'use strict';
-var AXIAL_PATTERN_TYPE = 2;
-var RADIAL_PATTERN_TYPE = 3;
+var PatternType = {
+ AXIAL: 2,
+ RADIAL: 3
+};
var Pattern = (function patternPattern() {
// Constructor should define this.getPattern
var type = dict.get('ShadingType');
switch (type) {
- case AXIAL_PATTERN_TYPE:
- case RADIAL_PATTERN_TYPE:
+ case PatternType.AXIAL:
+ case PatternType.RADIAL:
// Both radial and axial shadings are handled by RadialAxial shading.
return new Shadings.RadialAxial(dict, matrix, xref, res, ctx);
default:
}
var grad;
- if (type == AXIAL_PATTERN_TYPE)
+ if (type == PatternType.AXIAL)
grad = ctx.createLinearGradient(p0[0], p0[1], p1[0], p1[1]);
- else if (type == RADIAL_PATTERN_TYPE)
+ else if (type == PatternType.RADIAL)
grad = ctx.createRadialGradient(p0[0], p0[1], r0, p1[0], p1[1], r1);
for (var i = 0, ii = colorStops.length; i < ii; ++i) {
getIR: function radialAxialShadingGetIR() {
var coordsArr = this.coordsArr;
var type = this.shadingType;
- if (type == AXIAL_PATTERN_TYPE) {
+ if (type == PatternType.AXIAL) {
var p0 = [coordsArr[0], coordsArr[1]];
var p1 = [coordsArr[2], coordsArr[3]];
var r0 = null;
var r1 = null;
- } else if (type == RADIAL_PATTERN_TYPE) {
+ } else if (type == PatternType.RADIAL) {
var p0 = [coordsArr[0], coordsArr[1]];
var p1 = [coordsArr[3], coordsArr[4]];
var r0 = coordsArr[2];