fabric
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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.
287 lines (271 loc) • 11.8 kB
JavaScript
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