UNPKG

fabric

Version:

Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.

1,330 lines (1,273 loc) 46.3 kB
import { defineProperty as _defineProperty, objectSpread2 as _objectSpread2, objectWithoutProperties as _objectWithoutProperties } from '../../_virtual/_rollupPluginBabelHelpers.mjs'; import { classRegistry } from '../ClassRegistry.mjs'; import { NONE } from '../constants.mjs'; import { Point } from '../Point.mjs'; import { stopEvent, isTouchEvent } from '../util/dom_event.mjs'; import { getWindowFromElement, getDocumentFromElement } from '../util/dom_misc.mjs'; import { sendPointToPlane } from '../util/misc/planeChange.mjs'; import { isActiveSelection } from '../util/typeAssertions.mjs'; import { SelectableCanvas } from './SelectableCanvas.mjs'; import { TextEditingManager } from './TextEditingManager.mjs'; const _excluded = ["target", "oldTarget", "fireCanvas", "e"]; const addEventOptions = { passive: false }; const getEventPoints = (canvas, e) => { const viewportPoint = canvas.getViewportPoint(e); const scenePoint = canvas.getScenePoint(e); return { viewportPoint, scenePoint, pointer: viewportPoint, absolutePointer: scenePoint }; }; // just to be clear, the utils are now deprecated and those are here exactly as minifier helpers // because el.addEventListener can't me be minified while a const yes and we use it 47 times in this file. // few bytes but why give it away. const addListener = function (el) { for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) { args[_key - 1] = arguments[_key]; } return el.addEventListener(...args); }; const removeListener = function (el) { for (var _len2 = arguments.length, args = new Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) { args[_key2 - 1] = arguments[_key2]; } return el.removeEventListener(...args); }; const syntheticEventConfig = { mouse: { in: 'over', out: 'out', targetIn: 'mouseover', targetOut: 'mouseout', canvasIn: 'mouse:over', canvasOut: 'mouse:out' }, drag: { in: 'enter', out: 'leave', targetIn: 'dragenter', targetOut: 'dragleave', canvasIn: 'drag:enter', canvasOut: 'drag:leave' } }; class Canvas extends SelectableCanvas { constructor(el) { let options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; super(el, options); // bind event handlers /** * Contains the id of the touch event that owns the fabric transform * @type Number * @private */ /** * Holds a reference to a setTimeout timer for event synchronization * @type number * @private */ /** * Holds a reference to an object on the canvas that is receiving the drag over event. * @type FabricObject * @private */ /** * Holds a reference to an object on the canvas from where the drag operation started * @type FabricObject * @private */ /** * Holds a reference to an object on the canvas that is the current drop target * May differ from {@link _draggedoverTarget} * @todo inspect whether {@link _draggedoverTarget} and {@link _dropTarget} should be merged somehow * @type FabricObject * @private */ /** * a boolean that keeps track of the click state during a cycle of mouse down/up. * If a mouse move occurs it becomes false. * Is true by default, turns false on mouse move. * Used to determine if a mouseUp is a click */ _defineProperty(this, "_isClick", void 0); _defineProperty(this, "textEditingManager", new TextEditingManager(this)); ['_onMouseDown', '_onTouchStart', '_onMouseMove', '_onMouseUp', '_onTouchEnd', '_onResize', // '_onGesture', // '_onDrag', // '_onShake', // '_onLongPress', // '_onOrientationChange', '_onMouseWheel', '_onMouseOut', '_onMouseEnter', '_onContextMenu', '_onClick', '_onDragStart', '_onDragEnd', '_onDragProgress', '_onDragOver', '_onDragEnter', '_onDragLeave', '_onDrop'].forEach(eventHandler => { // eslint-disable-next-line @typescript-eslint/no-unsafe-function-type this[eventHandler] = this[eventHandler].bind(this); }); // register event handlers this.addOrRemove(addListener, 'add'); } /** * return an event prefix pointer or mouse. * @private */ _getEventPrefix() { return this.enablePointerEvents ? 'pointer' : 'mouse'; } addOrRemove(functor, _eventjsFunctor) { const canvasElement = this.upperCanvasEl, eventTypePrefix = this._getEventPrefix(); functor(getWindowFromElement(canvasElement), 'resize', this._onResize); functor(canvasElement, eventTypePrefix + 'down', this._onMouseDown); functor(canvasElement, "".concat(eventTypePrefix, "move"), this._onMouseMove, addEventOptions); functor(canvasElement, "".concat(eventTypePrefix, "out"), this._onMouseOut); functor(canvasElement, "".concat(eventTypePrefix, "enter"), this._onMouseEnter); functor(canvasElement, 'wheel', this._onMouseWheel); functor(canvasElement, 'contextmenu', this._onContextMenu); functor(canvasElement, 'click', this._onClick); // decide if to remove in fabric 7.0 functor(canvasElement, 'dblclick', this._onClick); functor(canvasElement, 'dragstart', this._onDragStart); functor(canvasElement, 'dragend', this._onDragEnd); functor(canvasElement, 'dragover', this._onDragOver); functor(canvasElement, 'dragenter', this._onDragEnter); functor(canvasElement, 'dragleave', this._onDragLeave); functor(canvasElement, 'drop', this._onDrop); if (!this.enablePointerEvents) { functor(canvasElement, 'touchstart', this._onTouchStart, addEventOptions); } // if (typeof eventjs !== 'undefined' && eventjsFunctor in eventjs) { // eventjs[eventjsFunctor](canvasElement, 'gesture', this._onGesture); // eventjs[eventjsFunctor](canvasElement, 'drag', this._onDrag); // eventjs[eventjsFunctor]( // canvasElement, // 'orientation', // this._onOrientationChange // ); // eventjs[eventjsFunctor](canvasElement, 'shake', this._onShake); // eventjs[eventjsFunctor](canvasElement, 'longpress', this._onLongPress); // } } /** * Removes all event listeners, used when disposing the instance */ removeListeners() { this.addOrRemove(removeListener, 'remove'); // if you dispose on a mouseDown, before mouse up, you need to clean document to... const eventTypePrefix = this._getEventPrefix(); const doc = getDocumentFromElement(this.upperCanvasEl); removeListener(doc, "".concat(eventTypePrefix, "up"), this._onMouseUp); removeListener(doc, 'touchend', this._onTouchEnd, addEventOptions); removeListener(doc, "".concat(eventTypePrefix, "move"), this._onMouseMove, addEventOptions); removeListener(doc, 'touchmove', this._onMouseMove, addEventOptions); clearTimeout(this._willAddMouseDown); } /** * @private * @param {Event} [e] Event object fired on wheel event */ _onMouseWheel(e) { this.__onMouseWheel(e); } /** * @private * @param {Event} e Event object fired on mousedown */ _onMouseOut(e) { const target = this._hoveredTarget; const shared = _objectSpread2({ e }, getEventPoints(this, e)); this.fire('mouse:out', _objectSpread2(_objectSpread2({}, shared), {}, { target })); this._hoveredTarget = undefined; target && target.fire('mouseout', _objectSpread2({}, shared)); this._hoveredTargets.forEach(nestedTarget => { this.fire('mouse:out', _objectSpread2(_objectSpread2({}, shared), {}, { target: nestedTarget })); nestedTarget && nestedTarget.fire('mouseout', _objectSpread2({}, shared)); }); this._hoveredTargets = []; } /** * @private * @param {Event} e Event object fired on mouseenter */ _onMouseEnter(e) { // This find target and consequent 'mouse:over' is used to // clear old instances on hovered target. // calling findTarget has the side effect of killing target.__corner. // as a short term fix we are not firing this if we are currently transforming. // as a long term fix we need to separate the action of finding a target with the // side effects we added to it. if (!this._currentTransform && !this.findTarget(e)) { this.fire('mouse:over', _objectSpread2({ e }, getEventPoints(this, e))); this._hoveredTarget = undefined; this._hoveredTargets = []; } } /** * supports native like text dragging * @private * @param {DragEvent} e */ _onDragStart(e) { this._isClick = false; const activeObject = this.getActiveObject(); if (activeObject && activeObject.onDragStart(e)) { this._dragSource = activeObject; const options = { e, target: activeObject }; this.fire('dragstart', options); activeObject.fire('dragstart', options); addListener(this.upperCanvasEl, 'drag', this._onDragProgress); return; } stopEvent(e); } /** * First we clear top context where the effects are being rendered. * Then we render the effects. * Doing so will render the correct effect for all cases including an overlap between `source` and `target`. * @private */ _renderDragEffects(e, source, target) { let dirty = false; // clear top context const dropTarget = this._dropTarget; if (dropTarget && dropTarget !== source && dropTarget !== target) { dropTarget.clearContextTop(); dirty = true; } source === null || source === void 0 || source.clearContextTop(); target !== source && (target === null || target === void 0 ? void 0 : target.clearContextTop()); // render effects const ctx = this.contextTop; ctx.save(); ctx.transform(...this.viewportTransform); if (source) { ctx.save(); source.transform(ctx); source.renderDragSourceEffect(e); ctx.restore(); dirty = true; } if (target) { ctx.save(); target.transform(ctx); target.renderDropTargetEffect(e); ctx.restore(); dirty = true; } ctx.restore(); dirty && (this.contextTopDirty = true); } /** * supports native like text dragging * https://developer.mozilla.org/en-US/docs/Web/API/HTML_Drag_and_Drop_API/Drag_operations#finishing_a_drag * @private * @param {DragEvent} e */ _onDragEnd(e) { const didDrop = !!e.dataTransfer && e.dataTransfer.dropEffect !== NONE, dropTarget = didDrop ? this._activeObject : undefined, options = { e, target: this._dragSource, subTargets: this.targets, dragSource: this._dragSource, didDrop, dropTarget: dropTarget }; removeListener(this.upperCanvasEl, 'drag', this._onDragProgress); this.fire('dragend', options); this._dragSource && this._dragSource.fire('dragend', options); delete this._dragSource; // we need to call mouse up synthetically because the browser won't this._onMouseUp(e); } /** * fire `drag` event on canvas and drag source * @private * @param {DragEvent} e */ _onDragProgress(e) { const options = { e, target: this._dragSource, dragSource: this._dragSource, dropTarget: this._draggedoverTarget }; this.fire('drag', options); this._dragSource && this._dragSource.fire('drag', options); } /** * As opposed to {@link findTarget} we want the top most object to be returned w/o the active object cutting in line. * Override at will */ findDragTargets(e) { this.targets = []; const target = this._searchPossibleTargets(this._objects, this.getViewportPoint(e)); return { target, targets: [...this.targets] }; } /** * prevent default to allow drop event to be fired * https://developer.mozilla.org/en-US/docs/Web/API/HTML_Drag_and_Drop_API/Drag_operations#specifying_drop_targets * @private * @param {DragEvent} [e] Event object fired on Event.js shake */ _onDragOver(e) { const eventType = 'dragover'; const { target, targets } = this.findDragTargets(e); const dragSource = this._dragSource; const options = { e, target, subTargets: targets, dragSource, canDrop: false, dropTarget: undefined }; let dropTarget; // fire on canvas this.fire(eventType, options); // make sure we fire dragenter events before dragover // if dragleave is needed, object will not fire dragover so we don't need to trouble ourselves with it this._fireEnterLeaveEvents(target, options); if (target) { if (target.canDrop(e)) { dropTarget = target; } target.fire(eventType, options); } // propagate the event to subtargets for (let i = 0; i < targets.length; i++) { const subTarget = targets[i]; // accept event only if previous targets didn't (the accepting target calls `preventDefault` to inform that the event is taken) // TODO: verify if those should loop in inverse order then? // what is the order of subtargets? if (subTarget.canDrop(e)) { dropTarget = subTarget; } subTarget.fire(eventType, options); } // render drag effects now that relations between source and target is clear this._renderDragEffects(e, dragSource, dropTarget); this._dropTarget = dropTarget; } /** * fire `dragleave` on `dragover` targets * @private * @param {Event} [e] Event object fired on Event.js shake */ _onDragEnter(e) { const { target, targets } = this.findDragTargets(e); const options = { e, target, subTargets: targets, dragSource: this._dragSource }; this.fire('dragenter', options); // fire dragenter on targets this._fireEnterLeaveEvents(target, options); } /** * fire `dragleave` on `dragover` targets * @private * @param {Event} [e] Event object fired on Event.js shake */ _onDragLeave(e) { const options = { e, target: this._draggedoverTarget, subTargets: this.targets, dragSource: this._dragSource }; this.fire('dragleave', options); // fire dragleave on targets this._fireEnterLeaveEvents(undefined, options); this._renderDragEffects(e, this._dragSource); this._dropTarget = undefined; // clear targets this.targets = []; this._hoveredTargets = []; } /** * `drop:before` is a an event that allows you to schedule logic * before the `drop` event. Prefer `drop` event always, but if you need * to run some drop-disabling logic on an event, since there is no way * to handle event handlers ordering, use `drop:before` * @private * @param {Event} e */ _onDrop(e) { const { target, targets } = this.findDragTargets(e); const options = this._basicEventHandler('drop:before', _objectSpread2({ e, target, subTargets: targets, dragSource: this._dragSource }, getEventPoints(this, e))); // will be set by the drop target options.didDrop = false; // will be set by the drop target, used in case options.target refuses the drop options.dropTarget = undefined; // fire `drop` this._basicEventHandler('drop', options); // inform canvas of the drop // we do this because canvas was unaware of what happened at the time the `drop` event was fired on it // use for side effects this.fire('drop:after', options); } /** * @private * @param {Event} e Event object fired on mousedown */ _onContextMenu(e) { const target = this.findTarget(e), subTargets = this.targets || []; const options = this._basicEventHandler('contextmenu:before', { e, target, subTargets }); // TODO: this line is silly because the dev can subscribe to the event and prevent it themselves this.stopContextMenu && stopEvent(e); this._basicEventHandler('contextmenu', options); return false; } /** * @private * @param {Event} e Event object fired on mousedown */ _onClick(e) { const clicks = e.detail; if (clicks > 3 || clicks < 2) return; this._cacheTransformEventData(e); clicks == 2 && e.type === 'dblclick' && this._handleEvent(e, 'dblclick'); clicks == 3 && this._handleEvent(e, 'tripleclick'); this._resetTransformEventData(); } /** * Return a the id of an event. * returns either the pointerId or the identifier or 0 for the mouse event * @private * @param {Event} evt Event object */ getPointerId(evt) { const changedTouches = evt.changedTouches; if (changedTouches) { return changedTouches[0] && changedTouches[0].identifier; } if (this.enablePointerEvents) { return evt.pointerId; } return -1; } /** * Determines if an event has the id of the event that is considered main * @private * @param {evt} event Event object */ _isMainEvent(evt) { if (evt.isPrimary === true) { return true; } if (evt.isPrimary === false) { return false; } if (evt.type === 'touchend' && evt.touches.length === 0) { return true; } if (evt.changedTouches) { return evt.changedTouches[0].identifier === this.mainTouchId; } return true; } /** * @private * @param {Event} e Event object fired on mousedown */ _onTouchStart(e) { // we will prevent scrolling if allowTouchScrolling is not enabled and let shouldPreventScrolling = !this.allowTouchScrolling; const currentActiveObject = this._activeObject; if (this.mainTouchId === undefined) { this.mainTouchId = this.getPointerId(e); } this.__onMouseDown(e); // after executing fabric logic for mouse down let's see // if we didn't change target or if we are drawing // we want to prevent scrolling anyway if (this.isDrawingMode || currentActiveObject && this._target === currentActiveObject) { shouldPreventScrolling = true; } // prevent default, will block scrolling from start shouldPreventScrolling && e.preventDefault(); this._resetTransformEventData(); const canvasElement = this.upperCanvasEl, eventTypePrefix = this._getEventPrefix(); const doc = getDocumentFromElement(canvasElement); addListener(doc, 'touchend', this._onTouchEnd, addEventOptions); // if we scroll don't register the touch move event shouldPreventScrolling && addListener(doc, 'touchmove', this._onMouseMove, addEventOptions); // Unbind mousedown to prevent double triggers from touch devices removeListener(canvasElement, "".concat(eventTypePrefix, "down"), this._onMouseDown); } /** * @private * @param {Event} e Event object fired on mousedown */ _onMouseDown(e) { this.__onMouseDown(e); this._resetTransformEventData(); const canvasElement = this.upperCanvasEl, eventTypePrefix = this._getEventPrefix(); removeListener(canvasElement, "".concat(eventTypePrefix, "move"), this._onMouseMove, addEventOptions); const doc = getDocumentFromElement(canvasElement); addListener(doc, "".concat(eventTypePrefix, "up"), this._onMouseUp); addListener(doc, "".concat(eventTypePrefix, "move"), this._onMouseMove, addEventOptions); } /** * @private * @param {Event} e Event object fired on mousedown */ _onTouchEnd(e) { if (e.touches.length > 0) { // if there are still touches stop here return; } this.__onMouseUp(e); this._resetTransformEventData(); delete this.mainTouchId; const eventTypePrefix = this._getEventPrefix(); const doc = getDocumentFromElement(this.upperCanvasEl); removeListener(doc, 'touchend', this._onTouchEnd, addEventOptions); removeListener(doc, 'touchmove', this._onMouseMove, addEventOptions); if (this._willAddMouseDown) { clearTimeout(this._willAddMouseDown); } this._willAddMouseDown = setTimeout(() => { // Wait 400ms before rebinding mousedown to prevent double triggers // from touch devices addListener(this.upperCanvasEl, "".concat(eventTypePrefix, "down"), this._onMouseDown); this._willAddMouseDown = 0; }, 400); } /** * @private * @param {Event} e Event object fired on mouseup */ _onMouseUp(e) { this.__onMouseUp(e); this._resetTransformEventData(); const canvasElement = this.upperCanvasEl, eventTypePrefix = this._getEventPrefix(); if (this._isMainEvent(e)) { const doc = getDocumentFromElement(this.upperCanvasEl); removeListener(doc, "".concat(eventTypePrefix, "up"), this._onMouseUp); removeListener(doc, "".concat(eventTypePrefix, "move"), this._onMouseMove, addEventOptions); addListener(canvasElement, "".concat(eventTypePrefix, "move"), this._onMouseMove, addEventOptions); } } /** * @private * @param {Event} e Event object fired on mousemove */ _onMouseMove(e) { const activeObject = this.getActiveObject(); !this.allowTouchScrolling && (!activeObject || // a drag event sequence is started by the active object flagging itself on mousedown / mousedown:before // we must not prevent the event's default behavior in order for the window to start dragging !activeObject.shouldStartDragging(e)) && e.preventDefault && e.preventDefault(); this.__onMouseMove(e); } /** * @private */ _onResize() { this.calcOffset(); this._resetTransformEventData(); } /** * Decides whether the canvas should be redrawn in mouseup and mousedown events. * @private * @param {Object} target */ _shouldRender(target) { const activeObject = this.getActiveObject(); // if just one of them is available or if they are both but are different objects // this covers: switch of target, from target to no target, selection of target // multiSelection with key and mouse return !!activeObject !== !!target || activeObject && target && activeObject !== target; } /** * Method that defines the actions when mouse is released on canvas. * The method resets the currentTransform parameters, store the image corner * position in the image object and render the canvas on top. * @private * @param {Event} e Event object fired on mouseup */ __onMouseUp(e) { var _this$_activeObject; this._cacheTransformEventData(e); this._handleEvent(e, 'up:before'); const transform = this._currentTransform; const isClick = this._isClick; const target = this._target; // if right/middle click just fire events and return // target undefined will make the _handleEvent search the target const { button } = e; if (button) { (this.fireMiddleClick && button === 1 || this.fireRightClick && button === 2) && this._handleEvent(e, 'up'); this._resetTransformEventData(); return; } if (this.isDrawingMode && this._isCurrentlyDrawing) { this._onMouseUpInDrawingMode(e); return; } if (!this._isMainEvent(e)) { return; } let shouldRender = false; if (transform) { this._finalizeCurrentTransform(e); shouldRender = transform.actionPerformed; } if (!isClick) { const targetWasActive = target === this._activeObject; this.handleSelection(e); if (!shouldRender) { shouldRender = this._shouldRender(target) || !targetWasActive && target === this._activeObject; } } let pointer, corner; if (target) { const found = target.findControl(this.getViewportPoint(e), isTouchEvent(e)); const { key, control } = found || {}; corner = key; if (target.selectable && target !== this._activeObject && target.activeOn === 'up') { this.setActiveObject(target, e); shouldRender = true; } else if (control) { const mouseUpHandler = control.getMouseUpHandler(e, target, control); if (mouseUpHandler) { pointer = this.getScenePoint(e); mouseUpHandler.call(control, e, transform, pointer.x, pointer.y); } } target.isMoving = false; } // if we are ending up a transform on a different control or a new object // fire the original mouse up from the corner that started the transform if (transform && (transform.target !== target || transform.corner !== corner)) { const originalControl = transform.target && transform.target.controls[transform.corner], originalMouseUpHandler = originalControl && originalControl.getMouseUpHandler(e, transform.target, originalControl); pointer = pointer || this.getScenePoint(e); originalMouseUpHandler && originalMouseUpHandler.call(originalControl, e, transform, pointer.x, pointer.y); } this._setCursorFromEvent(e, target); this._handleEvent(e, 'up'); this._groupSelector = null; this._currentTransform = null; // reset the target information about which corner is selected target && (target.__corner = undefined); if (shouldRender) { this.requestRenderAll(); } else if (!isClick && !((_this$_activeObject = this._activeObject) !== null && _this$_activeObject !== void 0 && _this$_activeObject.isEditing)) { this.renderTop(); } } _basicEventHandler(eventType, options) { const { target, subTargets = [] } = options; this.fire(eventType, options); target && target.fire(eventType, options); for (let i = 0; i < subTargets.length; i++) { subTargets[i] !== target && subTargets[i].fire(eventType, options); } return options; } /** * @private * Handle event firing for target and subtargets * @param {TPointerEvent} e event from mouse * @param {TPointerEventNames} eventType */ _handleEvent(e, eventType, extraData) { const target = this._target, targets = this.targets || [], options = _objectSpread2(_objectSpread2(_objectSpread2({ e, target, subTargets: targets }, getEventPoints(this, e)), {}, { transform: this._currentTransform }, eventType === 'up:before' || eventType === 'up' ? { isClick: this._isClick, currentTarget: this.findTarget(e), // set by the preceding `findTarget` call currentSubTargets: this.targets } : {}), eventType === 'down:before' || eventType === 'down' ? extraData : {}); this.fire("mouse:".concat(eventType), options); // this may be a little be more complicated of what we want to handle target && target.fire("mouse".concat(eventType), options); for (let i = 0; i < targets.length; i++) { targets[i] !== target && targets[i].fire("mouse".concat(eventType), options); } } /** * @private * @param {Event} e Event object fired on mousedown */ _onMouseDownInDrawingMode(e) { this._isCurrentlyDrawing = true; if (this.getActiveObject()) { this.discardActiveObject(e); this.requestRenderAll(); } // TODO: this is a scene point so it should be renamed const pointer = this.getScenePoint(e); this.freeDrawingBrush && this.freeDrawingBrush.onMouseDown(pointer, { e, pointer }); this._handleEvent(e, 'down', { alreadySelected: false }); } /** * @private * @param {Event} e Event object fired on mousemove */ _onMouseMoveInDrawingMode(e) { if (this._isCurrentlyDrawing) { const pointer = this.getScenePoint(e); this.freeDrawingBrush && this.freeDrawingBrush.onMouseMove(pointer, { e, // this is an absolute pointer, the naming is wrong pointer }); } this.setCursor(this.freeDrawingCursor); this._handleEvent(e, 'move'); } /** * @private * @param {Event} e Event object fired on mouseup */ _onMouseUpInDrawingMode(e) { const pointer = this.getScenePoint(e); if (this.freeDrawingBrush) { this._isCurrentlyDrawing = !!this.freeDrawingBrush.onMouseUp({ e: e, // this is an absolute pointer, the naming is wrong pointer }); } else { this._isCurrentlyDrawing = false; } this._handleEvent(e, 'up'); } /** * Method that defines the actions when mouse is clicked on canvas. * The method inits the currentTransform parameters and renders all the * canvas so the current image can be placed on the top canvas and the rest * in on the container one. * @private * @param {Event} e Event object fired on mousedown */ __onMouseDown(e) { this._isClick = true; this._cacheTransformEventData(e); this._handleEvent(e, 'down:before'); let target = this._target; let alreadySelected = !!target && target === this._activeObject; // if right/middle click just fire events const { button } = e; if (button) { (this.fireMiddleClick && button === 1 || this.fireRightClick && button === 2) && this._handleEvent(e, 'down', { alreadySelected }); this._resetTransformEventData(); return; } if (this.isDrawingMode) { this._onMouseDownInDrawingMode(e); return; } if (!this._isMainEvent(e)) { return; } // ignore if some object is being transformed at this moment if (this._currentTransform) { return; } let shouldRender = this._shouldRender(target); let grouped = false; if (this.handleMultiSelection(e, target)) { // active object might have changed while grouping target = this._activeObject; grouped = true; shouldRender = true; } else if (this._shouldClearSelection(e, target)) { this.discardActiveObject(e); } // we start a group selector rectangle if // selection is enabled // and there is no target, or the following 3 conditions are satisfied: // target is not selectable ( otherwise we selected it ) // target is not editing // target is not already selected ( otherwise we drag ) if (this.selection && (!target || !target.selectable && !target.isEditing && target !== this._activeObject)) { const p = this.getScenePoint(e); this._groupSelector = { x: p.x, y: p.y, deltaY: 0, deltaX: 0 }; } // check again because things could have changed alreadySelected = !!target && target === this._activeObject; if (target) { if (target.selectable && target.activeOn === 'down') { this.setActiveObject(target, e); } const handle = target.findControl(this.getViewportPoint(e), isTouchEvent(e)); if (target === this._activeObject && (handle || !grouped)) { this._setupCurrentTransform(e, target, alreadySelected); const control = handle ? handle.control : undefined, pointer = this.getScenePoint(e), mouseDownHandler = control && control.getMouseDownHandler(e, target, control); mouseDownHandler && mouseDownHandler.call(control, e, this._currentTransform, pointer.x, pointer.y); } } // we clear `_objectsToRender` in case of a change in order to repopulate it at rendering // run before firing the `down` event to give the dev a chance to populate it themselves shouldRender && (this._objectsToRender = undefined); this._handleEvent(e, 'down', { alreadySelected: alreadySelected }); // we must renderAll so that we update the visuals shouldRender && this.requestRenderAll(); } /** * reset cache form common information needed during event processing * @private */ _resetTransformEventData() { this._target = this._pointer = this._absolutePointer = undefined; } /** * Cache common information needed during event processing * @private * @param {Event} e Event object fired on event */ _cacheTransformEventData(e) { // reset in order to avoid stale caching this._resetTransformEventData(); this._pointer = this.getViewportPoint(e); this._absolutePointer = sendPointToPlane(this._pointer, undefined, this.viewportTransform); this._target = this._currentTransform ? this._currentTransform.target : this.findTarget(e); } /** * Method that defines the actions when mouse is hovering the canvas. * The currentTransform parameter will define whether the user is rotating/scaling/translating * an image or neither of them (only hovering). A group selection is also possible and would cancel * all any other type of action. * In case of an image transformation only the top canvas will be rendered. * @private * @param {Event} e Event object fired on mousemove */ __onMouseMove(e) { this._isClick = false; this._cacheTransformEventData(e); this._handleEvent(e, 'move:before'); if (this.isDrawingMode) { this._onMouseMoveInDrawingMode(e); return; } if (!this._isMainEvent(e)) { return; } const groupSelector = this._groupSelector; // We initially clicked in an empty area, so we draw a box for multiple selection if (groupSelector) { const pointer = this.getScenePoint(e); groupSelector.deltaX = pointer.x - groupSelector.x; groupSelector.deltaY = pointer.y - groupSelector.y; this.renderTop(); } else if (!this._currentTransform) { const target = this.findTarget(e); this._setCursorFromEvent(e, target); this._fireOverOutEvents(e, target); } else { this._transformObject(e); } this.textEditingManager.onMouseMove(e); this._handleEvent(e, 'move'); this._resetTransformEventData(); } /** * Manage the mouseout, mouseover events for the fabric object on the canvas * @param {Fabric.Object} target the target where the target from the mousemove event * @param {Event} e Event object fired on mousemove * @private */ _fireOverOutEvents(e, target) { const _hoveredTarget = this._hoveredTarget, _hoveredTargets = this._hoveredTargets, targets = this.targets, length = Math.max(_hoveredTargets.length, targets.length); this.fireSyntheticInOutEvents('mouse', { e, target, oldTarget: _hoveredTarget, fireCanvas: true }); for (let i = 0; i < length; i++) { this.fireSyntheticInOutEvents('mouse', { e, target: targets[i], oldTarget: _hoveredTargets[i] }); } this._hoveredTarget = target; this._hoveredTargets = this.targets.concat(); } /** * Manage the dragEnter, dragLeave events for the fabric objects on the canvas * @param {Fabric.Object} target the target where the target from the onDrag event * @param {Object} data Event object fired on dragover * @private */ _fireEnterLeaveEvents(target, data) { const draggedoverTarget = this._draggedoverTarget, _hoveredTargets = this._hoveredTargets, targets = this.targets, length = Math.max(_hoveredTargets.length, targets.length); this.fireSyntheticInOutEvents('drag', _objectSpread2(_objectSpread2({}, data), {}, { target, oldTarget: draggedoverTarget, fireCanvas: true })); for (let i = 0; i < length; i++) { this.fireSyntheticInOutEvents('drag', _objectSpread2(_objectSpread2({}, data), {}, { target: targets[i], oldTarget: _hoveredTargets[i] })); } this._draggedoverTarget = target; } /** * Manage the synthetic in/out events for the fabric objects on the canvas * @param {Fabric.Object} target the target where the target from the supported events * @param {Object} data Event object fired * @param {Object} config configuration for the function to work * @param {String} config.targetName property on the canvas where the old target is stored * @param {String} [config.canvasEvtOut] name of the event to fire at canvas level for out * @param {String} config.evtOut name of the event to fire for out * @param {String} [config.canvasEvtIn] name of the event to fire at canvas level for in * @param {String} config.evtIn name of the event to fire for in * @private */ fireSyntheticInOutEvents(type, _ref) { let { target, oldTarget, fireCanvas, e } = _ref, data = _objectWithoutProperties(_ref, _excluded); const { targetIn, targetOut, canvasIn, canvasOut } = syntheticEventConfig[type]; const targetChanged = oldTarget !== target; if (oldTarget && targetChanged) { const outOpt = _objectSpread2(_objectSpread2({}, data), {}, { e, target: oldTarget, nextTarget: target }, getEventPoints(this, e)); fireCanvas && this.fire(canvasOut, outOpt); oldTarget.fire(targetOut, outOpt); } if (target && targetChanged) { const inOpt = _objectSpread2(_objectSpread2({}, data), {}, { e, target, previousTarget: oldTarget }, getEventPoints(this, e)); fireCanvas && this.fire(canvasIn, inOpt); target.fire(targetIn, inOpt); } } /** * Method that defines actions when an Event Mouse Wheel * @param {Event} e Event object fired on mouseup */ __onMouseWheel(e) { this._cacheTransformEventData(e); this._handleEvent(e, 'wheel'); this._resetTransformEventData(); } /** * @private * @param {Event} e Event fired on mousemove */ _transformObject(e) { const scenePoint = this.getScenePoint(e), transform = this._currentTransform, target = transform.target, // transform pointer to target's containing coordinate plane // both pointer and object should agree on every point localPointer = target.group ? sendPointToPlane(scenePoint, undefined, target.group.calcTransformMatrix()) : scenePoint; transform.shiftKey = e.shiftKey; transform.altKey = !!this.centeredKey && e[this.centeredKey]; this._performTransformAction(e, transform, localPointer); transform.actionPerformed && this.requestRenderAll(); } /** * @private */ _performTransformAction(e, transform, pointer) { const { action, actionHandler, target } = transform; const actionPerformed = !!actionHandler && actionHandler(e, transform, pointer.x, pointer.y); actionPerformed && target.setCoords(); // this object could be created from the function in the control handlers if (action === 'drag' && actionPerformed) { transform.target.isMoving = true; this.setCursor(transform.target.moveCursor || this.moveCursor); } transform.actionPerformed = transform.actionPerformed || actionPerformed; } /** * Sets the cursor depending on where the canvas is being hovered. * Note: very buggy in Opera * @param {Event} e Event object * @param {Object} target Object that the mouse is hovering, if so. */ _setCursorFromEvent(e, target) { if (!target) { this.setCursor(this.defaultCursor); return; } let hoverCursor = target.hoverCursor || this.hoverCursor; const activeSelection = isActiveSelection(this._activeObject) ? this._activeObject : null, // only show proper corner when group selection is not active corner = (!activeSelection || target.group !== activeSelection) && // here we call findTargetCorner always with undefined for the touch parameter. // we assume that if you are using a cursor you do not need to interact with // the bigger touch area. target.findControl(this.getViewportPoint(e)); if (!corner) { if (target.subTargetCheck) { // hoverCursor should come from top-most subTarget, // so we walk the array backwards this.targets.concat().reverse().map(_target => { hoverCursor = _target.hoverCursor || hoverCursor; }); } this.setCursor(hoverCursor); } else { const control = corner.control; this.setCursor(control.cursorStyleHandler(e, control, target)); } } /** * ## Handles multiple selection * - toggles `target` selection (selects/deselects `target` if it isn't/is selected respectively) * - sets the active object in case it is not set or in case there is a single active object left under active selection. * --- * - If the active object is the active selection we add/remove `target` from it * - If not, add the active object and `target` to the active selection and make it the active object. * @private * @param {TPointerEvent} e Event object * @param {FabricObject} target target of event to select/deselect * @returns true if grouping occurred */ handleMultiSelection(e, target) { const activeObject = this._activeObject; const isAS = isActiveSelection(activeObject); if ( // check if an active object exists on canvas and if the user is pressing the `selectionKey` while canvas supports multi selection. !!activeObject && this._isSelectionKeyPressed(e) && this.selection && // on top of that the user also has to hit a target that is selectable. !!target && target.selectable && ( // group target and active object only if they are different objects // else we try to find a subtarget of `ActiveSelection` activeObject !== target || isAS) && ( // make sure `activeObject` and `target` aren't ancestors of each other in case `activeObject` is not `ActiveSelection` // if it is then we want to remove `target` from it isAS || !target.isDescendantOf(activeObject) && !activeObject.isDescendantOf(target)) && // target accepts selection !target.onSelect({ e }) && // make sure we are not on top of a control !activeObject.getActiveControl()) { if (isAS) { const prevActiveObjects = activeObject.getObjects(); if (target === activeObject) { const pointer = this.getViewportPoint(e); target = // first search active objects for a target to remove this.searchPossibleTargets(prevActiveObjects, pointer) || // if not found, search under active selection for a target to add // `prevActiveObjects` will be searched but we already know they will not be found this.searchPossibleTargets(this._objects, pointer); // if nothing is found bail out if (!target || !target.selectable) { return false; } } if (target.group === activeObject) { // `target` is part of active selection => remove it activeObject.remove(target); this._hoveredTarget = target; this._hoveredTargets = [...this.targets]; // if after removing an object we are left with one only... if (activeObject.size() === 1) { // activate last remaining object // deselecting the active selection will remove the remaining object from it this._setActiveObject(activeObject.item(0), e); } } else { // `target` isn't part of active selection => add it activeObject.multiSelectAdd(target); this._hoveredTarget = activeObject; this._hoveredTargets = [...this.targets]; } this._fireSelectionEvents(prevActiveObjects, e); } else { activeObject.isEditing && activeObject.exitEditing(); // add the active object and the target to the active selection and set it as the active object const klass = classRegistry.getClass('ActiveSelection'); const newActiveSelection = new klass([], { /** * it is crucial to pass the canvas ref before calling {@link ActiveSelection#multiSelectAdd} * since it uses {@link FabricObject#isInFrontOf} which relies on the canvas ref */ canvas: this }); newActiveSelection.multiSelectAdd(activeObject, target); this._hoveredTarget = newActiveSelection; // ISSUE 4115: should we consider subTargets here? // this._hoveredTargets = []; // this._hoveredTargets = this.targets.concat(); this._setActiveObject(newActiveSelection, e); this._fireSelectionEvents([activeObject], e); } return true; } return false; } /** * ## Handles selection * - selects objects that are contained in (and possibly intersecting) the selection bounding box * - sets the active object * --- * runs on mouse up after a mouse move */ handleSelection(e) { if (!this.selection || !this._groupSelector) { return false; } const { x, y, deltaX, deltaY } = this._groupSelector, point1 = new Point(x, y), point2 = point1.add(new Point(deltaX, deltaY)), tl = point1.min(point2), br = point1.max(point2), size = br.subtract(tl); const collectedObjects = this.collectObjects({ left: tl.x, top: tl.y, width: size.x, height: size.y }, { includeIntersecting: !this.selectionFullyContained }); const objects = // though this method runs only after mouse move the pointer could do a mouse up on the same position as mouse down // should it be handled as is? point1.eq(point2) ? collectedObjects[0] ? [collectedObjects[0]] : [] : collectedObjects.length > 1 ? collectedObjects.filter(object => !object.onSelect({ e })).reverse() : // `setActiveObject` will call `onSelect(collectedObjects[0])` in this case collectedObjects; // set active object if (objects.length === 1) { // set as active object this.setActiveObject(objects[0], e); } else if (objects.length > 1) { // add to active selection and make it the active object const klass = classRegistry.getClass('ActiveSelection'); this.setActiveObject(new klass(objects, { canvas: this }), e); } // cleanup this._groupSelector = null; return true; } /** * @override clear {@link textEditingManager} */ clear() { this.textEditingManager.clear(); super.clear(); } /** * @override clear {@link textEditingManager} */ destroy() { this.removeListeners(); this.textEditingManager.dispose(); super.destroy(); } } export { Canvas }; //# sourceMappingURL=Canvas.mjs.map