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

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import { defineProperty as _defineProperty } from '../../_virtual/_rollupPluginBabelHelpers.mjs'; import { Intersection } from '../Intersection.mjs'; import { Point } from '../Point.mjs'; import { SCALE } from '../constants.mjs'; import { multiplyTransformMatrixArray, createTranslateMatrix, createRotateMatrix, createScaleMatrix } from '../util/misc/matrix.mjs'; import { renderSquareControl, renderCircleControl } from './controlRendering.mjs'; class Control { constructor(options) { /** * keep track of control visibility. * mainly for backward compatibility. * if you do not want to see a control, you can remove it * from the control set. * @type {Boolean} * @default true */ _defineProperty(this, "visible", true); /** * Name of the action that the control will likely execute. * This is optional. FabricJS uses to identify what the user is doing for some * extra optimizations. If you are writing a custom control and you want to know * somewhere else in the code what is going on, you can use this string here. * you can also provide a custom getActionName if your control run multiple actions * depending on some external state. * default to scale since is the most common, used on 4 corners by default * @type {String} * @default 'scale' */ _defineProperty(this, "actionName", SCALE); /** * Drawing angle of the control. * NOT used for now, but name marked as needed for internal logic * example: to reuse the same drawing function for different rotated controls * @type {Number} * @default 0 */ _defineProperty(this, "angle", 0); /** * Relative position of the control. X * 0,0 is the center of the Object, while -0.5 (left) or 0.5 (right) are the extremities * of the bounding box. * @type {Number} * @default 0 */ _defineProperty(this, "x", 0); /** * Relative position of the control. Y * 0,0 is the center of the Object, while -0.5 (top) or 0.5 (bottom) are the extremities * of the bounding box. * @type {Number} * @default 0 */ _defineProperty(this, "y", 0); /** * Horizontal offset of the control from the defined position. In pixels * Positive offset moves the control to the right, negative to the left. * It used when you want to have position of control that does not scale with * the bounding box. Example: rotation control is placed at x:0, y: 0.5 on * the boundind box, with an offset of 30 pixels vertically. Those 30 pixels will * stay 30 pixels no matter how the object is big. Another example is having 2 * controls in the corner, that stay in the same position when the object scale. * of the bounding box. * @type {Number} * @default 0 */ _defineProperty(this, "offsetX", 0); /** * Vertical offset of the control from the defined position. In pixels * Positive offset moves the control to the bottom, negative to the top. * @type {Number} * @default 0 */ _defineProperty(this, "offsetY", 0); /** * Sets the length of the control. If null, defaults to object's cornerSize. * Expects both sizeX and sizeY to be set when set. * @type {?Number} * @default null */ _defineProperty(this, "sizeX", 0); /** * Sets the height of the control. If null, defaults to object's cornerSize. * Expects both sizeX and sizeY to be set when set. * @type {?Number} * @default null */ _defineProperty(this, "sizeY", 0); /** * Sets the length of the touch area of the control. If null, defaults to object's touchCornerSize. * Expects both touchSizeX and touchSizeY to be set when set. * @type {?Number} * @default null */ _defineProperty(this, "touchSizeX", 0); /** * Sets the height of the touch area of the control. If null, defaults to object's touchCornerSize. * Expects both touchSizeX and touchSizeY to be set when set. * @type {?Number} * @default null */ _defineProperty(this, "touchSizeY", 0); /** * Css cursor style to display when the control is hovered. * if the method `cursorStyleHandler` is provided, this property is ignored. * @type {String} * @default 'crosshair' */ _defineProperty(this, "cursorStyle", 'crosshair'); /** * If controls has an offsetY or offsetX, draw a line that connects * the control to the bounding box * @type {Boolean} * @default false */ _defineProperty(this, "withConnection", false); Object.assign(this, options); } /** * The control actionHandler, provide one to handle action ( control being moved ) * @param {Event} eventData the native mouse event * @param {Transform} transformData properties of the current transform * @param {Number} x x position of the cursor * @param {Number} y y position of the cursor * @return {Boolean} true if the action/event modified the object */ /** * The control handler for mouse down, provide one to handle mouse down on control * @param {Event} eventData the native mouse event * @param {Transform} transformData properties of the current transform * @param {Number} x x position of the cursor * @param {Number} y y position of the cursor * @return {Boolean} true if the action/event modified the object */ /** * The control mouseUpHandler, provide one to handle an effect on mouse up. * @param {Event} eventData the native mouse event * @param {Transform} transformData properties of the current transform * @param {Number} x x position of the cursor * @param {Number} y y position of the cursor * @return {Boolean} true if the action/event modified the object */ shouldActivate(controlKey, fabricObject, pointer, _ref) { var _fabricObject$canvas; let { tl, tr, br, bl } = _ref; // TODO: locking logic can be handled here instead of in the control handler logic return ((_fabricObject$canvas = fabricObject.canvas) === null || _fabricObject$canvas === void 0 ? void 0 : _fabricObject$canvas.getActiveObject()) === fabricObject && fabricObject.isControlVisible(controlKey) && Intersection.isPointInPolygon(pointer, [tl, tr, br, bl]); } /** * Returns control actionHandler * @param {Event} eventData the native mouse event * @param {FabricObject} fabricObject on which the control is displayed * @param {Control} control control for which the action handler is being asked * @return {Function} the action handler */ getActionHandler(eventData, fabricObject, control) { return this.actionHandler; } /** * Returns control mouseDown handler * @param {Event} eventData the native mouse event * @param {FabricObject} fabricObject on which the control is displayed * @param {Control} control control for which the action handler is being asked * @return {Function} the action handler */ getMouseDownHandler(eventData, fabricObject, control) { return this.mouseDownHandler; } /** * Returns control mouseUp handler. * During actions the fabricObject or the control can be of different obj * @param {Event} eventData the native mouse event * @param {FabricObject} fabricObject on which the control is displayed * @param {Control} control control for which the action handler is being asked * @return {Function} the action handler */ getMouseUpHandler(eventData, fabricObject, control) { return this.mouseUpHandler; } /** * Returns control cursorStyle for css using cursorStyle. If you need a more elaborate * function you can pass one in the constructor * the cursorStyle property * @param {Event} eventData the native mouse event * @param {Control} control the current control ( likely this) * @param {FabricObject} object on which the control is displayed * @return {String} */ cursorStyleHandler(eventData, control, fabricObject) { return control.cursorStyle; } /** * Returns the action name. The basic implementation just return the actionName property. * @param {Event} eventData the native mouse event * @param {Control} control the current control ( likely this) * @param {FabricObject} object on which the control is displayed * @return {String} */ getActionName(eventData, control, fabricObject) { return control.actionName; } /** * Returns controls visibility * @param {FabricObject} object on which the control is displayed * @param {String} controlKey key where the control is memorized on the * @return {Boolean} */ getVisibility(fabricObject, controlKey) { var _fabricObject$_contro, _fabricObject$_contro2; return (_fabricObject$_contro = (_fabricObject$_contro2 = fabricObject._controlsVisibility) === null || _fabricObject$_contro2 === void 0 ? void 0 : _fabricObject$_contro2[controlKey]) !== null && _fabricObject$_contro !== void 0 ? _fabricObject$_contro : this.visible; } /** * Sets controls visibility * @param {Boolean} visibility for the object * @return {Void} */ setVisibility(visibility, name, fabricObject) { this.visible = visibility; } positionHandler(dim, finalMatrix, fabricObject, currentControl) { return new Point(this.x * dim.x + this.offsetX, this.y * dim.y + this.offsetY).transform(finalMatrix); } /** * Returns the coords for this control based on object values. * @param {Number} objectAngle angle from the fabric object holding the control * @param {Number} objectCornerSize cornerSize from the fabric object holding the control (or touchCornerSize if * isTouch is true) * @param {Number} centerX x coordinate where the control center should be * @param {Number} centerY y coordinate where the control center should be * @param {boolean} isTouch true if touch corner, false if normal corner */ calcCornerCoords(angle, objectCornerSize, centerX, centerY, isTouch, fabricObject) { const t = multiplyTransformMatrixArray([createTranslateMatrix(centerX, centerY), createRotateMatrix({ angle }), createScaleMatrix((isTouch ? this.touchSizeX : this.sizeX) || objectCornerSize, (isTouch ? this.touchSizeY : this.sizeY) || objectCornerSize)]); return { tl: new Point(-0.5, -0.5).transform(t), tr: new Point(0.5, -0.5).transform(t), br: new Point(0.5, 0.5).transform(t), bl: new Point(-0.5, 0.5).transform(t) }; } /** * Render function for the control. * When this function runs the context is unscaled. unrotate. Just retina scaled. * all the functions will have to translate to the point left,top before starting Drawing * if they want to draw a control where the position is detected. * left and top are the result of the positionHandler function * @param {RenderingContext2D} ctx the context where the control will be drawn * @param {Number} left position of the canvas where we are about to render the control. * @param {Number} top position of the canvas where we are about to render the control. * @param {Object} styleOverride * @param {FabricObject} fabricObject the object where the control is about to be rendered */ render(ctx, left, top, styleOverride, fabricObject) { styleOverride = styleOverride || {}; switch (styleOverride.cornerStyle || fabricObject.cornerStyle) { case 'circle': renderCircleControl.call(this, ctx, left, top, styleOverride, fabricObject); break; default: renderSquareControl.call(this, ctx, left, top, styleOverride, fabricObject); } } } export { Control }; //# sourceMappingURL=Control.mjs.map