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Adicionado o ESLint

Robertino Mendes Santiago Junior 5 년 전
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      LICENSE.md
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      package.json
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      src/app.js
  5. 135 140
      src/areaDesenho/AreaDeDesenho.js
  6. 149 150
      src/menus/MenuSuperior.js
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      src/objetos/ObjetoDinamico.js
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      src/objetos/Ponto.js

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LICENSE.md

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+### GNU GENERAL PUBLIC LICENSE
+
+Version 3, 29 June 2007
+
+Copyright (C) 2007 Free Software Foundation, Inc.
+<https://fsf.org/>
+
+Everyone is permitted to copy and distribute verbatim copies of this
+license document, but changing it is not allowed.
+
+### Preamble
+
+The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works. By contrast,
+the GNU General Public License is intended to guarantee your freedom
+to share and change all versions of a program--to make sure it remains
+free software for all its users. We, the Free Software Foundation, use
+the GNU General Public License for most of our software; it applies
+also to any other work released this way by its authors. You can apply
+it to your programs, too.
+
+When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+them if you wish), that you receive source code or can get it if you
+want it, that you can change the software or use pieces of it in new
+free programs, and that you know you can do these things.
+
+To protect your rights, we need to prevent others from denying you
+these rights or asking you to surrender the rights. Therefore, you
+have certain responsibilities if you distribute copies of the
+software, or if you modify it: responsibilities to respect the freedom
+of others.
+
+For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must pass on to the recipients the same
+freedoms that you received. You must make sure that they, too, receive
+or can get the source code. And you must show them these terms so they
+know their rights.
+
+Developers that use the GNU GPL protect your rights with two steps:
+(1) assert copyright on the software, and (2) offer you this License
+giving you legal permission to copy, distribute and/or modify it.
+
+For the developers' and authors' protection, the GPL clearly explains
+that there is no warranty for this free software. For both users' and
+authors' sake, the GPL requires that modified versions be marked as
+changed, so that their problems will not be attributed erroneously to
+authors of previous versions.
+
+Some devices are designed to deny users access to install or run
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+systematic pattern of such abuse occurs in the area of products for
+individuals to use, which is precisely where it is most unacceptable.
+Therefore, we have designed this version of the GPL to prohibit the
+practice for those products. If such problems arise substantially in
+other domains, we stand ready to extend this provision to those
+domains in future versions of the GPL, as needed to protect the
+freedom of users.
+
+Finally, every program is threatened constantly by software patents.
+States should not allow patents to restrict development and use of
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+to avoid the special danger that patents applied to a free program
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+assures that patents cannot be used to render the program non-free.
+
+The precise terms and conditions for copying, distribution and
+modification follow.
+
+### TERMS AND CONDITIONS
+
+#### 0. Definitions.
+
+"This License" refers to version 3 of the GNU General Public License.
+
+"Copyright" also means copyright-like laws that apply to other kinds
+of works, such as semiconductor masks.
+
+"The Program" refers to any copyrightable work licensed under this
+License. Each licensee is addressed as "you". "Licensees" and
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+To "modify" a work means to copy from or adapt all or part of the work
+in a fashion requiring copyright permission, other than the making of
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+A "covered work" means either the unmodified Program or a work based
+on the Program.
+
+To "propagate" a work means to do anything with it that, without
+permission, would make you directly or secondarily liable for
+infringement under applicable copyright law, except executing it on a
+computer or modifying a private copy. Propagation includes copying,
+distribution (with or without modification), making available to the
+public, and in some countries other activities as well.
+
+To "convey" a work means any kind of propagation that enables other
+parties to make or receive copies. Mere interaction with a user
+through a computer network, with no transfer of a copy, is not
+conveying.
+
+An interactive user interface displays "Appropriate Legal Notices" to
+the extent that it includes a convenient and prominently visible
+feature that (1) displays an appropriate copyright notice, and (2)
+tells the user that there is no warranty for the work (except to the
+extent that warranties are provided), that licensees may convey the
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+the interface presents a list of user commands or options, such as a
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+
+#### 1. Source Code.
+
+The "source code" for a work means the preferred form of the work for
+making modifications to it. "Object code" means any non-source form of
+a work.
+
+A "Standard Interface" means an interface that either is an official
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+The "System Libraries" of an executable work include anything, other
+than the work as a whole, that (a) is included in the normal form of
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+produce the work, or an object code interpreter used to run it.
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+The "Corresponding Source" for a work in object code form means all
+the source code needed to generate, install, and (for an executable
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+includes interface definition files associated with source files for
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+The Corresponding Source need not include anything that users can
+regenerate automatically from other parts of the Corresponding Source.
+
+The Corresponding Source for a work in source code form is that same
+work.
+
+#### 2. Basic Permissions.
+
+All rights granted under this License are granted for the term of
+copyright on the Program, and are irrevocable provided the stated
+conditions are met. This License explicitly affirms your unlimited
+permission to run the unmodified Program. The output from running a
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+rights of fair use or other equivalent, as provided by copyright law.
+
+You may make, run and propagate covered works that you do not convey,
+without conditions so long as your license otherwise remains in force.
+You may convey covered works to others for the sole purpose of having
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+
+Conveying under any other circumstances is permitted solely under the
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+it unnecessary.
+
+#### 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
+
+No covered work shall be deemed part of an effective technological
+measure under any applicable law fulfilling obligations under article
+11 of the WIPO copyright treaty adopted on 20 December 1996, or
+similar laws prohibiting or restricting circumvention of such
+measures.
+
+When you convey a covered work, you waive any legal power to forbid
+circumvention of technological measures to the extent such
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+respect to the covered work, and you disclaim any intention to limit
+operation or modification of the work as a means of enforcing, against
+the work's users, your or third parties' legal rights to forbid
+circumvention of technological measures.
+
+#### 4. Conveying Verbatim Copies.
+
+You may convey verbatim copies of the Program's source code as you
+receive it, in any medium, provided that you conspicuously and
+appropriately publish on each copy an appropriate copyright notice;
+keep intact all notices stating that this License and any
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+keep intact all notices of the absence of any warranty; and give all
+recipients a copy of this License along with the Program.
+
+You may charge any price or no price for each copy that you convey,
+and you may offer support or warranty protection for a fee.
+
+#### 5. Conveying Modified Source Versions.
+
+You may convey a work based on the Program, or the modifications to
+produce it from the Program, in the form of source code under the
+terms of section 4, provided that you also meet all of these
+conditions:
+
+-   a) The work must carry prominent notices stating that you modified
+    it, and giving a relevant date.
+-   b) The work must carry prominent notices stating that it is
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+-   c) You must license the entire work, as a whole, under this
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+    additional terms, to the whole of the work, and all its parts,
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+    permission to license the work in any other way, but it does not
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+-   d) If the work has interactive user interfaces, each must display
+    Appropriate Legal Notices; however, if the Program has interactive
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+    work need not make them do so.
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+A compilation of a covered work with other separate and independent
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+and which are not combined with it such as to form a larger program,
+in or on a volume of a storage or distribution medium, is called an
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+used to limit the access or legal rights of the compilation's users
+beyond what the individual works permit. Inclusion of a covered work
+in an aggregate does not cause this License to apply to the other
+parts of the aggregate.
+
+#### 6. Conveying Non-Source Forms.
+
+You may convey a covered work in object code form under the terms of
+sections 4 and 5, provided that you also convey the machine-readable
+Corresponding Source under the terms of this License, in one of these
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+-   a) Convey the object code in, or embodied in, a physical product
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+    long as you offer spare parts or customer support for that product
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+    copy of the Corresponding Source for all the software in the
+    product that is covered by this License, on a durable physical
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+-   d) Convey the object code by offering access from a designated
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+The requirement to provide Installation Information does not include a
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+recipient, or for the User Product in which it has been modified or
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+
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+documented (and with an implementation available to the public in
+source code form), and must require no special password or key for
+unpacking, reading or copying.
+
+#### 7. Additional Terms.
+
+"Additional permissions" are terms that supplement the terms of this
+License by making exceptions from one or more of its conditions.
+Additional permissions that are applicable to the entire Program shall
+be treated as though they were included in this License, to the extent
+that they are valid under applicable law. If additional permissions
+apply only to part of the Program, that part may be used separately
+under those permissions, but the entire Program remains governed by
+this License without regard to the additional permissions.
+
+When you convey a copy of a covered work, you may at your option
+remove any additional permissions from that copy, or from any part of
+it. (Additional permissions may be written to require their own
+removal in certain cases when you modify the work.) You may place
+additional permissions on material, added by you to a covered work,
+for which you have or can give appropriate copyright permission.
+
+Notwithstanding any other provision of this License, for material you
+add to a covered work, you may (if authorized by the copyright holders
+of that material) supplement the terms of this License with terms:
+
+-   a) Disclaiming warranty or limiting liability differently from the
+    terms of sections 15 and 16 of this License; or
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+    author attributions in that material or in the Appropriate Legal
+    Notices displayed by works containing it; or
+-   c) Prohibiting misrepresentation of the origin of that material,
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+
+All other non-permissive additional terms are considered "further
+restrictions" within the meaning of section 10. If the Program as you
+received it, or any part of it, contains a notice stating that it is
+governed by this License along with a term that is a further
+restriction, you may remove that term. If a license document contains
+a further restriction but permits relicensing or conveying under this
+License, you may add to a covered work material governed by the terms
+of that license document, provided that the further restriction does
+not survive such relicensing or conveying.
+
+If you add terms to a covered work in accord with this section, you
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+
+Additional terms, permissive or non-permissive, may be stated in the
+form of a separately written license, or stated as exceptions; the
+above requirements apply either way.
+
+#### 8. Termination.
+
+You may not propagate or modify a covered work except as expressly
+provided under this License. Any attempt otherwise to propagate or
+modify it is void, and will automatically terminate your rights under
+this License (including any patent licenses granted under the third
+paragraph of section 11).
+
+However, if you cease all violation of this License, then your license
+from a particular copyright holder is reinstated (a) provisionally,
+unless and until the copyright holder explicitly and finally
+terminates your license, and (b) permanently, if the copyright holder
+fails to notify you of the violation by some reasonable means prior to
+60 days after the cessation.
+
+Moreover, your license from a particular copyright holder is
+reinstated permanently if the copyright holder notifies you of the
+violation by some reasonable means, this is the first time you have
+received notice of violation of this License (for any work) from that
+copyright holder, and you cure the violation prior to 30 days after
+your receipt of the notice.
+
+Termination of your rights under this section does not terminate the
+licenses of parties who have received copies or rights from you under
+this License. If your rights have been terminated and not permanently
+reinstated, you do not qualify to receive new licenses for the same
+material under section 10.
+
+#### 9. Acceptance Not Required for Having Copies.
+
+You are not required to accept this License in order to receive or run
+a copy of the Program. Ancillary propagation of a covered work
+occurring solely as a consequence of using peer-to-peer transmission
+to receive a copy likewise does not require acceptance. However,
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+modify any covered work. These actions infringe copyright if you do
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+covered work, you indicate your acceptance of this License to do so.
+
+#### 10. Automatic Licensing of Downstream Recipients.
+
+Each time you convey a covered work, the recipient automatically
+receives a license from the original licensors, to run, modify and
+propagate that work, subject to this License. You are not responsible
+for enforcing compliance by third parties with this License.
+
+An "entity transaction" is a transaction transferring control of an
+organization, or substantially all assets of one, or subdividing an
+organization, or merging organizations. If propagation of a covered
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+
+You may not impose any further restrictions on the exercise of the
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+not impose a license fee, royalty, or other charge for exercise of
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+(including a cross-claim or counterclaim in a lawsuit) alleging that
+any patent claim is infringed by making, using, selling, offering for
+sale, or importing the Program or any portion of it.
+
+#### 11. Patents.
+
+A "contributor" is a copyright holder who authorizes use under this
+License of the Program or a work on which the Program is based. The
+work thus licensed is called the contributor's "contributor version".
+
+A contributor's "essential patent claims" are all patent claims owned
+or controlled by the contributor, whether already acquired or
+hereafter acquired, that would be infringed by some manner, permitted
+by this License, of making, using, or selling its contributor version,
+but do not include claims that would be infringed only as a
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+patent sublicenses in a manner consistent with the requirements of
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+
+Each contributor grants you a non-exclusive, worldwide, royalty-free
+patent license under the contributor's essential patent claims, to
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+propagate the contents of its contributor version.
+
+In the following three paragraphs, a "patent license" is any express
+agreement or commitment, however denominated, not to enforce a patent
+(such as an express permission to practice a patent or covenant not to
+sue for patent infringement). To "grant" such a patent license to a
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+patent against the party.
+
+If you convey a covered work, knowingly relying on a patent license,
+and the Corresponding Source of the work is not available for anyone
+to copy, free of charge and under the terms of this License, through a
+publicly available network server or other readily accessible means,
+then you must either (1) cause the Corresponding Source to be so
+available, or (2) arrange to deprive yourself of the benefit of the
+patent license for this particular work, or (3) arrange, in a manner
+consistent with the requirements of this License, to extend the patent
+license to downstream recipients. "Knowingly relying" means you have
+actual knowledge that, but for the patent license, your conveying the
+covered work in a country, or your recipient's use of the covered work
+in a country, would infringe one or more identifiable patents in that
+country that you have reason to believe are valid.
+
+If, pursuant to or in connection with a single transaction or
+arrangement, you convey, or propagate by procuring conveyance of, a
+covered work, and grant a patent license to some of the parties
+receiving the covered work authorizing them to use, propagate, modify
+or convey a specific copy of the covered work, then the patent license
+you grant is automatically extended to all recipients of the covered
+work and works based on it.
+
+A patent license is "discriminatory" if it does not include within the
+scope of its coverage, prohibits the exercise of, or is conditioned on
+the non-exercise of one or more of the rights that are specifically
+granted under this License. You may not convey a covered work if you
+are a party to an arrangement with a third party that is in the
+business of distributing software, under which you make payment to the
+third party based on the extent of your activity of conveying the
+work, and under which the third party grants, to any of the parties
+who would receive the covered work from you, a discriminatory patent
+license (a) in connection with copies of the covered work conveyed by
+you (or copies made from those copies), or (b) primarily for and in
+connection with specific products or compilations that contain the
+covered work, unless you entered into that arrangement, or that patent
+license was granted, prior to 28 March 2007.
+
+Nothing in this License shall be construed as excluding or limiting
+any implied license or other defenses to infringement that may
+otherwise be available to you under applicable patent law.
+
+#### 12. No Surrender of Others' Freedom.
+
+If conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
+excuse you from the conditions of this License. If you cannot convey a
+covered work so as to satisfy simultaneously your obligations under
+this License and any other pertinent obligations, then as a
+consequence you may not convey it at all. For example, if you agree to
+terms that obligate you to collect a royalty for further conveying
+from those to whom you convey the Program, the only way you could
+satisfy both those terms and this License would be to refrain entirely
+from conveying the Program.
+
+#### 13. Use with the GNU Affero General Public License.
+
+Notwithstanding any other provision of this License, you have
+permission to link or combine any covered work with a work licensed
+under version 3 of the GNU Affero General Public License into a single
+combined work, and to convey the resulting work. The terms of this
+License will continue to apply to the part which is the covered work,
+but the special requirements of the GNU Affero General Public License,
+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+#### 14. Revised Versions of this License.
+
+The Free Software Foundation may publish revised and/or new versions
+of the GNU General Public License from time to time. Such new versions
+will be similar in spirit to the present version, but may differ in
+detail to address new problems or concerns.
+
+Each version is given a distinguishing version number. If the Program
+specifies that a certain numbered version of the GNU General Public
+License "or any later version" applies to it, you have the option of
+following the terms and conditions either of that numbered version or
+of any later version published by the Free Software Foundation. If the
+Program does not specify a version number of the GNU General Public
+License, you may choose any version ever published by the Free
+Software Foundation.
+
+If the Program specifies that a proxy can decide which future versions
+of the GNU General Public License can be used, that proxy's public
+statement of acceptance of a version permanently authorizes you to
+choose that version for the Program.
+
+Later license versions may give you additional or different
+permissions. However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+#### 15. Disclaimer of Warranty.
+
+THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT
+WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
+PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE
+DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
+CORRECTION.
+
+#### 16. Limitation of Liability.
+
+IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
+CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
+INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
+ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT
+NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
+LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM
+TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
+PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
+
+#### 17. Interpretation of Sections 15 and 16.
+
+If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+END OF TERMS AND CONDITIONS
+
+### How to Apply These Terms to Your New Programs
+
+If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these
+terms.
+
+To do so, attach the following notices to the program. It is safest to
+attach them to the start of each source file to most effectively state
+the exclusion of warranty; and each file should have at least the
+"copyright" line and a pointer to where the full notice is found.
+
+        <one line to give the program's name and a brief idea of what it does.>
+        Copyright (C) <year>  <name of author>
+
+        This program is free software: you can redistribute it and/or modify
+        it under the terms of the GNU General Public License as published by
+        the Free Software Foundation, either version 3 of the License, or
+        (at your option) any later version.
+
+        This program is distributed in the hope that it will be useful,
+        but WITHOUT ANY WARRANTY; without even the implied warranty of
+        MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+        GNU General Public License for more details.
+
+        You should have received a copy of the GNU General Public License
+        along with this program.  If not, see <https://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper
+mail.
+
+If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+        <program>  Copyright (C) <year>  <name of author>
+        This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+        This is free software, and you are welcome to redistribute it
+        under certain conditions; type `show c' for details.
+
+The hypothetical commands \`show w' and \`show c' should show the
+appropriate parts of the General Public License. Of course, your
+program's commands might be different; for a GUI interface, you would
+use an "about box".
+
+You should also get your employer (if you work as a programmer) or
+school, if any, to sign a "copyright disclaimer" for the program, if
+necessary. For more information on this, and how to apply and follow
+the GNU GPL, see <https://www.gnu.org/licenses/>.
+
+The GNU General Public License does not permit incorporating your
+program into proprietary programs. If your program is a subroutine
+library, you may consider it more useful to permit linking proprietary
+applications with the library. If this is what you want to do, use the
+GNU Lesser General Public License instead of this License. But first,
+please read <https://www.gnu.org/licenses/why-not-lgpl.html>.

파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 839 - 1
package-lock.json


+ 16 - 5
package.json

@@ -1,16 +1,18 @@
 {
-  "name": "iGeomSVG",
+  "name": "igeomh",
   "version": "1.0.0",
-  "description": "",
+  "description": "Versão HTML5 do iGeom",
   "main": "index.js",
   "scripts": {
+    "lint": "./node_modules/.bin/eslint src/**/*.js",
+    "prepush": "npm run lint",
     "dev": "NODE_ENV=development webpack-dev-server --mode development --open",
     "build": "NODE_ENV=production webpack --mode production",
     "test": "echo \"Error: no test specified\" && exit 1"
   },
   "keywords": [],
-  "author": "",
-  "license": "ISC",
+  "author": "Robertino Mendes Santiago Jr",
+  "license": "GPL-3.0-or-later",
   "devDependencies": {
     "@babel/cli": "^7.2.3",
     "@babel/core": "^7.2.2",
@@ -21,7 +23,12 @@
     "babel-loader": "^8.0.5",
     "babel-register": "^6.26.0",
     "css-loader": "^1.0.1",
+    "eslint": "^5.12.1",
+    "eslint-config-airbnb-base": "^13.1.0",
+    "eslint-plugin-css-modules": "^2.11.0",
+    "eslint-plugin-import": "^2.16.0",
     "html-webpack-plugin": "^3.2.0",
+    "husky": "^1.3.1",
     "mini-css-extract-plugin": "^0.4.5",
     "node-sass": "^4.11.0",
     "optimize-css-assets-webpack-plugin": "^5.0.1",
@@ -34,5 +41,9 @@
     "webpack-cli": "^3.2.1",
     "webpack-dev-server": "^3.1.14"
   },
-  "dependencies": {}
+  "dependencies": {},
+  "repository": {
+    "type": "git",
+    "url": "http://200.144.254.107/git/LInE/iGeomH.git"
+  }
 }

+ 57 - 45
src/app.js

@@ -1,66 +1,78 @@
-import style from '../scss/style.scss';
-import AreaDeDesenho from './areaDesenho/AreaDeDesenho.js';
-import MenuSuperior from './menus/MenuSuperior.js';
+/* eslint-env browser */
+import AreaDeDesenho from './areaDesenho/AreaDeDesenho';
+import MenuSuperior from './menus/MenuSuperior';
+
+require('../scss/style.scss');
 
 /**
  * Classe App
- * 
+ *
  * Classe principal da aplicação. Realiza a instância dos elementos
  * que irão compor a aplicação
- * 
+ *
  * @author Robertino Mendes Santiago Jr <robertino@ufpr.br>
  */
 export default class App {
+  /**
+   * Método construtor da classe App.
+   * São criados neste construtor:
+   * . o menu superior
+   * . a área de desenho
+   */
+  constructor() {
+    this.menuSuperior = new MenuSuperior(this);
+    this.areaDeDesenho = new AreaDeDesenho(this);
+    this.objetos = [];
+  }
 
-    /**
-     * Método construtor da classe App.
-     * São criados neste construtor:
-     * . o menu superior
-     * . a área de desenho 
-     */
-    constructor() {
-        this._menuSuperior = new MenuSuperior(this);
-        this._areaDeDesenho = new AreaDeDesenho(this);
-        this._objetos = new Array();
-    }
-
-    /**
+  /**
      * Devolve o valor da propriedade menuSuperior
      * @return {MenuSuperior} Valor da propriedade menuSuperior
      */
-    get menuSuperior() {
-        return this._menuSuperior;
-    }
+  getMenuSuperior() {
+    return this.menuSuperior;
+  }
 
-    /**
-     * Devolve o valor da propriedade areaDeDesenho
-     * @return {AreaDeDesenho} Valor da propriedade areaDeDesenho
-     */
-    get areaDeDesenho() {
-        return this._areaDeDesenho;
-    }
+  setMenuSuperior(menuSuperior) {
+    this.menuSuperior = menuSuperior;
+  }
 
-    /**
-     * Devolve o valor da propriedade objetos
-     * @return {Array} Valor da propriedade objetos
-     */
-    get objetos() {
-        return this._objetos;
-    }
+  /**
+  * Devolve o valor da propriedade areaDeDesenho
+  * @return {AreaDeDesenho} Valor da propriedade areaDeDesenho
+  */
+  getAreaDeDesenho() {
+    return this.areaDeDesenho;
+  }
 
-    /**
-     * Atribui um valor recebido por parâmetro à propriedade objetos
-     * @param {Array} objetos Objetos
-     */
-    set objetos(objetos) {
-        this._objetos = objetos;
-    }
+  /**
+  * Atribui um valor recebido por parâmetro à propriedade areaDeDesenho
+  * @param {AreaDeDesenho} areaDeDesenho Valor da propriedade
+  */
+  setAreaDeDesenho(areaDeDesenho) {
+    this.areaDeDesenho = areaDeDesenho;
+  }
+
+  /**
+  * Devolve o valor da propriedade objetos
+  * @return {Array} Valor da propriedade objetos
+  */
+  getObjetos() {
+    return this.objetos;
+  }
 
+  /**
+  * Atribui um valor recebido por parâmetro à propriedade objetos
+  * @param {Array} objetos Objetos
+  */
+  setObjetos(objetos) {
+    this.objetos = objetos;
+  }
 }
 
 /**
  * Cria a instância da classe App após o carregamento da página
  */
-document.addEventListener('DOMContentLoaded', function(){
-    const app = new App();
-});
+document.addEventListener('DOMContentLoaded', () => {
+  const app = new App(); // eslint-disable-line no-unused-vars
+});

+ 135 - 140
src/areaDesenho/AreaDeDesenho.js

@@ -1,150 +1,145 @@
 
-import Ponto from '../objetos/Ponto.js';
+import Ponto from '../objetos/Ponto';
 /**
  * Classe AreaDeDesenho
- * 
+ *
  * Esta classe é utilizada para receber os elementos que serão desenhados na tela
- * 
+ *
  * @author Robertino Mendes Santiago Jr <robertino@ufpr.br>
  */
 export default class AreaDeDesenho {
-
-    /**
-     * Método construtor da classe AreaDeDesenho.
-     * São criadas duas áreas de desenho. A área mais inferior é utilizada para
-     * receber o Objetos. A área mais superior é utilizar para controlar as
-     * interações com o mouse.
-     * @param {App} app Instância da classe App
-     */
-    constructor(app) {
-        this.app = app;       
-
-        this._area = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
-        this._area.setAttribute('id', 'main-svg');
-        this._area.setAttribute('preserveAspectRatio', 'none');
-
-        this._areaTop = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
-        this._areaTop.setAttribute('id', 'top-svg');
-        this._areaTop.setAttribute('preserveAspectRatio', 'none');
-        
-        this._areaTop.onmouseup = (e) => this.mouseup(e);
-        this._areaTop.onmousedown = (e) => this.mousedown(e);
-        this._areaTop.onmousemove = (e) => this.mousemove(e);
-
-        let div = document.getElementById('app');
-        div.append(this._area);
-        div.append(this._areaTop);
-
-        this.resizeArea();
-        window.addEventListener('resize', this.resizeArea.bind(this));
-
-        this._selecionado = null;
-        
-    }
-
-    /**
-     * Método que redimensiona a área de desenho ao tamanho da tela
-     */
-    resizeArea() {
-        let offset = this.area.getBoundingClientRect();
-        this._area.setAttribute('width', window.innerWidth - offset.left + 'px');
-        this._area.setAttribute('height', window.innerHeight - offset.top + 'px');
-
-        this._areaTop.setAttribute('width', window.innerWidth - offset.left + 'px');
-        this._areaTop.setAttribute('height', window.innerHeight - offset.top + 'px');
-    }
-
-    /**
-     * Método que trata quando o botão esquerdo do mouse é pressionado na área de desenho
-     * @param {Object} e - Objeto com os valores o evento disparado pelo mouse
-     */
-    mousedown(e) {
-        e.preventDefault();
-        e.stopPropagation();
-        
-        if (this.app.menuSuperior.selecionado == this.app.menuSuperior.CODE_PONTO) {
-            let offset = this.area.getBoundingClientRect();
-
-            let x = e.clientX - offset.left;
-            let y = e.clientY - offset.top;
-
-            this.adicionaObjetos(new Ponto(x, y));
-            
-        }
-
-        // let offset = this.area.getBoundingClientRect();
-
-        // let x = e.clientX - offset.left;
-        // let y = e.clientY - offset.top;
-
-        // if (this.selecionado) {
-        //     this.selecionado.selecionado = false;
-        //     this.selecionado = null;    
-        // } else {
-        //     this.app.objetos.map(objeto => {
-        //         if (objeto.contains(x, y)) {
-        //             this.selecionado = objeto;
-        //             this.selecionado.selecionado = true;
-        //         }
-        //     });
-        // }
-        
-    }
-
-    /**
-     * Método que trata quando o botão esquerdo do mouse é solto na área de desenho
-     * @param {Object} e - Objeto com os valores o evento disparado pelo mouse
-     */
-    mouseup(e) {
-        
-    }
-
-    /**
-     * Método que trata quando o mouse é movimentado pela área de desenho
-     * @param {Object} e - Objeto com os valores o evento disparado pelo mouse
-     */
-    mousemove(e) {
-        if (this.selecionado) {
-            let offset = this.area.getBoundingClientRect();
-
-            let x = e.clientX - offset.left;
-            let y = e.clientY - offset.top;
-
-            this.selecionado.mover(x, y);
-        }
-    }
-
-    /**
-     * Adiciona um objeto à área de desenho
-     * @param {ObjetoDinamico} objeto Objeto a ser inserido na área de desenho
-     */
-    adicionaObjetos(objeto) {
-        this.app.objetos.push(objeto);
-        this._area.append(objeto.draw());
-    }
-
-    /**
-     * Devolve o valor da propriedade area
-     * @return {Object} Valor da propriedade area
-     */
-    get area() {
-        return this._area;
-    }
-
-    /**
-     * Devolve o valor da propriedade selecionado
-     * @return {Object} Valor da propriedade selecionado
-     */
-    get selecionado() {
-        return this._selecionado;
+  /**
+   * Método construtor da classe AreaDeDesenho.
+   * São criadas duas áreas de desenho. A área mais inferior é utilizada para
+   * receber o Objetos. A área mais superior é utilizar para controlar as
+   * interações com o mouse.
+   * @param {App} app Instância da classe App
+   */
+  constructor(app) {
+    this.app = app;
+
+    this.area = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
+    this.area.setAttribute('id', 'main-svg');
+    this.area.setAttribute('preserveAspectRatio', 'none');
+
+    this.areaTop = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
+    this.areaTop.setAttribute('id', 'top-svg');
+    this.areaTop.setAttribute('preserveAspectRatio', 'none');
+
+    // this.areaTop.onmouseup = e => this.mouseup(e);
+    this.areaTop.onmousedown = e => this.mousedown(e);
+    this.areaTop.onmousemove = e => this.mousemove(e);
+
+    const div = document.getElementById('app');
+    div.append(this.area);
+    div.append(this.areaTop);
+
+    this.resizeArea();
+    window.addEventListener('resize', this.resizeArea.bind(this));
+
+    this.selecionado = null;
+  }
+
+  /**
+   * Método que redimensiona a área de desenho ao tamanho da tela
+   */
+  resizeArea() {
+    const offset = this.area.getBoundingClientRect();
+    this.area.setAttribute('width', `${window.innerWidth - offset.left}px`);
+    this.area.setAttribute('height', `${window.innerHeight - offset.top}px`);
+
+    this.areaTop.setAttribute('width', `${window.innerWidth - offset.left}px`);
+    this.areaTop.setAttribute('height', `${window.innerHeight - offset.top}px`);
+  }
+
+  /**
+   * Método que trata quando o botão esquerdo do mouse é pressionado na área de desenho
+   * @param {Object} e - Objeto com os valores o evento disparado pelo mouse
+   */
+  mousedown(e) {
+    e.preventDefault();
+    e.stopPropagation();
+
+    if (this.app.menuSuperior.selecionado === this.app.menuSuperior.CODE_PONTO) {
+      const offset = this.area.getBoundingClientRect();
+
+      const x = e.clientX - offset.left;
+      const y = e.clientY - offset.top;
+
+      this.adicionaObjetos(new Ponto(x, y));
     }
 
-    /**
-     * Atribui um valor recebido por parâmetro à propriedade selecionado
-     * @param {ObjetoDinamico} selecionado Objeto selecionado na area de desenho
-     */
-    set selecionado(selecionado) {
-        this._selecionado = selecionado;
+    // let offset = this.area.getBoundingClientRect();
+
+    // let x = e.clientX - offset.left;
+    // let y = e.clientY - offset.top;
+
+    // if (this.selecionado) {
+    //     this.selecionado.selecionado = false;
+    //     this.selecionado = null;
+    // } else {
+    //     this.app.objetos.map(objeto => {
+    //         if (objeto.contains(x, y)) {
+    //             this.selecionado = objeto;
+    //             this.selecionado.selecionado = true;
+    //         }
+    //     });
+    // }
+  }
+
+  /**
+   * Método que trata quando o botão esquerdo do mouse é solto na área de desenho
+   * @param {Object} e - Objeto com os valores o evento disparado pelo mouse
+   */
+  //   mouseup(e) {
+
+  //   }
+
+  /**
+   * Método que trata quando o mouse é movimentado pela área de desenho
+   * @param {Object} e - Objeto com os valores o evento disparado pelo mouse
+   */
+  mousemove(e) {
+    if (this.selecionado) {
+      const offset = this.area.getBoundingClientRect();
+
+      const x = e.clientX - offset.left;
+      const y = e.clientY - offset.top;
+
+      this.selecionado.mover(x, y);
     }
-    
-}
+  }
+
+  /**
+   * Adiciona um objeto à área de desenho
+   * @param {ObjetoDinamico} objeto Objeto a ser inserido na área de desenho
+   */
+  adicionaObjetos(objeto) {
+    this.app.objetos.push(objeto);
+    this.area.append(objeto.draw());
+  }
+
+  /**
+   * Devolve o valor da propriedade area
+   * @return {Object} Valor da propriedade area
+   */
+  getArea() {
+    return this.area;
+  }
+
+  /**
+   * Devolve o valor da propriedade selecionado
+   * @return {Object} Valor da propriedade selecionado
+   */
+  getSelecionado() {
+    return this.selecionado;
+  }
+
+  /**
+   * Atribui um valor recebido por parâmetro à propriedade selecionado
+   * @param {ObjetoDinamico} selecionado Objeto selecionado na area de desenho
+   */
+  setSelecionado(selecionado) {
+    this.selecionado = selecionado;
+  }
+}

+ 149 - 150
src/menus/MenuSuperior.js

@@ -1,3 +1,4 @@
+/* eslint-disable array-callback-return */
 import btnPonto from '../../images/botoes/ponto.svg';
 import btnPontoMedio from '../../images/botoes/ponto-medio.svg';
 import btnCincunferencia from '../../images/botoes/circunferencia.svg';
@@ -5,67 +6,67 @@ import btnCincunferenciaPontoSegmento from '../../images/botoes/circunferencia-p
 
 /**
  * Classe MenuSuperior
- * 
+ *
  * Esta classe é utilizada para criar os menus exibidos na parte superior da aplicação
- * 
+ *
  * @author Robertino Mendes Santiago Jr <robertino@ufpr.br>
  */
 export default class MenuSuperior {
+  /**
+   * Método construtor da classe MenuSuperior.
+   * Os itens que serão exibidos no menu são definidos na estrutura itensMenu.
+   * @param {App} app Instância da classe App
+   */
+  constructor(app) {
+    this.app = app;
+    this.selecionado = null;
 
-    /**
-     * Método construtor da classe MenuSuperior.
-     * Os itens que serão exibidos no menu são definidos na estrutura itensMenu.
-     * @param {App} app Instância da classe App
-     */
-    constructor(app) {
-        this._selecionado = null;
-
-        this.itensMenu = [
-            {
-                id: 'menu-ponto',
-                title: 'Criação de ponto',
-                image: btnPonto,
-                options: [
-                    {
-                        id: this.CODE_PONTO,
-                        title: 'Criar ponto na área de desenho',
-                        image: btnPonto
-                    },
-                    {
-                        id: this.CODE_PONTO_MEDIO,
-                        title: 'Criar ponto entre dois pontos',
-                        image: btnPontoMedio
-                    }
-                ]
-            },
-            {
-                id: 'menu-circunferencia',
-                title: 'Criação de circunferência',
-                image: btnCincunferencia,
-                options: [
-                    {
-                        id: 'circunferencia',
-                        title: 'Criar circunferência definida por 2 pontos',
-                        image: btnCincunferencia
-                    },
-                    {
-                        id: 'circunferencia-ponto-segmento',
-                        title: 'Criar circunferência definida por ponto e segmento',
-                        image: btnCincunferenciaPontoSegmento
-                    }
-                ]
-            }
-        ];
-        let div = document.getElementById('app');
-        div.append(this.draw());
-        this.acoesMenu();
-    }
+    this.itensMenu = [
+      {
+        id: 'menu-ponto',
+        title: 'Criação de ponto',
+        image: btnPonto,
+        options: [
+          {
+            id: this.CODE_PONTO,
+            title: 'Criar ponto na área de desenho',
+            image: btnPonto,
+          },
+          {
+            id: this.CODE_PONTO_MEDIO,
+            title: 'Criar ponto entre dois pontos',
+            image: btnPontoMedio,
+          },
+        ],
+      },
+      {
+        id: 'menu-circunferencia',
+        title: 'Criação de circunferência',
+        image: btnCincunferencia,
+        options: [
+          {
+            id: 'circunferencia',
+            title: 'Criar circunferência definida por 2 pontos',
+            image: btnCincunferencia,
+          },
+          {
+            id: 'circunferencia-ponto-segmento',
+            title: 'Criar circunferência definida por ponto e segmento',
+            image: btnCincunferenciaPontoSegmento,
+          },
+        ],
+      },
+    ];
+    const div = document.getElementById('app');
+    div.append(this.draw());
+    this.acoesMenu();
+  }
 
-    /**
-     * Método que desenha os menus na parte superior da aplicação
-     */
-    draw() {
-        let html = `
+  /**
+   * Método que desenha os menus na parte superior da aplicação
+   */
+  draw() {
+    const html = `
         <div id="navbar">
             <div id="navbar-top">
                 <ul>
@@ -81,32 +82,31 @@ export default class MenuSuperior {
             <div id="navbar-bottom"></div>
         </div>
         `;
-        let div = document.createElement('div');
-        div.innerHTML = html;
-        return div;
-    }
+    const div = document.createElement('div');
+    div.innerHTML = html;
+    return div;
+  }
 
-    /**
-     * Método que define as ações de clique para cada item do menu primário.
-     * Ao clicar em um item, é exibido no menu secundário os itens específicos o item clicado.
-     */
-    acoesMenu() {
-        this.itensMenu.map(elem => {
-            document.getElementById(elem.id).onmousedown = (event) => this.trocaSubMenu(event, elem);
-        });
-        
-    }
+  /**
+   * Método que define as ações de clique para cada item do menu primário.
+   * Ao clicar em um item, é exibido no menu secundário os itens específicos o item clicado.
+   */
+  acoesMenu() {
+    this.itensMenu.map((elem) => {
+      document.getElementById(elem.id).onmousedown = event => this.trocaSubMenu(event, elem);
+    });
+  }
+
+  /**
+   * Método que desenha os itens do menu secundário de um determinado item do menu
+   * @param {Object} event Objeto com os valores o evento disparado pelo mouse
+   * @param {Object} elem Item do menu selecionado
+   */
+  trocaSubMenu(event, elem) {
+    MenuSuperior.mudaSelecionadoMenuTop(elem);
 
-    /**
-     * Método que desenha os itens do menu secundário de um determinado item do menu
-     * @param {Object} event Objeto com os valores o evento disparado pelo mouse
-     * @param {Object} elem Item do menu selecionado
-     */
-    trocaSubMenu(event, elem) {
-        this.mudaSelecionadoMenuTop(elem);
-        
-        let div = document.getElementById('navbar-bottom');
-        let html = `
+    const div = document.getElementById('navbar-bottom');
+    const html = `
             <ul>
                 ${elem.options.map(e => `
                     <li id="${e.id}">
@@ -117,82 +117,81 @@ export default class MenuSuperior {
                 `).join('')}
             </ul>
         `;
-        div.innerHTML = html;
-        this.acoesSubMenu(elem);
-    }
+    div.innerHTML = html;
+    this.acoesSubMenu(elem);
+  }
 
-    /**
-     * Método que realiza a troca da propriedade CSS selecionado do menu primário
-     * @param {Object} elem Elemento que será atribuída a classe CSS selecionado
-     */
-    mudaSelecionadoMenuTop(elem) {
-        let selecionado = document.querySelectorAll('.selecionado');
-               
-        if (selecionado.length != 0) {
-            selecionado.forEach(s => {
-                s.classList.remove('selecionado');
-            });    
-        }
-        
-        let btn = document.getElementById(elem.id);
-        btn.classList.add('selecionado');
-    }
+  /**
+   * Método que realiza a troca da propriedade CSS selecionado do menu primário
+   * @param {Object} elem Elemento que será atribuída a classe CSS selecionado
+   */
+  static mudaSelecionadoMenuTop(elem) {
+    const selecionado = document.querySelectorAll('.selecionado');
 
-    /**
-     * Método que define as ações de clique para cada item do menu secundário.
-     * Ao clicar em um item, é exibido no menu secundário os itens específicos o item clicado.
-     */
-    acoesSubMenu(objeto) {
-        objeto.options.map(elem => {
-            document.getElementById(elem.id).onmousedown = (event) => this.botaoSubMenu(event, elem);
-        })
+    if (selecionado.length !== 0) {
+      selecionado.forEach((s) => {
+        s.classList.remove('selecionado');
+      });
     }
 
-    /**
-     * Método que identifica o item do menu selecionado
-     * @param {Object} event Objeto com os valores o evento disparado pelo mouse
-     * @param {Object} elem Item do menu selecionado 
-     */
-    botaoSubMenu(event, elem) {
-        this.mudaSelecionadoMenuBottom(elem);
-        this._selecionado = elem.id;
-        
-    }
+    const btn = document.getElementById(elem.id);
+    btn.classList.add('selecionado');
+  }
 
-    /**
-     * Método que realiza a troca da propriedade CSS selecionado do menu secundário
-     * @param {Object} elem Elemento que será atribuída a classe CSS selecionado
-     */
-    mudaSelecionadoMenuBottom(elem) {
-        let selecionado = document.querySelectorAll('#navbar-bottom .selecionado');
-               
-        if (selecionado.length != 0) {
-            selecionado.forEach(s => {
-                s.classList.remove('selecionado');
-            });    
-        }
-        
-        let btn = document.getElementById(elem.id);
-        btn.classList.add('selecionado');
-    }
+  /**
+   * Método que define as ações de clique para cada item do menu secundário.
+   * Ao clicar em um item, é exibido no menu secundário os itens específicos o item clicado.
+   */
+  acoesSubMenu(objeto) {
+    objeto.options.map((elem) => {
+      document.getElementById(elem.id).onmousedown = event => this.botaoSubMenu(event, elem);
+    });
+  }
+
+  /**
+   * Método que identifica o item do menu selecionado
+   * @param {Object} event Objeto com os valores o evento disparado pelo mouse
+   * @param {Object} elem Item do menu selecionado
+   */
+  botaoSubMenu(event, elem) {
+    MenuSuperior.mudaSelecionadoMenuBottom(elem);
+    this.selecionado = elem.id;
+  }
+
+  /**
+   * Método que realiza a troca da propriedade CSS selecionado do menu secundário
+   * @param {Object} elem Elemento que será atribuída a classe CSS selecionado
+   */
+  static mudaSelecionadoMenuBottom(elem) {
+    const selecionado = document.querySelectorAll('#navbar-bottom .selecionado');
 
-    /**
-     * Devolve o valor da propriedade selecionado
-     * @return {string} Valor da propriedade selecionado
-     */
-    get selecionado() {
-        return this._selecionado;
+    if (selecionado.length !== 0) {
+      selecionado.forEach((s) => {
+        s.classList.remove('selecionado');
+      });
     }
 
-    /**
-     * Constante que determina o código do menu Ponto 
-     * @return {string} Valor da constante
-     */
-    get CODE_PONTO() { return 'ponto'; }
-
-    /**
-     * Constante que determina o código do menu Ponto Médio
-     * @return {string} Valor da constante
-     */
-    get CODE_PONTO_MEDIO() { return 'ponto-medio'; }
-}
+    const btn = document.getElementById(elem.id);
+    btn.classList.add('selecionado');
+  }
+
+  /**
+   * Devolve o valor da propriedade selecionado
+   * @return {string} Valor da propriedade selecionado
+   */
+  getSelecionado() {
+    return this.selecionado;
+  }
+
+  /**
+   * Constante que determina o código do menu Ponto
+   * @return {string} Valor da constante
+   */
+  static get CODE_PONTO() { return 'ponto'; }
+
+  /**
+   * Constante que determina o código do menu Ponto Médio
+   * @return {string} Valor da constante
+   */
+  static get CODE_PONTO_MEDIO() { return 'ponto-medio'; }
+}

+ 16 - 17
src/objetos/ObjetoDinamico.js

@@ -1,26 +1,25 @@
 /**
  * Classe ObjetoDinamico
- * 
+ *
  * Super classe utilizada para agrupar as propriedades em comum dos objetos
  * que podem ser inseridos na área de desenho.
- * 
+ *
  * @author Robertino Mendes Santiago Jr <robertino@ufpr.br>
  */
 export default class ObjetoDinamico {
+  /**
+   * Construtor da classe ObjetoDinamico
+   */
+  constructor() {
+    this.svgNS = 'http://www.w3.org/2000/svg';
+    this.draggable = false;
+  }
 
-    /**
-     * Construtor da classe ObjetoDinamico
-     */
-    constructor() {
-        this.svgNS = "http://www.w3.org/2000/svg";
-        this._draggable = false;
-    }
+  getDraggable() {
+    return this.draggable;
+  }
 
-    get draggable() {
-        return this._draggable;
-    }
-
-    set draggable(draggable) {
-        this._draggable = draggable;
-    }
-}
+  setDraggable(draggable) {
+    this.draggable = draggable;
+  }
+}

+ 147 - 148
src/objetos/Ponto.js

@@ -1,164 +1,163 @@
-import ObjetoDinamico from './ObjetoDinamico.js';
+import ObjetoDinamico from './ObjetoDinamico';
 
 /**
  * Classe Ponto
- * 
+ *
  * Utilizada para representar um Ponto no desenho geométrico
- * 
+ *
  * @author Robertino Mendes Santiago Jr <robertino@ufpr.br>
  */
 export default class Ponto extends ObjetoDinamico {
-
-    /**
-     * Método construtor da classe Ponto
-     * @param {number} x Posição relativa ao eixo x onde o ponto será criado
-     * @param {number} y Posição relativa ao eixo y onde o ponto será criado
-     */
-    constructor(x, y) {
-        super();
-        this._x = x;
-        this._y = y;
-        this._raio = 4;
-        this._espessura = 1;
-        this._selecionado = false;
-
-        this._elemento = this.criaPonto();
-    }
-
-    /**
+  /**
+   * Método construtor da classe Ponto
+   * @param {number} x Posição relativa ao eixo x onde o ponto será criado
+   * @param {number} y Posição relativa ao eixo y onde o ponto será criado
+   */
+  constructor(x, y) {
+    super();
+    this.x = x;
+    this.y = y;
+    this.raio = 4;
+    this.espessura = 1;
+    this.selecionado = false;
+
+    this.elemento = this.criaPonto();
+  }
+
+  /**
      * Método que devolve o elemento Ponto.
      * @return {Object} Retorna o elemento que representa um Ponto em formato SVG
      */
-    draw() {
-        return this._elemento;
-    }
+  draw() {
+    return this.elemento;
+  }
 
-    /**
+  /**
      * Verifica se existe um ponto na posição especificada por x e y
      * @param {number} x - Valor da posição no eixo x
      * @param {number} y - Valor da posição no eixo y
-     * @return {boolean} Retorna verdadeiro se existe um ponto na posição especificada. Caso contrário, retorna falso.
-     */
-    contains(x, y) {
-        let xDiff = Math.abs(this.x - x);
-        let yDiff = Math.abs(this.y - y);
-        let dist = Math.sqrt(Math.pow(xDiff,2) + Math.pow(yDiff,2)); 
-        return dist <= this.raio;
-    }
-
-    /**
-     * Método que cria um elemento SVG que representa um Ponto
-     * @return {Object} Retorna o elemento SVG criado que representa o Ponto
-     */
-    criaPonto() {
-        let elemento = document.createElementNS(this.svgNS,'circle');
-        elemento.setAttribute('id','mycircle');
-        elemento.setAttribute('cx',this.x);
-        elemento.setAttribute('cy',this.y);
-        elemento.setAttribute('r',this.raio);
-        elemento.setAttribute('fill','lightgreen');
-        elemento.setAttribute('stroke','black');
-        elemento.setAttribute('stroke-width', this.espessura);
-        return elemento;
-    }
-
-    /**
-     * Método que realiza a movimentação do Ponto
-     * @param {number} x Posição relativa ao eixo x onde o ponto será movimentado
-     * @param {number} y Posição relativa ao eixo y onde o ponto será movimentado
-     */
-    mover(x, y) {
-        this.x = x;
-        this.y = y;
-    }
-
-    /**
-     * Devolve o valor da propriedade x
-     * @return {number} Valor da propriedade x
-     */
-    get x() {
-        return this._x;
-    }
-
-    /**
-     * Atribui um valor recebido por parâmetro à propriedade x
-     * @param {number} x Posição relativa ao eixo x
-     */
-    set x(x) {
-        this._x = x;
-        this._elemento.setAttribute('cx', x);
-    }
-
-    /**
-     * Devolve o valor da propriedade y
-     * @return {number} Valor da propriedade y
-     */
-    get y() {
-        return this._y;
-    }
-
-    /**
-     * Atribui um valor recebido por parâmetro à propriedade y
-     * @param {number} y Posição relativa ao eixo y
-     */
-    set y(y) {
-        this._y = y;
-        this._elemento.setAttribute('cy', y);
-    }
-
-    /**
-     * Devolve o valor da propriedade raio
-     * @return {number} Valor da propriedade raio
-     */
-    get raio() {
-        return this._raio;
-    }
-
-    /**
-     * Atribui um valor recebido por parâmetro à propriedade raio
-     * @param {number} raio Valor do raio do Ponto
-     */
-    set raio(raio) {
-        this._raio = raio;
-        this._elemento.setAttribute('r', raio);
-    }
-
-    /**
-     * Devolve o valor da propriedade espessura da borda
-     * @return {number} Valor da propriedade da espessura da borda
-     */
-    get espessura() {
-        return this._espessura;
-    }
-
-    /**
-     * Atribui um valor recebido por parâmetro à propriedade espessura
-     * @param {number} espessura Valor da espessura da borda
-     */
-    set espessura(espessura) {
-        this._espessura = espessura; 
-        this._elemento.setAttribute('stroke-width', espessura);
-    }
-
-    /**
-     * Devolve o valor da propriedade selecionado
-     * @return {boolean} Valor da propriedade selecionado
-     */
-    get selecionado() {
-        return this._selecionado;
-    }
-
-    /**
-     * Atribui um valor recebido por parâmetro à propriedade selecionado
-     * @param {boolean} selecionado Verdadeiro se o objeto está selecionado ou falso caso contrário
+     * @return {boolean} Retorna verdadeiro se existe um ponto na posição especificada.
+     * Caso contrário, retorna falso.
      */
-    set selecionado(selecionado) {
-        this._selecionado = selecionado;
-        if (selecionado) {
-            this._elemento.setAttribute('stroke', 'red');
-        } else {
-            this._elemento.setAttribute('stroke', 'black');
-        }
+  contains(x, y) {
+    const xDiff = Math.abs(this.x - x);
+    const yDiff = Math.abs(this.y - y);
+    const dist = Math.sqrt((xDiff ** 2) + (yDiff ** 2));
+    return dist <= this.raio;
+  }
+
+  /**
+   * Método que cria um elemento SVG que representa um Ponto
+   * @return {Object} Retorna o elemento SVG criado que representa o Ponto
+   */
+  criaPonto() {
+    const elemento = document.createElementNS(this.svgNS, 'circle');
+    elemento.setAttribute('id', 'mycircle');
+    elemento.setAttribute('cx', this.x);
+    elemento.setAttribute('cy', this.y);
+    elemento.setAttribute('r', this.raio);
+    elemento.setAttribute('fill', 'lightgreen');
+    elemento.setAttribute('stroke', 'black');
+    elemento.setAttribute('stroke-width', this.espessura);
+    return elemento;
+  }
+
+  /**
+   * Método que realiza a movimentação do Ponto
+   * @param {number} x Posição relativa ao eixo x onde o ponto será movimentado
+   * @param {number} y Posição relativa ao eixo y onde o ponto será movimentado
+   */
+  mover(x, y) {
+    this.x = x;
+    this.y = y;
+  }
+
+  /**
+   * Devolve o valor da propriedade x
+   * @return {number} Valor da propriedade x
+   */
+  getX() {
+    return this.x;
+  }
+
+  /**
+   * Atribui um valor recebido por parâmetro à propriedade x
+   * @param {number} x Posição relativa ao eixo x
+   */
+  setX(x) {
+    this.x = x;
+    this.elemento.setAttribute('cx', x);
+  }
+
+  /**
+   * Devolve o valor da propriedade y
+   * @return {number} Valor da propriedade y
+   */
+  getY() {
+    return this.y;
+  }
+
+  /**
+   * Atribui um valor recebido por parâmetro à propriedade y
+   * @param {number} y Posição relativa ao eixo y
+   */
+  setY(y) {
+    this.y = y;
+    this.elemento.setAttribute('cy', y);
+  }
+
+  /**
+   * Devolve o valor da propriedade raio
+   * @return {number} Valor da propriedade raio
+   */
+  getRaio() {
+    return this.raio;
+  }
+
+  /**
+   * Atribui um valor recebido por parâmetro à propriedade raio
+   * @param {number} raio Valor do raio do Ponto
+   */
+  setRaio(raio) {
+    this.raio = raio;
+    this.elemento.setAttribute('r', raio);
+  }
+
+  /**
+   * Devolve o valor da propriedade espessura da borda
+   * @return {number} Valor da propriedade da espessura da borda
+   */
+  getEspessura() {
+    return this.espessura;
+  }
+
+  /**
+   * Atribui um valor recebido por parâmetro à propriedade espessura
+   * @param {number} espessura Valor da espessura da borda
+   */
+  setEspessura(espessura) {
+    this.espessura = espessura;
+    this.elemento.setAttribute('stroke-width', espessura);
+  }
+
+  /**
+   * Devolve o valor da propriedade selecionado
+   * @return {boolean} Valor da propriedade selecionado
+   */
+  getSelecionado() {
+    return this.selecionado;
+  }
+
+  /**
+   * Atribui um valor recebido por parâmetro à propriedade selecionado
+   * @param {boolean} selecionado Verdadeiro se o objeto está selecionado ou falso caso contrário
+   */
+  setSelecionado(selecionado) {
+    this.selecionado = selecionado;
+    if (selecionado) {
+      this.elemento.setAttribute('stroke', 'red');
+    } else {
+      this.elemento.setAttribute('stroke', 'black');
     }
-    
-}
+  }
+}