fabric
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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.
551 lines (521 loc) • 22 kB
JavaScript
import { defineProperty as _defineProperty, objectSpread2 as _objectSpread2 } from '../../../_virtual/_rollupPluginBabelHelpers.mjs';
import { Point, ZERO } from '../../Point.mjs';
import { FabricObject } from './Object.mjs';
import { degreesToRadians } from '../../util/misc/radiansDegreesConversion.mjs';
import { createTranslateMatrix, createRotateMatrix, multiplyTransformMatrices, qrDecompose, calcDimensionsMatrix } from '../../util/misc/matrix.mjs';
import { sizeAfterTransform } from '../../util/misc/objectTransforms.mjs';
import { createObjectDefaultControls } from '../../controls/commonControls.mjs';
import { interactiveObjectDefaultValues } from './defaultValues.mjs';
import { SCALE } from '../../constants.mjs';
class InteractiveFabricObject extends FabricObject {
static getDefaults() {
return _objectSpread2(_objectSpread2({}, super.getDefaults()), InteractiveFabricObject.ownDefaults);
}
/**
* Constructor
* @param {Object} [options] Options object
*/
constructor(options) {
super();
Object.assign(this, this.constructor.createControls(), InteractiveFabricObject.ownDefaults);
this.setOptions(options);
}
/**
* Creates the default control object.
* If you prefer to have on instance of controls shared among all objects
* make this function return an empty object and add controls to the ownDefaults
* @param {Object} [options] Options object
*/
static createControls() {
return {
controls: createObjectDefaultControls()
};
}
/**
* Update width and height of the canvas for cache
* returns true or false if canvas needed resize.
* @private
* @return {Boolean} true if the canvas has been resized
*/
_updateCacheCanvas() {
const targetCanvas = this.canvas;
if (this.noScaleCache && targetCanvas && targetCanvas._currentTransform) {
const transform = targetCanvas._currentTransform,
target = transform.target,
action = transform.action;
if (this === target && action && action.startsWith(SCALE)) {
return false;
}
}
return super._updateCacheCanvas();
}
getActiveControl() {
const key = this.__corner;
return key ? {
key,
control: this.controls[key],
coord: this.oCoords[key]
} : undefined;
}
/**
* Determines which corner is under the mouse cursor, represented by `pointer`.
* This function is return a corner only if the object is the active one.
* This is done to avoid selecting corner of non active object and activating transformations
* rather than drag action. The default behavior of fabricJS is that if you want to transform
* an object, first you select it to show the control set
* @private
* @param {Object} pointer The pointer indicating the mouse position
* @param {boolean} forTouch indicates if we are looking for interaction area with a touch action
* @return {String|Boolean} corner code (tl, tr, bl, br, etc.), or 0 if nothing is found.
*/
findControl(pointer) {
let forTouch = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : false;
if (!this.hasControls || !this.canvas) {
return undefined;
}
this.__corner = undefined;
const cornerEntries = Object.entries(this.oCoords);
for (let i = cornerEntries.length - 1; i >= 0; i--) {
const [key, corner] = cornerEntries[i];
const control = this.controls[key];
if (control.shouldActivate(key, this, pointer, forTouch ? corner.touchCorner : corner.corner)) {
// this.canvas.contextTop.fillRect(pointer.x - 1, pointer.y - 1, 2, 2);
this.__corner = key;
return {
key,
control,
coord: this.oCoords[key]
};
}
}
return undefined;
}
/**
* Calculates the coordinates of the center of each control plus the corners of the control itself
* This basically just delegates to each control positionHandler
* WARNING: changing what is passed to positionHandler is a breaking change, since position handler
* is a public api and should be done just if extremely necessary
* @return {Record<string, TOCoord>}
*/
calcOCoords() {
const vpt = this.getViewportTransform(),
center = this.getCenterPoint(),
tMatrix = createTranslateMatrix(center.x, center.y),
rMatrix = createRotateMatrix({
angle: this.getTotalAngle() - (!!this.group && this.flipX ? 180 : 0)
}),
positionMatrix = multiplyTransformMatrices(tMatrix, rMatrix),
startMatrix = multiplyTransformMatrices(vpt, positionMatrix),
finalMatrix = multiplyTransformMatrices(startMatrix, [1 / vpt[0], 0, 0, 1 / vpt[3], 0, 0]),
transformOptions = this.group ? qrDecompose(this.calcTransformMatrix()) : undefined;
// decomposing could bring negative scaling and `_calculateCurrentDimensions` can't take it
if (transformOptions) {
transformOptions.scaleX = Math.abs(transformOptions.scaleX);
transformOptions.scaleY = Math.abs(transformOptions.scaleY);
}
const dim = this._calculateCurrentDimensions(transformOptions),
coords = {};
this.forEachControl((control, key) => {
const position = control.positionHandler(dim, finalMatrix, this, control);
// coords[key] are sometimes used as points. Those are points to which we add
// the property corner and touchCorner from `_calcCornerCoords`.
// don't remove this assign for an object spread.
coords[key] = Object.assign(position, this._calcCornerCoords(control, position));
});
// debug code
/*
const canvas = this.canvas;
setTimeout(function () {
if (!canvas) return;
canvas.contextTop.clearRect(0, 0, 700, 700);
canvas.contextTop.fillStyle = 'green';
Object.keys(coords).forEach(function(key) {
const control = coords[key];
canvas.contextTop.fillRect(control.x, control.y, 3, 3);
});
} 50);
*/
return coords;
}
/**
* Sets the coordinates that determine the interaction area of each control
* note: if we would switch to ROUND corner area, all of this would disappear.
* everything would resolve to a single point and a pythagorean theorem for the distance
* @todo evaluate simplification of code switching to circle interaction area at runtime
* @private
*/
_calcCornerCoords(control, position) {
const angle = this.getTotalAngle();
const corner = control.calcCornerCoords(angle, this.cornerSize, position.x, position.y, false, this);
const touchCorner = control.calcCornerCoords(angle, this.touchCornerSize, position.x, position.y, true, this);
return {
corner,
touchCorner
};
}
/**
* @override set controls' coordinates as well
* See {@link https://github.com/fabricjs/fabric.js/wiki/When-to-call-setCoords} and {@link http://fabricjs.com/fabric-gotchas}
* @return {void}
*/
setCoords() {
super.setCoords();
this.canvas && (this.oCoords = this.calcOCoords());
}
/**
* Calls a function for each control. The function gets called,
* with the control, the control's key and the object that is calling the iterator
* @param {Function} fn function to iterate over the controls over
*/
forEachControl(fn) {
for (const i in this.controls) {
fn(this.controls[i], i, this);
}
}
/**
* Draws a colored layer behind the object, inside its selection borders.
* Requires public options: padding, selectionBackgroundColor
* this function is called when the context is transformed
* has checks to be skipped when the object is on a staticCanvas
* @todo evaluate if make this disappear in favor of a pre-render hook for objects
* this was added by Andrea Bogazzi to make possible some feature for work reasons
* it seemed a good option, now is an edge case
* @param {CanvasRenderingContext2D} ctx Context to draw on
*/
drawSelectionBackground(ctx) {
if (!this.selectionBackgroundColor || this.canvas && this.canvas._activeObject !== this) {
return;
}
ctx.save();
const center = this.getRelativeCenterPoint(),
wh = this._calculateCurrentDimensions(),
vpt = this.getViewportTransform();
ctx.translate(center.x, center.y);
ctx.scale(1 / vpt[0], 1 / vpt[3]);
ctx.rotate(degreesToRadians(this.angle));
ctx.fillStyle = this.selectionBackgroundColor;
ctx.fillRect(-wh.x / 2, -wh.y / 2, wh.x, wh.y);
ctx.restore();
}
/**
* @public override this function in order to customize the drawing of the control box, e.g. rounded corners, different border style.
* @param {CanvasRenderingContext2D} ctx ctx is rotated and translated so that (0,0) is at object's center
* @param {Point} size the control box size used
*/
strokeBorders(ctx, size) {
ctx.strokeRect(-size.x / 2, -size.y / 2, size.x, size.y);
}
/**
* @private
* @param {CanvasRenderingContext2D} ctx Context to draw on
* @param {Point} size
* @param {TStyleOverride} styleOverride object to override the object style
*/
_drawBorders(ctx, size) {
let styleOverride = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};
const options = _objectSpread2({
hasControls: this.hasControls,
borderColor: this.borderColor,
borderDashArray: this.borderDashArray
}, styleOverride);
ctx.save();
ctx.strokeStyle = options.borderColor;
this._setLineDash(ctx, options.borderDashArray);
this.strokeBorders(ctx, size);
options.hasControls && this.drawControlsConnectingLines(ctx, size);
ctx.restore();
}
/**
* Renders controls and borders for the object
* the context here is not transformed
* @todo move to interactivity
* @param {CanvasRenderingContext2D} ctx Context to render on
* @param {TStyleOverride} [styleOverride] properties to override the object style
*/
_renderControls(ctx) {
let styleOverride = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
const {
hasBorders,
hasControls
} = this;
const styleOptions = _objectSpread2({
hasBorders,
hasControls
}, styleOverride);
const vpt = this.getViewportTransform(),
shouldDrawBorders = styleOptions.hasBorders,
shouldDrawControls = styleOptions.hasControls;
const matrix = multiplyTransformMatrices(vpt, this.calcTransformMatrix());
const options = qrDecompose(matrix);
ctx.save();
ctx.translate(options.translateX, options.translateY);
ctx.lineWidth = this.borderScaleFactor; // 1 * this.borderScaleFactor;
// since interactive groups have been introduced, an object could be inside a group and needing controls
// the following equality check `this.group === this.parent` covers:
// object without a group ( undefined === undefined )
// object inside a group
// excludes object inside a group but multi selected since group and parent will differ in value
if (this.group === this.parent) {
ctx.globalAlpha = this.isMoving ? this.borderOpacityWhenMoving : 1;
}
if (this.flipX) {
options.angle -= 180;
}
ctx.rotate(degreesToRadians(this.group ? options.angle : this.angle));
shouldDrawBorders && this.drawBorders(ctx, options, styleOverride);
shouldDrawControls && this.drawControls(ctx, styleOverride);
ctx.restore();
}
/**
* Draws borders of an object's bounding box.
* Requires public properties: width, height
* Requires public options: padding, borderColor
* @param {CanvasRenderingContext2D} ctx Context to draw on
* @param {object} options object representing current object parameters
* @param {TStyleOverride} [styleOverride] object to override the object style
*/
drawBorders(ctx, options, styleOverride) {
let size;
if (styleOverride && styleOverride.forActiveSelection || this.group) {
const bbox = sizeAfterTransform(this.width, this.height, calcDimensionsMatrix(options)),
stroke = !this.isStrokeAccountedForInDimensions() ? (this.strokeUniform ? new Point().scalarAdd(this.canvas ? this.canvas.getZoom() : 1) :
// this is extremely confusing. options comes from the upper function
// and is the qrDecompose of a matrix that takes in account zoom too
new Point(options.scaleX, options.scaleY)).scalarMultiply(this.strokeWidth) : ZERO;
size = bbox.add(stroke).scalarAdd(this.borderScaleFactor).scalarAdd(this.padding * 2);
} else {
size = this._calculateCurrentDimensions().scalarAdd(this.borderScaleFactor);
}
this._drawBorders(ctx, size, styleOverride);
}
/**
* Draws lines from a borders of an object's bounding box to controls that have `withConnection` property set.
* Requires public properties: width, height
* Requires public options: padding, borderColor
* @param {CanvasRenderingContext2D} ctx Context to draw on
* @param {Point} size object size x = width, y = height
*/
drawControlsConnectingLines(ctx, size) {
let shouldStroke = false;
ctx.beginPath();
this.forEachControl((control, key) => {
// in this moment, the ctx is centered on the object.
// width and height of the above function are the size of the bbox.
if (control.withConnection && control.getVisibility(this, key)) {
// reset movement for each control
shouldStroke = true;
ctx.moveTo(control.x * size.x, control.y * size.y);
ctx.lineTo(control.x * size.x + control.offsetX, control.y * size.y + control.offsetY);
}
});
shouldStroke && ctx.stroke();
}
/**
* Draws corners of an object's bounding box.
* Requires public properties: width, height
* Requires public options: cornerSize, padding
* Be aware that since fabric 6.0 this function does not call setCoords anymore.
* setCoords needs to be called manually if the object of which we are rendering controls
* is outside the standard selection and transform process.
* @param {CanvasRenderingContext2D} ctx Context to draw on
* @param {ControlRenderingStyleOverride} styleOverride object to override the object style
*/
drawControls(ctx) {
let styleOverride = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
ctx.save();
const retinaScaling = this.getCanvasRetinaScaling();
const {
cornerStrokeColor,
cornerDashArray,
cornerColor
} = this;
const options = _objectSpread2({
cornerStrokeColor,
cornerDashArray,
cornerColor
}, styleOverride);
ctx.setTransform(retinaScaling, 0, 0, retinaScaling, 0, 0);
ctx.strokeStyle = ctx.fillStyle = options.cornerColor;
if (!this.transparentCorners) {
ctx.strokeStyle = options.cornerStrokeColor;
}
this._setLineDash(ctx, options.cornerDashArray);
this.forEachControl((control, key) => {
if (control.getVisibility(this, key)) {
const p = this.oCoords[key];
control.render(ctx, p.x, p.y, options, this);
}
});
ctx.restore();
}
/**
* Returns true if the specified control is visible, false otherwise.
* @param {string} controlKey The key of the control. Possible values are usually 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr',
* but since the control api allow for any control name, can be any string.
* @returns {boolean} true if the specified control is visible, false otherwise
*/
isControlVisible(controlKey) {
return this.controls[controlKey] && this.controls[controlKey].getVisibility(this, controlKey);
}
/**
* Sets the visibility of the specified control.
* please do not use.
* @param {String} controlKey The key of the control. Possible values are 'tl', 'tr', 'br', 'bl', 'ml', 'mt', 'mr', 'mb', 'mtr'.
* but since the control api allow for any control name, can be any string.
* @param {Boolean} visible true to set the specified control visible, false otherwise
* @todo discuss this overlap of priority here with the team. Andrea Bogazzi for details
*/
setControlVisible(controlKey, visible) {
if (!this._controlsVisibility) {
this._controlsVisibility = {};
}
this._controlsVisibility[controlKey] = visible;
}
/**
* Sets the visibility state of object controls, this is just a bulk option for setControlVisible;
* @param {Record<string, boolean>} [options] with an optional key per control
* example: {Boolean} [options.bl] true to enable the bottom-left control, false to disable it
*/
setControlsVisibility() {
let options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
Object.entries(options).forEach(_ref => {
let [controlKey, visibility] = _ref;
return this.setControlVisible(controlKey, visibility);
});
}
/**
* Clears the canvas.contextTop in a specific area that corresponds to the object's bounding box
* that is in the canvas.contextContainer.
* This function is used to clear pieces of contextTop where we render ephemeral effects on top of the object.
* Example: blinking cursor text selection, drag effects.
* @todo discuss swapping restoreManually with a renderCallback, but think of async issues
* @param {Boolean} [restoreManually] When true won't restore the context after clear, in order to draw something else.
* @return {CanvasRenderingContext2D|undefined} canvas.contextTop that is either still transformed
* with the object transformMatrix, or restored to neutral transform
*/
clearContextTop(restoreManually) {
if (!this.canvas) {
return;
}
const ctx = this.canvas.contextTop;
if (!ctx) {
return;
}
const v = this.canvas.viewportTransform;
ctx.save();
ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
this.transform(ctx);
// we add 4 pixel, to be sure to do not leave any pixel out
const width = this.width + 4,
height = this.height + 4;
ctx.clearRect(-width / 2, -height / 2, width, height);
restoreManually || ctx.restore();
return ctx;
}
/**
* This callback function is called every time _discardActiveObject or _setActiveObject
* try to to deselect this object. If the function returns true, the process is cancelled
* @param {Object} [_options] options sent from the upper functions
* @param {TPointerEvent} [options.e] event if the process is generated by an event
* @param {FabricObject} [options.object] next object we are setting as active, and reason why
* this is being deselected
*/
onDeselect(_options) {
// implemented by sub-classes, as needed.
return false;
}
/**
* This callback function is called every time _discardActiveObject or _setActiveObject
* try to to select this object. If the function returns true, the process is cancelled
* @param {Object} [_options] options sent from the upper functions
* @param {Event} [_options.e] event if the process is generated by an event
*/
onSelect(_options) {
// implemented by sub-classes, as needed.
return false;
}
/**
* Override to customize Drag behavior
* Fired from {@link Canvas#_onMouseMove}
* @returns true in order for the window to start a drag session
*/
shouldStartDragging(_e) {
return false;
}
/**
* Override to customize Drag behavior\
* Fired once a drag session has started
* @returns true to handle the drag event
*/
onDragStart(_e) {
return false;
}
/**
* Override to customize drag and drop behavior
* @public
* @param {DragEvent} _e
* @returns {boolean} true if the object currently dragged can be dropped on the target
*/
canDrop(_e) {
return false;
}
/**
* Override to customize drag and drop behavior
* render a specific effect when an object is the source of a drag event
* example: render the selection status for the part of text that is being dragged from a text object
* @public
* @param {DragEvent} _e
*/
renderDragSourceEffect(_e) {
// for subclasses
}
/**
* Override to customize drag and drop behavior
* render a specific effect when an object is the target of a drag event
* used to show that the underly object can receive a drop, or to show how the
* object will change when dropping. example: show the cursor where the text is about to be dropped
* @public
* @param {DragEvent} _e
*/
renderDropTargetEffect(_e) {
// for subclasses
}
}
/**
* The object's controls' position in viewport coordinates
* Calculated by {@link Control#positionHandler} and {@link Control#calcCornerCoords}, depending on {@link padding}.
* `corner/touchCorner` describe the 4 points forming the interactive area of the corner.
* Used to draw and locate controls.
*/
/**
* keeps the value of the last hovered corner during mouse move.
* 0 is no corner, or 'mt', 'ml', 'mtr' etc..
* It should be private, but there is no harm in using it as
* a read-only property.
* this isn't cleaned automatically. Non selected objects may have wrong values
* @type [string]
*/
/**
* a map of control visibility for this object.
* this was left when controls were introduced to not break the api too much
* this takes priority over the generic control visibility
*/
/**
* holds the controls for the object.
* controls are added by default_controls.js
*/
/**
* internal boolean to signal the code that the object is
* part of the move action.
*/
/**
* A boolean used from the gesture module to keep tracking of a scaling
* action when there is no scaling transform in place.
* This is an edge case and is used twice in all codebase.
* Probably added to keep track of some performance issues
* @TODO use git blame to investigate why it was added
* DON'T USE IT. WE WILL TRY TO REMOVE IT
*/
_defineProperty(InteractiveFabricObject, "ownDefaults", interactiveObjectDefaultValues);
export { InteractiveFabricObject };
//# sourceMappingURL=InteractiveObject.mjs.map