"signature_pad.umd.min.js","sources":["../src/point.ts","../src/bezier.ts","../src/signature_event_target.ts","../src/signature_pad.ts","../src/throttle.ts"],"sourcesContent":["// Interface for point data structure used e.g. in SignaturePad#fromData method\nexport interface BasicPoint {\n x: number;\n y: number;\n pressure: number;\n time: number;\n}\n\nexport class Point implements BasicPoint {\n public x: number;\n public y: number;\n public pressure: number;\n public time: number;\n\n constructor(x: number, y: number, pressure?: number, time?: number) {\n if (isNaN(x) || isNaN(y)) {\n throw new Error(`Point is invalid: (${x}, ${y})`);\n }\n this.x = +x;\n this.y = +y;\n this.pressure = pressure || 0;\n this.time = time || Date.now();\n }\n\n public distanceTo(start: BasicPoint): number {\n return Math.sqrt(\n Math.pow(this.x - start.x, 2) + Math.pow(this.y - start.y, 2),\n );\n }\n\n public equals(other: BasicPoint): boolean {\n return (\n this.x === other.x &&\n this.y === other.y &&\n this.pressure === other.pressure &&\n this.time === other.time\n );\n }\n\n public velocityFrom(start: BasicPoint): number {\n return this.time !== start.time\n ? this.distanceTo(start) / (this.time - start.time)\n : 0;\n }\n}\n","import { BasicPoint, Point } from './point';\n\nexport class Bezier {\n public static fromPoints(\n points: Point[],\n widths: { start: number; end: number },\n ): Bezier {\n const c2 = this.calculateControlPoints(points[0], points[1], points[2]).c2;\n const c3 = this.calculateControlPoints(points[1], points[2], points[3]).c1;\n\n return new Bezier(points[1], c2, c3, points[2], widths.start, widths.end);\n }\n\n private static calculateControlPoints(\n s1: BasicPoint,\n s2: BasicPoint,\n s3: BasicPoint,\n ): {\n c1: BasicPoint;\n c2: BasicPoint;\n } {\n const dx1 = s1.x - s2.x;\n const dy1 = s1.y - s2.y;\n const dx2 = s2.x - s3.x;\n const dy2 = s2.y - s3.y;\n\n const m1 = { x: (s1.x + s2.x) / 2.0, y: (s1.y + s2.y) / 2.0 };\n const m2 = { x: (s2.x + s3.x) / 2.0, y: (s2.y + s3.y) / 2.0 };\n\n const l1 = Math.sqrt(dx1 * dx1 + dy1 * dy1);\n const l2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);\n\n const dxm = m1.x - m2.x;\n const dym = m1.y - m2.y;\n\n const k = l2 / (l1 + l2);\n const cm = { x: m2.x + dxm * k, y: m2.y + dym * k };\n\n const tx = s2.x - cm.x;\n const ty = s2.y - cm.y;\n\n return {\n c1: new Point(m1.x + tx, m1.y + ty),\n c2: new Point(m2.x + tx, m2.y + ty),\n };\n }\n\n constructor(\n public startPoint: Point,\n public control2: BasicPoint,\n public control1: BasicPoint,\n public endPoint: Point,\n public startWidth: number,\n public endWidth: number,\n ) {}\n\n // Returns approximated length. Code taken from https://www.lemoda.net/maths/bezier-length/index.html.\n public length(): number {\n const steps = 10;\n let length = 0;\n let px;\n let py;\n\n for (let i = 0; i <= steps; i += 1) {\n const t = i / steps;\n const cx = this.point(\n t,\n this.startPoint.x,\n this.control1.x,\n this.control2.x,\n this.endPoint.x,\n );\n const cy = this.point(\n t,\n this.startPoint.y,\n this.control1.y,\n this.control2.y,\n this.endPoint.y,\n );\n\n if (i > 0) {\n const xdiff = cx - (px as number);\n const ydiff = cy - (py as number);\n\n length += Math.sqrt(xdiff * xdiff + ydiff * ydiff);\n }\n\n px = cx;\n py = cy;\n }\n\n return length;\n }\n\n // Calculate parametric value of x or y given t and the four point coordinates of a cubic bezier curve.\n private point(\n t: number,\n start: number,\n c1: number,\n c2: number,\n end: number,\n ): number {\n // prettier-ignore\n return ( start * (1.0 - t) * (1.0 - t) * (1.0 - t))\n + (3.0 * c1 * (1.0 - t) * (1.0 - t) * t)\n + (3.0 * c2 * (1.0 - t) * t * t)\n + ( end * t * t * t);\n }\n}\n","export class SignatureEventTarget {\n /* tslint:disable: variable-name */\n private _et: EventTarget;\n /* tslint:enable: variable-name */\n\n constructor() {\n try {\n this._et = new EventTarget();\n } catch (error) {\n // Using document as EventTarget to support iOS 13 and older.\n // Because EventTarget constructor just exists at iOS 14 and later.\n this._et = document;\n }\n }\n\n addEventListener(\n type: string,\n listener: EventListenerOrEventListenerObject | null,\n options?: boolean | AddEventListenerOptions,\n ): void {\n this._et.addEventListener(type, listener, options);\n }\n\n dispatchEvent(event: Event): boolean {\n return this._et.dispatchEvent(event);\n }\n\n removeEventListener(\n type: string,\n callback: EventListenerOrEventListenerObject | null,\n options?: boolean | EventListenerOptions,\n ): void {\n this._et.removeEventListener(type, callback, options);\n }\n}\n","/**\n * The main idea and some parts of the code (e.g. drawing variable width Bézier curve) are taken from:\n * http://corner.squareup.com/2012/07/smoother-signatures.html\n *\n * Implementation of interpolation using cubic Bézier curves is taken from:\n * https://web.archive.org/web/20160323213433/http://www.benknowscode.com/2012/09/path-interpolation-using-cubic-bezier_9742.html\n *\n * Algorithm for approximated length of a Bézier curve is taken from:\n * http://www.lemoda.net/maths/bezier-length/index.html\n */\n\nimport { Bezier } from './bezier';\nimport { BasicPoint, Point } from './point';\nimport { SignatureEventTarget } from './signature_event_target';\nimport { throttle } from './throttle';\n\nexport interface SignatureEvent {\n event: MouseEvent | TouchEvent | PointerEvent;\n type: string;\n x: number;\n y: number;\n pressure: number;\n}\n\nexport interface FromDataOptions {\n clear?: boolean;\n}\n\nexport interface ToSVGOptions {\n includeBackgroundColor?: boolean;\n}\n\nexport interface PointGroupOptions {\n dotSize: number;\n minWidth: number;\n maxWidth: number;\n penColor: string;\n velocityFilterWeight: number;\n /**\n * This is the globalCompositeOperation for the line.\n * *default: 'source-over'*\n * @see https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/globalCompositeOperation\n */\n compositeOperation: GlobalCompositeOperation;\n}\n\nexport interface Options extends Partial<PointGroupOptions> {\n minDistance?: number;\n backgroundColor?: string;\n throttle?: number;\n canvasContextOptions?: CanvasRenderingContext2DSettings;\n}\n\nexport interface PointGroup extends PointGroupOptions {\n points: BasicPoint[];\n}\n\nexport default class SignaturePad extends SignatureEventTarget {\n // Public stuff\n public dotSize: number;\n public minWidth: number;\n public maxWidth: number;\n public penColor: string;\n public minDistance: number;\n public velocityFilterWeight: number;\n public compositeOperation: GlobalCompositeOperation;\n public backgroundColor: string;\n public throttle: number;\n public canvasContextOptions: CanvasRenderingContext2DSettings;\n\n // Private stuff\n /* tslint:disable: variable-name */\n private _ctx: CanvasRenderingContext2D;\n private _drawingStroke = false;\n private _isEmpty = true;\n private _lastPoints: Point[] = []; // Stores up to 4 most recent points; used to generate a new curve\n private _data: PointGroup[] = []; // Stores all points in groups (one group per line or dot)\n private _lastVelocity = 0;\n private _lastWidth = 0;\n private _strokeMoveUpdate: (event: SignatureEvent) => void;\n /* tslint:enable: variable-name */\n\n constructor(\n private canvas: HTMLCanvasElement,\n options: Options = {},\n ) {\n super();\n this.velocityFilterWeight = options.velocityFilterWeight || 0.7;\n this.minWidth = options.minWidth || 0.5;\n this.maxWidth = options.maxWidth || 2.5;\n\n // We need to handle 0 value, so use `??` instead of `||`\n this.throttle = options.throttle ?? 16; // in milliseconds\n this.minDistance = options.minDistance ?? 5; // in pixels\n this.dotSize = options.dotSize || 0;\n this.penColor = options.penColor || 'black';\n this.backgroundColor = options.backgroundColor || 'rgba(0,0,0,0)';\n this.compositeOperation = options.compositeOperation || 'source-over';\n this.canvasContextOptions = options.canvasContextOptions ?? {};\n\n this._strokeMoveUpdate = this.throttle\n ? throttle(SignaturePad.prototype._strokeUpdate, this.throttle)\n : SignaturePad.prototype._strokeUpdate;\n this._ctx = canvas.getContext(\n '2d',\n this.canvasContextOptions,\n ) as CanvasRenderingContext2D;\n\n this.clear();\n\n // Enable mouse and touch event handlers\n this.on();\n }\n\n public clear(): void {\n const { _ctx: ctx, canvas } = this;\n\n // Clear canvas using background color\n ctx.fillStyle = this.backgroundColor;\n ctx.clearRect(0, 0, canvas.width, canvas.height);\n ctx.fillRect(0, 0, canvas.width, canvas.height);\n\n this._data = [];\n this._reset(this._getPointGroupOptions());\n this._isEmpty = true;\n }\n\n public fromDataURL(\n dataUrl: string,\n options: {\n ratio?: number;\n width?: number;\n height?: number;\n xOffset?: number;\n yOffset?: number;\n } = {},\n ): Promise<void> {\n return new Promise((resolve, reject) => {\n const image = new Image();\n const ratio = options.ratio || window.devicePixelRatio || 1;\n const width = options.width || this.canvas.width / ratio;\n const height = options.height || this.canvas.height / ratio;\n const xOffset = options.xOffset || 0;\n const yOffset = options.yOffset || 0;\n\n this._reset(this._getPointGroupOptions());\n\n image.onload = (): void => {\n this._ctx.drawImage(image, xOffset, yOffset, width, height);\n resolve();\n };\n image.onerror = (error): void => {\n reject(error);\n };\n image.crossOrigin = 'anonymous';\n image.src = dataUrl;\n\n this._isEmpty = false;\n });\n }\n\n public toDataURL(\n type: 'image/svg+xml',\n encoderOptions?: ToSVGOptions,\n ): string;\n public toDataURL(type?: string, encoderOptions?: number): string;\n public toDataURL(\n type = 'image/png',\n encoderOptions?: number | ToSVGOptions | undefined,\n ): string {\n switch (type) {\n case 'image/svg+xml':\n if (typeof encoderOptions !== 'object') {\n encoderOptions = undefined;\n }\n return `data:image/svg+xml;base64,${btoa(\n this.toSVG(encoderOptions as ToSVGOptions),\n )}`;\n default:\n if (typeof encoderOptions !== 'number') {\n encoderOptions = undefined;\n }\n return this.canvas.toDataURL(type, encoderOptions);\n }\n }\n\n public on(): void {\n // Disable panning/zooming when touching canvas element\n this.canvas.style.touchAction = 'none';\n (this.canvas.style as CSSStyleDeclaration & { msTouchAction: string | null }).msTouchAction = 'none';\n this.canvas.style.userSelect = 'none';\n\n const isIOS =\n /Macintosh/.test(navigator.userAgent) && 'ontouchstart' in document;\n\n // The \"Scribble\" feature of iOS intercepts point events. So that we can\n // lose some of them when tapping rapidly. Use touch events for iOS\n // platforms to prevent it. See\n // https://developer.apple.com/forums/thread/664108 for more information.\n if (window.PointerEvent && !isIOS) {\n this._handlePointerEvents();\n } else {\n this._handleMouseEvents();\n\n if ('ontouchstart' in window) {\n this._handleTouchEvents();\n }\n }\n }\n\n public off(): void {\n // Enable panning/zooming when touching canvas element\n this.canvas.style.touchAction = 'auto';\n (this.canvas.style as CSSStyleDeclaration & { msTouchAction: string | null }).msTouchAction = 'auto';\n this.canvas.style.userSelect = 'auto';\n\n this.canvas.removeEventListener('pointerdown', this._handlePointerDown);\n this.canvas.removeEventListener('mousedown', this._handleMouseDown);\n this.canvas.removeEventListener('touchstart', this._handleTouchStart);\n\n this._removeMoveUpEventListeners();\n }\n\n private _getListenerFunctions() {\n const canvasWindow =\n window.document === this.canvas.ownerDocument\n ? window\n : this.canvas.ownerDocument.defaultView ?? this.canvas.ownerDocument;\n\n return {\n addEventListener: canvasWindow.addEventListener.bind(\n canvasWindow,\n ) as typeof window.addEventListener,\n removeEventListener: canvasWindow.removeEventListener.bind(\n canvasWindow,\n ) as typeof window.removeEventListener,\n };\n }\n\n private _removeMoveUpEventListeners(): void {\n const { removeEventListener } = this._getListenerFunctions();\n removeEventListener('pointermove', this._handlePointerMove);\n removeEventListener('pointerup', this._handlePointerUp);\n\n removeEventListener('mousemove', this._handleMouseMove);\n removeEventListener('mouseup', this._handleMouseUp);\n\n removeEventListener('touchmove', this._handleTouchMove);\n removeEventListener('touchend', this._handleTouchEnd);\n }\n\n public isEmpty(): boolean {\n return this._isEmpty;\n }\n\n public fromData(\n pointGroups: PointGroup[],\n { clear = true }: FromDataOptions = {},\n ): void {\n if (clear) {\n this.clear();\n }\n\n this._fromData(\n pointGroups,\n this._drawCurve.bind(this),\n this._drawDot.bind(this),\n );\n\n this._data = this._data.concat(pointGroups);\n }\n\n public toData(): PointGroup[] {\n return this._data;\n }\n\n public _isLeftButtonPressed(event: MouseEvent, only?: boolean): boolean {\n if (only) {\n return event.buttons === 1;\n }\n\n return (event.buttons & 1) === 1;\n }\n private _pointerEventToSignatureEvent(\n event: MouseEvent | PointerEvent,\n ): SignatureEvent {\n return {\n event: event,\n type: event.type,\n x: event.clientX,\n y: event.clientY,\n pressure: 'pressure' in event ? event.pressure : 0,\n };\n }\n\n private _touchEventToSignatureEvent(event: TouchEvent): SignatureEvent {\n const touch = event.changedTouches[0];\n return {\n event: event,\n type: event.type,\n x: touch.clientX,\n y: touch.clientY,\n pressure: touch.force,\n };\n }\n\n // Event handlers\n private _handleMouseDown = (event: MouseEvent): void => {\n if (!this._isLeftButtonPressed(event, true) || this._drawingStroke) {\n return;\n }\n this._strokeBegin(this._pointerEventToSignatureEvent(event));\n };\n\n private _handleMouseMove = (event: MouseEvent): void => {\n if (!this._isLeftButtonPressed(event, true) || !this._drawingStroke) {\n // Stop when not pressing primary button or pressing multiple buttons\n this._strokeEnd(this._pointerEventToSignatureEvent(event), false);\n return;\n }\n\n this._strokeMoveUpdate(this._pointerEventToSignatureEvent(event));\n };\n\n private _handleMouseUp = (event: MouseEvent): void => {\n if (this._isLeftButtonPressed(event)) {\n return;\n }\n\n this._strokeEnd(this._pointerEventToSignatureEvent(event));\n };\n\n private _handleTouchStart = (event: TouchEvent): void => {\n if (event.targetTouches.length !== 1 || this._drawingStroke) {\n return;\n }\n\n // Prevent scrolling.\n if (event.cancelable) {\n event.preventDefault();\n }\n\n this._strokeBegin(this._touchEventToSignatureEvent(event));\n };\n\n private _handleTouchMove = (event: TouchEvent): void => {\n if (event.targetTouches.length !== 1) {\n return;\n }\n\n // Prevent scrolling.\n if (event.cancelable) {\n event.preventDefault();\n }\n\n if (!this._drawingStroke) {\n this._strokeEnd(this._touchEventToSignatureEvent(event), false);\n return;\n }\n\n this._strokeMoveUpdate(this._touchEventToSignatureEvent(event));\n };\n\n private _handleTouchEnd = (event: TouchEvent): void => {\n if (event.targetTouches.length !== 0) {\n return;\n }\n\n if (event.cancelable) {\n event.preventDefault();\n }\n\n this.canvas.removeEventListener('touchmove', this._handleTouchMove);\n\n this._strokeEnd(this._touchEventToSignatureEvent(event));\n };\n\n private _handlePointerDown = (event: PointerEvent): void => {\n if (!this._isLeftButtonPressed(event) || this._drawingStroke) {\n return;\n }\n\n event.preventDefault();\n\n this._strokeBegin(this._pointerEventToSignatureEvent(event));\n };\n\n private _handlePointerMove = (event: PointerEvent): void => {\n if (!this._isLeftButtonPressed(event, true) || !this._drawingStroke) {\n // Stop when primary button not pressed or multiple buttons pressed\n this._strokeEnd(this._pointerEventToSignatureEvent(event), false);\n return;\n }\n\n event.preventDefault();\n this._strokeMoveUpdate(this._pointerEventToSignatureEvent(event));\n };\n\n private _handlePointerUp = (event: PointerEvent): void => {\n if (this._isLeftButtonPressed(event)) {\n return;\n }\n\n event.preventDefault();\n this._strokeEnd(this._pointerEventToSignatureEvent(event));\n };\n\n private _getPointGroupOptions(group?: PointGroup): PointGroupOptions {\n return {\n penColor: group && 'penColor' in group ? group.penColor : this.penColor,\n dotSize: group && 'dotSize' in group ? group.dotSize : this.dotSize,\n minWidth: group && 'minWidth' in group ? group.minWidth : this.minWidth,\n maxWidth: group && 'maxWidth' in group ? group.maxWidth : this.maxWidth,\n velocityFilterWeight:\n group && 'velocityFilterWeight' in group\n ? group.velocityFilterWeight\n : this.velocityFilterWeight,\n compositeOperation:\n group && 'compositeOperation' in group\n ? group.compositeOperation\n : this.compositeOperation,\n };\n }\n\n // Private methods\n private _strokeBegin(event: SignatureEvent): void {\n const cancelled = !this.dispatchEvent(\n new CustomEvent('beginStroke', { detail: event, cancelable: true }),\n );\n if (cancelled) {\n return;\n }\n\n const { addEventListener } = this._getListenerFunctions();\n switch (event.event.type) {\n case 'mousedown':\n addEventListener('mousemove', this._handleMouseMove);\n addEventListener('mouseup', this._handleMouseUp);\n break;\n case 'touchstart':\n addEventListener('touchmove', this._handleTouchMove);\n addEventListener('touchend', this._handleTouchEnd);\n break;\n case 'pointerdown':\n addEventListener('pointermove', this._handlePointerMove);\n addEventListener('pointerup', this._handlePointerUp);\n break;\n default:\n // do nothing\n }\n\n this._drawingStroke = true;\n\n const pointGroupOptions = this._getPointGroupOptions();\n\n const newPointGroup: PointGroup = {\n ...pointGroupOptions,\n points: [],\n };\n\n this._data.push(newPointGroup);\n this._reset(pointGroupOptions);\n this._strokeUpdate(event);\n }\n\n private _strokeUpdate(event: SignatureEvent): void {\n if (!this._drawingStroke) {\n return;\n }\n\n if (this._data.length === 0) {\n // This can happen if clear() was called while a signature is still in progress,\n // or if there is a race condition between start/update events.\n this._strokeBegin(event);\n return;\n }\n\n this.dispatchEvent(\n new CustomEvent('beforeUpdateStroke', { detail: event }),\n );\n\n const point = this._createPoint(event.x, event.y, event.pressure);\n const lastPointGroup = this._data[this._data.length - 1];\n const lastPoints = lastPointGroup.points;\n const lastPoint =\n lastPoints.length > 0 && lastPoints[lastPoints.length - 1];\n const isLastPointTooClose = lastPoint\n ? point.distanceTo(lastPoint) <= this.minDistance\n : false;\n const pointGroupOptions = this._getPointGroupOptions(lastPointGroup);\n\n // Skip this point if it's too close to the previous one\n if (!lastPoint || !(lastPoint && isLastPointTooClose)) {\n const curve = this._addPoint(point, pointGroupOptions);\n\n if (!lastPoint) {\n this._drawDot(point, pointGroupOptions);\n } else if (curve) {\n this._drawCurve(curve, pointGroupOptions);\n }\n\n lastPoints.push({\n time: point.time,\n x: point.x,\n y: point.y,\n pressure: point.pressure,\n });\n }\n\n this.dispatchEvent(new CustomEvent('afterUpdateStroke', { detail: event }));\n }\n\n private _strokeEnd(event: SignatureEvent, shouldUpdate = true): void {\n this._removeMoveUpEventListeners();\n\n if (!this._drawingStroke) {\n return;\n }\n\n if (shouldUpdate) {\n this._strokeUpdate(event);\n }\n\n this._drawingStroke = false;\n this.dispatchEvent(new CustomEvent('endStroke', { detail: event }));\n }\n\n private _handlePointerEvents(): void {\n this._drawingStroke = false;\n\n this.canvas.addEventListener('pointerdown', this._handlePointerDown);\n }\n\n private _handleMouseEvents(): void {\n this._drawingStroke = false;\n\n this.canvas.addEventListener('mousedown', this._handleMouseDown);\n }\n\n private _handleTouchEvents(): void {\n this.canvas.addEventListener('touchstart', this._handleTouchStart);\n }\n\n // Called when a new line is started\n private _reset(options: PointGroupOptions): void {\n this._lastPoints = [];\n this._lastVelocity = 0;\n this._lastWidth = (options.minWidth + options.maxWidth) / 2;\n this._ctx.fillStyle = options.penColor;\n this._ctx.globalCompositeOperation = options.compositeOperation;\n }\n\n private _createPoint(x: number, y: number, pressure: number): Point {\n const rect = this.canvas.getBoundingClientRect();\n\n return new Point(\n x - rect.left,\n y - rect.top,\n pressure,\n new Date().getTime(),\n );\n }\n\n // Add point to _lastPoints array and generate a new curve if there are enough points (i.e. 3)\n private _addPoint(point: Point, options: PointGroupOptions): Bezier | null {\n const { _lastPoints } = this;\n\n _lastPoints.push(point);\n\n if (_lastPoints.length > 2) {\n // To reduce the initial lag make it work with 3 points\n // by copying the first point to the beginning.\n if (_lastPoints.length === 3) {\n _lastPoints.unshift(_lastPoints[0]);\n }\n\n // _points array will always have 4 points here.\n const widths = this._calculateCurveWidths(\n _lastPoints[1],\n _lastPoints[2],\n options,\n );\n const curve = Bezier.fromPoints(_lastPoints, widths);\n\n // Remove the first element from the list, so that there are no more than 4 points at any time.\n _lastPoints.shift();\n\n return curve;\n }\n\n return null;\n }\n\n private _calculateCurveWidths(\n startPoint: Point,\n endPoint: Point,\n options: PointGroupOptions,\n ): { start: number; end: number } {\n const velocity =\n options.velocityFilterWeight * endPoint.velocityFrom(startPoint) +\n (1 - options.velocityFilterWeight) * this._lastVelocity;\n\n const newWidth = this._strokeWidth(velocity, options);\n\n const widths = {\n end: newWidth,\n start: this._lastWidth,\n };\n\n this._lastVelocity = velocity;\n this._lastWidth = newWidth;\n\n return widths;\n }\n\n private _strokeWidth(velocity: number, options: PointGroupOptions): number {\n return Math.max(options.maxWidth / (velocity + 1), options.minWidth);\n }\n\n private _drawCurveSegment(x: number, y: number, width: number): void {\n const ctx = this._ctx;\n\n ctx.moveTo(x, y);\n ctx.arc(x, y, width, 0, 2 * Math.PI, false);\n this._isEmpty = false;\n }\n\n private _drawCurve(curve: Bezier, options: PointGroupOptions): void {\n const ctx = this._ctx;\n const widthDelta = curve.endWidth - curve.startWidth;\n // '2' is just an arbitrary number here. If only length is used, then\n // there are gaps between curve segments :/\n const drawSteps = Math.ceil(curve.length()) * 2;\n\n ctx.beginPath();\n ctx.fillStyle = options.penColor;\n\n for (let i = 0; i < drawSteps; i += 1) {\n // Calculate the Bezier (x, y) coordinate for this step.\n const t = i / drawSteps;\n const tt = t * t;\n const ttt = tt * t;\n const u = 1 - t;\n const uu = u * u;\n const uuu = uu * u;\n\n let x = uuu * curve.startPoint.x;\n x += 3 * uu * t * curve.control1.x;\n x += 3 * u * tt * curve.control2.x;\n x += ttt * curve.endPoint.x;\n\n let y = uuu * curve.startPoint.y;\n y += 3 * uu * t * curve.control1.y;\n y += 3 * u * tt * curve.control2.y;\n y += ttt * curve.endPoint.y;\n\n const width = Math.min(\n curve.startWidth + ttt * widthDelta,\n options.maxWidth,\n );\n this._drawCurveSegment(x, y, width);\n }\n\n ctx.closePath();\n ctx.fill();\n }\n\n private _drawDot(point: BasicPoint, options: PointGroupOptions): void {\n const ctx = this._ctx;\n const width =\n options.dotSize > 0\n ? options.dotSize\n : (options.minWidth + options.maxWidth) / 2;\n\n ctx.beginPath();\n this._drawCurveSegment(point.x, point.y, width);\n ctx.closePath();\n ctx.fillStyle = options.penColor;\n ctx.fill();\n }\n\n private _fromData(\n pointGroups: PointGroup[],\n drawCurve: SignaturePad['_drawCurve'],\n drawDot: SignaturePad['_drawDot'],\n ): void {\n for (const group of pointGroups) {\n const { points } = group;\n const pointGroupOptions = this._getPointGroupOptions(group);\n\n if (points.length > 1) {\n for (let j = 0; j < points.length; j += 1) {\n const basicPoint = points[j];\n const point = new Point(\n basicPoint.x,\n basicPoint.y,\n basicPoint.pressure,\n basicPoint.time,\n );\n\n if (j === 0) {\n this._reset(pointGroupOptions);\n }\n\n const curve = this._addPoint(point, pointGroupOptions);\n\n if (curve) {\n drawCurve(curve, pointGroupOptions);\n }\n }\n } else {\n this._reset(pointGroupOptions);\n\n drawDot(points[0], pointGroupOptions);\n }\n }\n }\n\n public toSVG({ includeBackgroundColor = false }: ToSVGOptions = {}): string {\n const pointGroups = this._data;\n const ratio = Math.max(window.devicePixelRatio || 1, 1);\n const minX = 0;\n const minY = 0;\n const maxX = this.canvas.width / ratio;\n const maxY = this.canvas.height / ratio;\n const svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg');\n\n svg.setAttribute('xmlns', 'http://www.w3.org/2000/svg');\n svg.setAttribute('xmlns:xlink', 'http://www.w3.org/1999/xlink');\n svg.setAttribute('viewBox', `${minX} ${minY} ${maxX} ${maxY}`);\n svg.setAttribute('width', maxX.toString());\n svg.setAttribute('height', maxY.toString());\n\n if (includeBackgroundColor && this.backgroundColor) {\n const rect = document.createElement('rect');\n rect.setAttribute('width', '100%');\n rect.setAttribute('height', '100%');\n rect.setAttribute('fill', this.backgroundColor);\n\n svg.appendChild(rect);\n }\n\n this._fromData(\n pointGroups,\n\n (curve, { penColor }) => {\n const path = document.createElement('path');\n\n // Need to check curve for NaN values, these pop up when drawing\n // lines on the canvas that are not continuous. E.g. 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