fabric
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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.
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JavaScript
import { defineProperty as _defineProperty, objectSpread2 as _objectSpread2 } from '../../_virtual/_rollupPluginBabelHelpers.mjs';
import { dragHandler } from '../controls/drag.mjs';
import { getActionFromCorner } from '../controls/util.mjs';
import { Point } from '../Point.mjs';
import { FabricObject } from '../shapes/Object/FabricObject.mjs';
import { saveObjectTransform, addTransformToObject } from '../util/misc/objectTransforms.mjs';
import { StaticCanvas } from './StaticCanvas.mjs';
import { isCollection } from '../Collection.mjs';
import { isTransparent } from '../util/misc/isTransparent.mjs';
import { degreesToRadians } from '../util/misc/radiansDegreesConversion.mjs';
import { isTouchEvent, getPointer } from '../util/dom_event.mjs';
import { pick } from '../util/misc/pick.mjs';
import { sendPointToPlane } from '../util/misc/planeChange.mjs';
import { cos } from '../util/misc/cos.mjs';
import { sin } from '../util/misc/sin.mjs';
import '../util/misc/vectors.mjs';
import '../util/misc/projectStroke/StrokeLineJoinProjections.mjs';
import { SCALE, SCALE_X, SCALE_Y, RESIZING, ROTATE, RIGHT, LEFT, BOTTOM, TOP, CENTER, MODIFIED, SKEW_X, SKEW_Y } from '../constants.mjs';
import '../config.mjs';
import { createCanvasElement } from '../util/misc/dom.mjs';
import '../shapes/Group.mjs';
import '../cache.mjs';
import '../parser/constants.mjs';
import '../util/animation/AnimationRegistry.mjs';
import { CanvasDOMManager } from './DOMManagers/CanvasDOMManager.mjs';
import { canvasDefaults } from './CanvasOptions.mjs';
import { Intersection } from '../Intersection.mjs';
import { isActiveSelection } from '../util/typeAssertions.mjs';
/**
* Canvas class
* @class Canvas
* @extends StaticCanvas
* @tutorial {@link http://fabricjs.com/fabric-intro-part-1#canvas}
*
* @fires object:modified at the end of a transform
* @fires object:rotating while an object is being rotated from the control
* @fires object:scaling while an object is being scaled by controls
* @fires object:moving while an object is being dragged
* @fires object:skewing while an object is being skewed from the controls
*
* @fires before:transform before a transform is is started
* @fires before:selection:cleared
* @fires selection:cleared
* @fires selection:updated
* @fires selection:created
*
* @fires path:created after a drawing operation ends and the path is added
* @fires mouse:down
* @fires mouse:move
* @fires mouse:up
* @fires mouse:down:before on mouse down, before the inner fabric logic runs
* @fires mouse:move:before on mouse move, before the inner fabric logic runs
* @fires mouse:up:before on mouse up, before the inner fabric logic runs
* @fires mouse:over
* @fires mouse:out
* @fires mouse:dblclick whenever a native dbl click event fires on the canvas.
*
* @fires dragover
* @fires dragenter
* @fires dragleave
* @fires drag:enter object drag enter
* @fires drag:leave object drag leave
* @fires drop:before before drop event. Prepare for the drop event (same native event).
* @fires drop
* @fires drop:after after drop event. Run logic on canvas after event has been accepted/declined (same native event).
* @example
* let a: fabric.Object, b: fabric.Object;
* let flag = false;
* canvas.add(a, b);
* a.on('drop:before', opt => {
* // we want a to accept the drop even though it's below b in the stack
* flag = this.canDrop(opt.e);
* });
* b.canDrop = function(e) {
* !flag && this.draggableTextDelegate.canDrop(e);
* }
* b.on('dragover', opt => b.set('fill', opt.dropTarget === b ? 'pink' : 'black'));
* a.on('drop', opt => {
* opt.e.defaultPrevented // drop occurred
* opt.didDrop // drop occurred on canvas
* opt.target // drop target
* opt.target !== a && a.set('text', 'I lost');
* });
* canvas.on('drop:after', opt => {
* // inform user who won
* if(!opt.e.defaultPrevented) {
* // no winners
* }
* else if(!opt.didDrop) {
* // my objects didn't win, some other lucky object
* }
* else {
* // we have a winner it's opt.target!!
* }
* })
*
* @fires after:render at the end of the render process, receives the context in the callback
* @fires before:render at start the render process, receives the context in the callback
*
* @fires contextmenu:before
* @fires contextmenu
* @example
* let handler;
* targets.forEach(target => {
* target.on('contextmenu:before', opt => {
* // decide which target should handle the event before canvas hijacks it
* if (someCaseHappens && opt.targets.includes(target)) {
* handler = target;
* }
* });
* target.on('contextmenu', opt => {
* // do something fantastic
* });
* });
* canvas.on('contextmenu', opt => {
* if (!handler) {
* // no one takes responsibility, it's always left to me
* // let's show them how it's done!
* }
* });
*
*/
class SelectableCanvas extends StaticCanvas {
constructor() {
super(...arguments);
// transform config
// selection config
// cursors
// target find config
/**
* When true, mouse events on canvas (mousedown/mousemove/mouseup) result in free drawing.
* After mousedown, mousemove creates a shape,
* and then mouseup finalizes it and adds an instance of `fabric.Path` onto canvas.
* @tutorial {@link http://fabricjs.com/fabric-intro-part-4#free_drawing}
* @type Boolean
* @default
*/
// event config
/**
* Keep track of the subTargets for Mouse Events, ordered bottom up from innermost nested subTarget
* @type FabricObject[]
*/
_defineProperty(this, "targets", []);
/**
* hold the list of nested targets hovered
* @type FabricObject[]
* @private
*/
_defineProperty(this, "_hoveredTargets", []);
/**
* hold the list of objects to render
* @type FabricObject[]
* @private
*/
_defineProperty(this, "_objectsToRender", void 0);
/**
* hold a reference to a data structure that contains information
* on the current on going transform
* @type
* @private
*/
_defineProperty(this, "_currentTransform", null);
/**
* hold a reference to a data structure used to track the selection
* box on canvas drag
* on the current on going transform
* x, y, deltaX and deltaY are in scene plane
* @type
* @private
*/
_defineProperty(this, "_groupSelector", null);
/**
* internal flag used to understand if the context top requires a cleanup
* in case this is true, the contextTop will be cleared at the next render
* @type boolean
* @private
*/
_defineProperty(this, "contextTopDirty", false);
}
static getDefaults() {
return _objectSpread2(_objectSpread2({}, super.getDefaults()), SelectableCanvas.ownDefaults);
}
get upperCanvasEl() {
var _this$elements$upper;
return (_this$elements$upper = this.elements.upper) === null || _this$elements$upper === void 0 ? void 0 : _this$elements$upper.el;
}
get contextTop() {
var _this$elements$upper2;
return (_this$elements$upper2 = this.elements.upper) === null || _this$elements$upper2 === void 0 ? void 0 : _this$elements$upper2.ctx;
}
get wrapperEl() {
return this.elements.container;
}
initElements(el) {
this.elements = new CanvasDOMManager(el, {
allowTouchScrolling: this.allowTouchScrolling,
containerClass: this.containerClass
});
this._createCacheCanvas();
}
/**
* @private
* @param {FabricObject} obj Object that was added
*/
_onObjectAdded(obj) {
this._objectsToRender = undefined;
super._onObjectAdded(obj);
}
/**
* @private
* @param {FabricObject} obj Object that was removed
*/
_onObjectRemoved(obj) {
this._objectsToRender = undefined;
// removing active object should fire "selection:cleared" events
if (obj === this._activeObject) {
this.fire('before:selection:cleared', {
deselected: [obj]
});
this._discardActiveObject();
this.fire('selection:cleared', {
deselected: [obj]
});
obj.fire('deselected', {
target: obj
});
}
if (obj === this._hoveredTarget) {
this._hoveredTarget = undefined;
this._hoveredTargets = [];
}
super._onObjectRemoved(obj);
}
_onStackOrderChanged() {
this._objectsToRender = undefined;
super._onStackOrderChanged();
}
/**
* Divides objects in two groups, one to render immediately
* and one to render as activeGroup.
* @return {Array} objects to render immediately and pushes the other in the activeGroup.
*/
_chooseObjectsToRender() {
const activeObject = this._activeObject;
return !this.preserveObjectStacking && activeObject ? this._objects.filter(object => !object.group && object !== activeObject).concat(activeObject) : this._objects;
}
/**
* Renders both the top canvas and the secondary container canvas.
*/
renderAll() {
this.cancelRequestedRender();
if (this.destroyed) {
return;
}
if (this.contextTopDirty && !this._groupSelector && !this.isDrawingMode) {
this.clearContext(this.contextTop);
this.contextTopDirty = false;
}
if (this.hasLostContext) {
this.renderTopLayer(this.contextTop);
this.hasLostContext = false;
}
!this._objectsToRender && (this._objectsToRender = this._chooseObjectsToRender());
this.renderCanvas(this.getContext(), this._objectsToRender);
}
/**
* text selection is rendered by the active text instance during the rendering cycle
*/
renderTopLayer(ctx) {
ctx.save();
if (this.isDrawingMode && this._isCurrentlyDrawing) {
this.freeDrawingBrush && this.freeDrawingBrush._render();
this.contextTopDirty = true;
}
// we render the top context - last object
if (this.selection && this._groupSelector) {
this._drawSelection(ctx);
this.contextTopDirty = true;
}
ctx.restore();
}
/**
* Method to render only the top canvas.
* Also used to render the group selection box.
* Does not render text selection.
*/
renderTop() {
const ctx = this.contextTop;
this.clearContext(ctx);
this.renderTopLayer(ctx);
// todo: how do i know if the after:render is for the top or normal contex?
this.fire('after:render', {
ctx
});
}
/**
* Set the canvas tolerance value for pixel taret find.
* Use only integer numbers.
* @private
*/
setTargetFindTolerance(value) {
value = Math.round(value);
this.targetFindTolerance = value;
const retina = this.getRetinaScaling();
const size = Math.ceil((value * 2 + 1) * retina);
this.pixelFindCanvasEl.width = this.pixelFindCanvasEl.height = size;
this.pixelFindContext.scale(retina, retina);
}
/**
* Returns true if object is transparent at a certain location
* Clarification: this is `is target transparent at location X or are controls there`
* @TODO this seems dumb that we treat controls with transparency. we can find controls
* programmatically without painting them, the cache canvas optimization is always valid
* @param {FabricObject} target Object to check
* @param {Number} x Left coordinate in viewport space
* @param {Number} y Top coordinate in viewport space
* @return {Boolean}
*/
isTargetTransparent(target, x, y) {
const tolerance = this.targetFindTolerance;
const ctx = this.pixelFindContext;
this.clearContext(ctx);
ctx.save();
ctx.translate(-x + tolerance, -y + tolerance);
ctx.transform(...this.viewportTransform);
const selectionBgc = target.selectionBackgroundColor;
target.selectionBackgroundColor = '';
target.render(ctx);
target.selectionBackgroundColor = selectionBgc;
ctx.restore();
// our canvas is square, and made around tolerance.
// so tolerance in this case also represent the center of the canvas.
const enhancedTolerance = Math.round(tolerance * this.getRetinaScaling());
return isTransparent(ctx, enhancedTolerance, enhancedTolerance, enhancedTolerance);
}
/**
* takes an event and determines if selection key has been pressed
* @private
* @param {TPointerEvent} e Event object
*/
_isSelectionKeyPressed(e) {
const sKey = this.selectionKey;
if (!sKey) {
return false;
}
if (Array.isArray(sKey)) {
return !!sKey.find(key => !!key && e[key] === true);
} else {
return e[sKey];
}
}
/**
* @private
* @param {TPointerEvent} e Event object
* @param {FabricObject} target
*/
_shouldClearSelection(e, target) {
const activeObjects = this.getActiveObjects(),
activeObject = this._activeObject;
return !!(!target || target && activeObject && activeObjects.length > 1 && activeObjects.indexOf(target) === -1 && activeObject !== target && !this._isSelectionKeyPressed(e) || target && !target.evented || target && !target.selectable && activeObject && activeObject !== target);
}
/**
* This method will take in consideration a modifier key pressed and the control we are
* about to drag, and try to guess the anchor point ( origin ) of the transormation.
* This should be really in the realm of controls, and we should remove specific code for legacy
* embedded actions.
* @TODO this probably deserve discussion/rediscovery and change/refactor
* @private
* @deprecated
* @param {FabricObject} target
* @param {string} action
* @param {boolean} altKey
* @returns {boolean} true if the transformation should be centered
*/
_shouldCenterTransform(target, action, modifierKeyPressed) {
if (!target) {
return;
}
let centerTransform;
if (action === SCALE || action === SCALE_X || action === SCALE_Y || action === RESIZING) {
centerTransform = this.centeredScaling || target.centeredScaling;
} else if (action === ROTATE) {
centerTransform = this.centeredRotation || target.centeredRotation;
}
return centerTransform ? !modifierKeyPressed : modifierKeyPressed;
}
/**
* Given the control clicked, determine the origin of the transform.
* This is bad because controls can totally have custom names
* should disappear before release 4.0
* @private
* @deprecated
*/
_getOriginFromCorner(target, controlName) {
const origin = {
x: target.originX,
y: target.originY
};
if (!controlName) {
return origin;
}
// is a left control ?
if (['ml', 'tl', 'bl'].includes(controlName)) {
origin.x = RIGHT;
// is a right control ?
} else if (['mr', 'tr', 'br'].includes(controlName)) {
origin.x = LEFT;
}
// is a top control ?
if (['tl', 'mt', 'tr'].includes(controlName)) {
origin.y = BOTTOM;
// is a bottom control ?
} else if (['bl', 'mb', 'br'].includes(controlName)) {
origin.y = TOP;
}
return origin;
}
/**
* @private
* @param {Event} e Event object
* @param {FabricObject} target
* @param {boolean} [alreadySelected] pass true to setup the active control
*/
_setupCurrentTransform(e, target, alreadySelected) {
var _control$getActionHan;
const pointer = target.group ?
// transform pointer to target's containing coordinate plane
sendPointToPlane(this.getScenePoint(e), undefined, target.group.calcTransformMatrix()) : this.getScenePoint(e);
const {
key: corner = '',
control
} = target.getActiveControl() || {},
actionHandler = alreadySelected && control ? (_control$getActionHan = control.getActionHandler(e, target, control)) === null || _control$getActionHan === void 0 ? void 0 : _control$getActionHan.bind(control) : dragHandler,
action = getActionFromCorner(alreadySelected, corner, e, target),
altKey = e[this.centeredKey],
origin = this._shouldCenterTransform(target, action, altKey) ? {
x: CENTER,
y: CENTER
} : this._getOriginFromCorner(target, corner),
/**
* relative to target's containing coordinate plane
* both agree on every point
**/
transform = {
target: target,
action,
actionHandler,
actionPerformed: false,
corner,
scaleX: target.scaleX,
scaleY: target.scaleY,
skewX: target.skewX,
skewY: target.skewY,
offsetX: pointer.x - target.left,
offsetY: pointer.y - target.top,
originX: origin.x,
originY: origin.y,
ex: pointer.x,
ey: pointer.y,
lastX: pointer.x,
lastY: pointer.y,
theta: degreesToRadians(target.angle),
width: target.width,
height: target.height,
shiftKey: e.shiftKey,
altKey,
original: _objectSpread2(_objectSpread2({}, saveObjectTransform(target)), {}, {
originX: origin.x,
originY: origin.y
})
};
this._currentTransform = transform;
this.fire('before:transform', {
e,
transform
});
}
/**
* Set the cursor type of the canvas element
* @param {String} value Cursor type of the canvas element.
* @see http://www.w3.org/TR/css3-ui/#cursor
*/
setCursor(value) {
this.upperCanvasEl.style.cursor = value;
}
/**
* @private
* @param {CanvasRenderingContext2D} ctx to draw the selection on
*/
_drawSelection(ctx) {
const {
x,
y,
deltaX,
deltaY
} = this._groupSelector,
start = new Point(x, y).transform(this.viewportTransform),
extent = new Point(x + deltaX, y + deltaY).transform(this.viewportTransform),
strokeOffset = this.selectionLineWidth / 2;
let minX = Math.min(start.x, extent.x),
minY = Math.min(start.y, extent.y),
maxX = Math.max(start.x, extent.x),
maxY = Math.max(start.y, extent.y);
if (this.selectionColor) {
ctx.fillStyle = this.selectionColor;
ctx.fillRect(minX, minY, maxX - minX, maxY - minY);
}
if (!this.selectionLineWidth || !this.selectionBorderColor) {
return;
}
ctx.lineWidth = this.selectionLineWidth;
ctx.strokeStyle = this.selectionBorderColor;
minX += strokeOffset;
minY += strokeOffset;
maxX -= strokeOffset;
maxY -= strokeOffset;
// selection border
// @TODO: is _setLineDash still necessary on modern canvas?
FabricObject.prototype._setLineDash.call(this, ctx, this.selectionDashArray);
ctx.strokeRect(minX, minY, maxX - minX, maxY - minY);
}
/**
* Method that determines what object we are clicking on
* 11/09/2018 TODO: would be cool if findTarget could discern between being a full target
* or the outside part of the corner.
* @param {Event} e mouse event
* @return {FabricObject | null} the target found
*/
findTarget(e) {
if (this.skipTargetFind) {
return undefined;
}
const pointer = this.getViewportPoint(e),
activeObject = this._activeObject,
aObjects = this.getActiveObjects();
this.targets = [];
if (activeObject && aObjects.length >= 1) {
if (activeObject.findControl(pointer, isTouchEvent(e))) {
// if we hit the corner of the active object, let's return that.
return activeObject;
} else if (aObjects.length > 1 &&
// check pointer is over active selection and possibly perform `subTargetCheck`
this.searchPossibleTargets([activeObject], pointer)) {
// active selection does not select sub targets like normal groups
return activeObject;
} else if (activeObject === this.searchPossibleTargets([activeObject], pointer)) {
// active object is not an active selection
if (!this.preserveObjectStacking) {
return activeObject;
} else {
const subTargets = this.targets;
this.targets = [];
const target = this.searchPossibleTargets(this._objects, pointer);
if (e[this.altSelectionKey] && target && target !== activeObject) {
// alt selection: select active object even though it is not the top most target
// restore targets
this.targets = subTargets;
return activeObject;
}
return target;
}
}
}
return this.searchPossibleTargets(this._objects, pointer);
}
/**
* Checks if the point is inside the object selection area including padding
* @param {FabricObject} obj Object to test against
* @param {Object} [pointer] point in scene coordinates
* @return {Boolean} true if point is contained within an area of given object
* @private
*/
_pointIsInObjectSelectionArea(obj, point) {
// getCoords will already take care of group de-nesting
let coords = obj.getCoords();
const viewportZoom = this.getZoom();
const padding = obj.padding / viewportZoom;
if (padding) {
const [tl, tr, br, bl] = coords;
// what is the angle of the object?
// we could use getTotalAngle, but is way easier to look at it
// from how coords are oriented, since if something went wrong
// at least we are consistent.
const angleRadians = Math.atan2(tr.y - tl.y, tr.x - tl.x),
cosP = cos(angleRadians) * padding,
sinP = sin(angleRadians) * padding,
cosPSinP = cosP + sinP,
cosPMinusSinP = cosP - sinP;
coords = [new Point(tl.x - cosPMinusSinP, tl.y - cosPSinP), new Point(tr.x + cosPSinP, tr.y - cosPMinusSinP), new Point(br.x + cosPMinusSinP, br.y + cosPSinP), new Point(bl.x - cosPSinP, bl.y + cosPMinusSinP)];
// in case of padding we calculate the new coords on the fly.
// otherwise we have to maintain 2 sets of coordinates for everything.
// we can reiterate on storing them.
// if this is slow, for now the semplification is large and doesn't impact
// rendering.
// the idea behind this is that outside target check we don't need ot know
// where those coords are
}
return Intersection.isPointInPolygon(point, coords);
}
/**
* Checks point is inside the object selection condition. Either area with padding
* or over pixels if perPixelTargetFind is enabled
* @param {FabricObject} obj Object to test against
* @param {Object} [pointer] point from viewport.
* @return {Boolean} true if point is contained within an area of given object
* @private
*/
_checkTarget(obj, pointer) {
if (obj && obj.visible && obj.evented && this._pointIsInObjectSelectionArea(obj, sendPointToPlane(pointer, undefined, this.viewportTransform))) {
if ((this.perPixelTargetFind || obj.perPixelTargetFind) && !obj.isEditing) {
if (!this.isTargetTransparent(obj, pointer.x, pointer.y)) {
return true;
}
} else {
return true;
}
}
return false;
}
/**
* Internal Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted
* @param {Array} [objects] objects array to look into
* @param {Object} [pointer] x,y object of point coordinates we want to check.
* @return {FabricObject} **top most object from given `objects`** that contains pointer
* @private
*/
_searchPossibleTargets(objects, pointer) {
// Cache all targets where their bounding box contains point.
let i = objects.length;
// Do not check for currently grouped objects, since we check the parent group itself.
// until we call this function specifically to search inside the activeGroup
while (i--) {
const target = objects[i];
if (this._checkTarget(target, pointer)) {
if (isCollection(target) && target.subTargetCheck) {
const subTarget = this._searchPossibleTargets(target._objects, pointer);
subTarget && this.targets.push(subTarget);
}
return target;
}
}
}
/**
* Function used to search inside objects an object that contains pointer in bounding box or that contains pointerOnCanvas when painted
* @see {@link _searchPossibleTargets}
* @param {FabricObject[]} [objects] objects array to look into
* @param {Point} [pointer] coordinates from viewport to check.
* @return {FabricObject} **top most object on screen** that contains pointer
*/
searchPossibleTargets(objects, pointer) {
const target = this._searchPossibleTargets(objects, pointer);
// if we found something in this.targets, and the group is interactive, return the innermost subTarget
// that is still interactive
// TODO: reverify why interactive. the target should be returned always, but selected only
// if interactive.
if (target && isCollection(target) && target.interactive && this.targets[0]) {
/** targets[0] is the innermost nested target, but it could be inside non interactive groups and so not a selection target */
const targets = this.targets;
for (let i = targets.length - 1; i > 0; i--) {
const t = targets[i];
if (!(isCollection(t) && t.interactive)) {
// one of the subtargets was not interactive. that is the last subtarget we can return.
// we can't dig more deep;
return t;
}
}
return targets[0];
}
return target;
}
/**
* @returns point existing in the same plane as the {@link HTMLCanvasElement},
* `(0, 0)` being the top left corner of the {@link HTMLCanvasElement}.
* This means that changes to the {@link viewportTransform} do not change the values of the point
* and it remains unchanged from the viewer's perspective.
*
* @example
* const scenePoint = sendPointToPlane(
* this.getViewportPoint(e),
* undefined,
* canvas.viewportTransform
* );
*
*/
getViewportPoint(e) {
if (this._pointer) {
return this._pointer;
}
return this.getPointer(e, true);
}
/**
* @returns point existing in the scene (the same plane as the plane {@link FabricObject#getCenterPoint} exists in).
* This means that changes to the {@link viewportTransform} do not change the values of the point,
* however, from the viewer's perspective, the point is changed.
*
* @example
* const viewportPoint = sendPointToPlane(
* this.getScenePoint(e),
* canvas.viewportTransform
* );
*
*/
getScenePoint(e) {
if (this._absolutePointer) {
return this._absolutePointer;
}
return this.getPointer(e);
}
/**
* Returns pointer relative to canvas.
*
* @deprecated This method is deprecated since v6 to protect you from misuse.
* Use {@link getViewportPoint} or {@link getScenePoint} instead.
*
* @param {Event} e
* @param {Boolean} [fromViewport] whether to return the point from the viewport or in the scene
* @return {Point}
*/
getPointer(e) {
let fromViewport = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false;
const upperCanvasEl = this.upperCanvasEl,
bounds = upperCanvasEl.getBoundingClientRect();
let pointer = getPointer(e),
boundsWidth = bounds.width || 0,
boundsHeight = bounds.height || 0;
if (!boundsWidth || !boundsHeight) {
if (TOP in bounds && BOTTOM in bounds) {
boundsHeight = Math.abs(bounds.top - bounds.bottom);
}
if (RIGHT in bounds && LEFT in bounds) {
boundsWidth = Math.abs(bounds.right - bounds.left);
}
}
this.calcOffset();
pointer.x = pointer.x - this._offset.left;
pointer.y = pointer.y - this._offset.top;
if (!fromViewport) {
pointer = sendPointToPlane(pointer, undefined, this.viewportTransform);
}
const retinaScaling = this.getRetinaScaling();
if (retinaScaling !== 1) {
pointer.x /= retinaScaling;
pointer.y /= retinaScaling;
}
// If bounds are not available (i.e. not visible), do not apply scale.
const cssScale = boundsWidth === 0 || boundsHeight === 0 ? new Point(1, 1) : new Point(upperCanvasEl.width / boundsWidth, upperCanvasEl.height / boundsHeight);
return pointer.multiply(cssScale);
}
/**
* Internal use only
* @protected
*/
_setDimensionsImpl(dimensions, options) {
// @ts-expect-error this method exists in the subclass - should be moved or declared as abstract
this._resetTransformEventData();
super._setDimensionsImpl(dimensions, options);
if (this._isCurrentlyDrawing) {
this.freeDrawingBrush && this.freeDrawingBrush._setBrushStyles(this.contextTop);
}
}
_createCacheCanvas() {
this.pixelFindCanvasEl = createCanvasElement();
this.pixelFindContext = this.pixelFindCanvasEl.getContext('2d', {
willReadFrequently: true
});
this.setTargetFindTolerance(this.targetFindTolerance);
}
/**
* Returns context of top canvas where interactions are drawn
* @returns {CanvasRenderingContext2D}
*/
getTopContext() {
return this.elements.upper.ctx;
}
/**
* Returns context of canvas where object selection is drawn
* @alias
* @return {CanvasRenderingContext2D}
*/
getSelectionContext() {
return this.elements.upper.ctx;
}
/**
* Returns <canvas> element on which object selection is drawn
* @return {HTMLCanvasElement}
*/
getSelectionElement() {
return this.elements.upper.el;
}
/**
* Returns currently active object
* @return {FabricObject | null} active object
*/
getActiveObject() {
return this._activeObject;
}
/**
* Returns an array with the current selected objects
* @return {FabricObject[]} active objects array
*/
getActiveObjects() {
const active = this._activeObject;
return isActiveSelection(active) ? active.getObjects() : active ? [active] : [];
}
/**
* @private
* Compares the old activeObject with the current one and fires correct events
* @param {FabricObject[]} oldObjects old activeObject
* @param {TPointerEvent} e mouse event triggering the selection events
*/
_fireSelectionEvents(oldObjects, e) {
let somethingChanged = false,
invalidate = false;
const objects = this.getActiveObjects(),
added = [],
removed = [];
oldObjects.forEach(target => {
if (!objects.includes(target)) {
somethingChanged = true;
target.fire('deselected', {
e,
target
});
removed.push(target);
}
});
objects.forEach(target => {
if (!oldObjects.includes(target)) {
somethingChanged = true;
target.fire('selected', {
e,
target
});
added.push(target);
}
});
if (oldObjects.length > 0 && objects.length > 0) {
invalidate = true;
somethingChanged && this.fire('selection:updated', {
e,
selected: added,
deselected: removed
});
} else if (objects.length > 0) {
invalidate = true;
this.fire('selection:created', {
e,
selected: added
});
} else if (oldObjects.length > 0) {
invalidate = true;
this.fire('selection:cleared', {
e,
deselected: removed
});
}
invalidate && (this._objectsToRender = undefined);
}
/**
* Sets given object as the only active object on canvas
* @param {FabricObject} object Object to set as an active one
* @param {TPointerEvent} [e] Event (passed along when firing "object:selected")
* @return {Boolean} true if the object has been selected
*/
setActiveObject(object, e) {
// we can't inline this, since _setActiveObject will change what getActiveObjects returns
const currentActives = this.getActiveObjects();
const selected = this._setActiveObject(object, e);
this._fireSelectionEvents(currentActives, e);
return selected;
}
/**
* This is supposed to be equivalent to setActiveObject but without firing
* any event. There is commitment to have this stay this way.
* This is the functional part of setActiveObject.
* @param {Object} object to set as active
* @param {Event} [e] Event (passed along when firing "object:selected")
* @return {Boolean} true if the object has been selected
*/
_setActiveObject(object, e) {
const prevActiveObject = this._activeObject;
if (prevActiveObject === object) {
return false;
}
// after calling this._discardActiveObject, this,_activeObject could be undefined
if (!this._discardActiveObject(e, object) && this._activeObject) {
// refused to deselect
return false;
}
if (object.onSelect({
e
})) {
return false;
}
this._activeObject = object;
if (isActiveSelection(object) && prevActiveObject !== object) {
object.set('canvas', this);
}
object.setCoords();
return true;
}
/**
* This is supposed to be equivalent to discardActiveObject but without firing
* any selection events ( can still fire object transformation events ). There is commitment to have this stay this way.
* This is the functional part of discardActiveObject.
* @param {Event} [e] Event (passed along when firing "object:deselected")
* @param {Object} object the next object to set as active, reason why we are discarding this
* @return {Boolean} true if the active object has been discarded
*/
_discardActiveObject(e, object) {
const obj = this._activeObject;
if (obj) {
// onDeselect return TRUE to cancel selection;
if (obj.onDeselect({
e,
object
})) {
return false;
}
if (this._currentTransform && this._currentTransform.target === obj) {
this.endCurrentTransform(e);
}
if (isActiveSelection(obj) && obj === this._hoveredTarget) {
this._hoveredTarget = undefined;
}
this._activeObject = undefined;
return true;
}
return false;
}
/**
* Discards currently active object and fire events. If the function is called by fabric
* as a consequence of a mouse event, the event is passed as a parameter and
* sent to the fire function for the custom events. When used as a method the
* e param does not have any application.
* @param {event} e
* @return {Boolean} true if the active object has been discarded
*/
discardActiveObject(e) {
const currentActives = this.getActiveObjects(),
activeObject = this.getActiveObject();
if (currentActives.length) {
this.fire('before:selection:cleared', {
e,
deselected: [activeObject]
});
}
const discarded = this._discardActiveObject(e);
this._fireSelectionEvents(currentActives, e);
return discarded;
}
/**
* End the current transform.
* You don't usually need to call this method unless you are interrupting a user initiated transform
* because of some other event ( a press of key combination, or something that block the user UX )
* @param {Event} [e] send the mouse event that generate the finalize down, so it can be used in the event
*/
endCurrentTransform(e) {
const transform = this._currentTransform;
this._finalizeCurrentTransform(e);
if (transform && transform.target) {
// this could probably go inside _finalizeCurrentTransform
transform.target.isMoving = false;
}
this._currentTransform = null;
}
/**
* @private
* @param {Event} e send the mouse event that generate the finalize down, so it can be used in the event
*/
_finalizeCurrentTransform(e) {
const transform = this._currentTransform,
target = transform.target,
options = {
e,
target,
transform,
action: transform.action
};
if (target._scaling) {
target._scaling = false;
}
target.setCoords();
if (transform.actionPerformed) {
this.fire('object:modified', options);
target.fire(MODIFIED, options);
}
}
/**
* Sets viewport transformation of this canvas instance
* @param {Array} vpt a Canvas 2D API transform matrix
*/
setViewportTransform(vpt) {
super.setViewportTransform(vpt);
const activeObject = this._activeObject;
if (activeObject) {
activeObject.setCoords();
}
}
/**
* @override clears active selection ref and interactive canvas elements and contexts
*/
destroy() {
// dispose of active selection
const activeObject = this._activeObject;
if (isActiveSelection(activeObject)) {
activeObject.removeAll();
activeObject.dispose();
}
delete this._activeObject;
super.destroy();
// free resources
// pixel find canvas
// @ts-expect-error disposing
this.pixelFindContext = null;
// @ts-expect-error disposing
this.pixelFindCanvasEl = undefined;
}
/**
* Clears all contexts (background, main, top) of an instance
*/
clear() {
// discard active object and fire events
this.discardActiveObject();
// make sure we clear the active object in case it refused to be discarded
this._activeObject = undefined;
this.clearContext(this.contextTop);
super.clear();
}
/**
* Draws objects' controls (borders/controls)
* @param {CanvasRenderingContext2D} ctx Context to render controls on
*/
drawControls(ctx) {
const activeObject = this._activeObject;
if (activeObject) {
activeObject._renderControls(ctx);
}
}
/**
* @private
*/
_toObject(instance, methodName, propertiesToInclude) {
// If the object is part of the current selection group, it should
// be transformed appropriately
// i.e. it should be serialised as it would appear if the selection group
// were to be destroyed.
const originalProperties = this._realizeGroupTransformOnObject(instance),
object = super._toObject(instance, methodName, propertiesToInclude);
//Undo the damage we did by changing all of its properties
instance.set(originalProperties);
return object;
}
/**
* Realizes an object's group transformation on it
* @private
* @param {FabricObject} [instance] the object to transform (gets mutated)
* @returns the original values of instance which were changed
*/
_realizeGroupTransformOnObject(instance) {
const {
group
} = instance;
if (group && isActiveSelection(group) && this._activeObject === group) {
const layoutProps = ['angle', 'flipX', 'flipY', LEFT, SCALE_X, SCALE_Y, SKEW_X, SKEW_Y, TOP];
const originalValues = pick(instance, layoutProps);
addTransformToObject(instance, group.calcOwnMatrix());
return originalValues;
} else {
return {};
}
}
/**
* @private
*/
_setSVGObject(markup, instance, reviver) {
// If the object is in a selection group, simulate what would happen to that
// object when the group is deselected
const originalProperties = this._realizeGroupTransformOnObject(instance);
super._setSVGObject(markup, instance, reviver);
instance.set(originalProperties);
}
}
_defineProperty(SelectableCanvas, "ownDefaults", canvasDefaults);
export { SelectableCanvas };
//# sourceMappingURL=SelectableCanvas.mjs.map