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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, objectSpread2 as _objectSpread2, objectWithoutProperties as _objectWithoutProperties } from '../../../_virtual/_rollupPluginBabelHelpers.mjs'; import { cache } from '../../cache.mjs'; import { config } from '../../config.mjs'; import { ALIASING_LIMIT, SCALE_X, SCALE_Y, STROKE, iMatrix, CENTER, VERSION, FILL, LEFT, TOP } from '../../constants.mjs'; import { Point } from '../../Point.mjs'; import { Shadow } from '../../Shadow.mjs'; import { classRegistry } from '../../ClassRegistry.mjs'; import { runningAnimations } from '../../util/animation/AnimationRegistry.mjs'; import { capValue } from '../../util/misc/capValue.mjs'; import { createCanvasElement, createCanvasElementFor, toDataURL, toBlob } from '../../util/misc/dom.mjs'; import { qrDecompose, invertTransform } from '../../util/misc/matrix.mjs'; import { enlivenObjectEnlivables } from '../../util/misc/objectEnlive.mjs'; import { saveObjectTransform, resetObjectTransform } from '../../util/misc/objectTransforms.mjs'; import { sendObjectToPlane } from '../../util/misc/planeChange.mjs'; import { pick, pickBy } from '../../util/misc/pick.mjs'; import { toFixed } from '../../util/misc/toFixed.mjs'; import { StaticCanvas } from '../../canvas/StaticCanvas.mjs'; import { isFiller, isSerializableFiller } from '../../util/typeAssertions.mjs'; import { stateProperties, cacheProperties, fabricObjectDefaultValues } from './defaultValues.mjs'; import { getDevicePixelRatio, getEnv } from '../../env/index.mjs'; import { log } from '../../util/internals/console.mjs'; import { animateColor, animate } from '../../util/animation/animate.mjs'; import { ObjectGeometry } from './ObjectGeometry.mjs'; const _excluded = ["type"], _excluded2 = ["extraParam"]; /** * Root object class from which all 2d shape classes inherit from * @tutorial {@link http://fabricjs.com/fabric-intro-part-1#objects} * * @fires added * @fires removed * * @fires selected * @fires deselected * * @fires rotating * @fires scaling * @fires moving * @fires skewing * @fires modified * * @fires mousedown * @fires mouseup * @fires mouseover * @fires mouseout * @fires mousewheel * @fires mousedblclick * * @fires dragover * @fires dragenter * @fires dragleave * @fires drop */ class FabricObject extends ObjectGeometry { static getDefaults() { return FabricObject.ownDefaults; } /** * The class type. * This is used for serialization and deserialization purposes and internally it can be used * to identify classes. * When we transform a class in a plain JS object we need a way to recognize which class it was, * and the type is the way we do that. It has no other purposes and you should not give one. * Hard to reach on instances and please do not use to drive instance's logic (this.constructor.type). * To idenfity a class use instanceof class ( instanceof Rect ). * We do not do that in fabricJS code because we want to try to have code splitting possible. */ /** * Legacy identifier of the class. Prefer using utils like isType or instanceOf * Will be removed in fabric 7 or 8. * The setter exists to avoid type errors in old code and possibly current deserialization code. * DO NOT build new code around this type value * @TODO add sustainable warning message * @type string * @deprecated */ get type() { const name = this.constructor.type; if (name === 'FabricObject') { return 'object'; } return name.toLowerCase(); } set type(value) { log('warn', 'Setting type has no effect', value); } /** * Constructor * @param {Object} [options] Options object */ constructor(options) { super(); /** * Quick access for the _cacheCanvas rendering context * This is part of the objectCaching feature * since 1.7.0 * @type boolean * @default undefined * @private */ _defineProperty(this, "_cacheContext", null); Object.assign(this, FabricObject.ownDefaults); this.setOptions(options); } /** * Create a the canvas used to keep the cached copy of the object * @private */ _createCacheCanvas() { this._cacheCanvas = createCanvasElement(); this._cacheContext = this._cacheCanvas.getContext('2d'); this._updateCacheCanvas(); // if canvas gets created, is empty, so dirty. this.dirty = true; } /** * Limit the cache dimensions so that X * Y do not cross config.perfLimitSizeTotal * and each side do not cross fabric.cacheSideLimit * those numbers are configurable so that you can get as much detail as you want * making bargain with performances. * @param {Object} dims * @param {Object} dims.width width of canvas * @param {Object} dims.height height of canvas * @param {Object} dims.zoomX zoomX zoom value to unscale the canvas before drawing cache * @param {Object} dims.zoomY zoomY zoom value to unscale the canvas before drawing cache * @return {Object}.width width of canvas * @return {Object}.height height of canvas * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache */ _limitCacheSize(dims) { const width = dims.width, height = dims.height, max = config.maxCacheSideLimit, min = config.minCacheSideLimit; if (width <= max && height <= max && width * height <= config.perfLimitSizeTotal) { if (width < min) { dims.width = min; } if (height < min) { dims.height = min; } return dims; } const ar = width / height, [limX, limY] = cache.limitDimsByArea(ar), x = capValue(min, limX, max), y = capValue(min, limY, max); if (width > x) { dims.zoomX /= width / x; dims.width = x; dims.capped = true; } if (height > y) { dims.zoomY /= height / y; dims.height = y; dims.capped = true; } return dims; } /** * Return the dimension and the zoom level needed to create a cache canvas * big enough to host the object to be cached. * @private * @return {Object}.x width of object to be cached * @return {Object}.y height of object to be cached * @return {Object}.width width of canvas * @return {Object}.height height of canvas * @return {Object}.zoomX zoomX zoom value to unscale the canvas before drawing cache * @return {Object}.zoomY zoomY zoom value to unscale the canvas before drawing cache */ _getCacheCanvasDimensions() { const objectScale = this.getTotalObjectScaling(), // calculate dimensions without skewing dim = this._getTransformedDimensions({ skewX: 0, skewY: 0 }), neededX = dim.x * objectScale.x / this.scaleX, neededY = dim.y * objectScale.y / this.scaleY; return { // for sure this ALIASING_LIMIT is slightly creating problem // in situation in which the cache canvas gets an upper limit // also objectScale contains already scaleX and scaleY width: Math.ceil(neededX + ALIASING_LIMIT), height: Math.ceil(neededY + ALIASING_LIMIT), zoomX: objectScale.x, zoomY: objectScale.y, x: neededX, y: neededY }; } /** * 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 canvas = this._cacheCanvas, context = this._cacheContext, { width, height, zoomX, zoomY, x, y } = this._limitCacheSize(this._getCacheCanvasDimensions()), dimensionsChanged = width !== canvas.width || height !== canvas.height, zoomChanged = this.zoomX !== zoomX || this.zoomY !== zoomY; if (!canvas || !context) { return false; } const shouldRedraw = dimensionsChanged || zoomChanged; if (shouldRedraw) { if (width !== canvas.width || height !== canvas.height) { canvas.width = width; canvas.height = height; } else { context.setTransform(1, 0, 0, 1, 0, 0); context.clearRect(0, 0, canvas.width, canvas.height); } const drawingWidth = x / 2; const drawingHeight = y / 2; this.cacheTranslationX = Math.round(canvas.width / 2 - drawingWidth) + drawingWidth; this.cacheTranslationY = Math.round(canvas.height / 2 - drawingHeight) + drawingHeight; context.translate(this.cacheTranslationX, this.cacheTranslationY); context.scale(zoomX, zoomY); this.zoomX = zoomX; this.zoomY = zoomY; return true; } return false; } /** * Sets object's properties from options, for class constructor only. * Needs to be overridden for different defaults. * @protected * @param {Object} [options] Options object */ setOptions() { let options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; this._setOptions(options); } /** * Transforms context when rendering an object * @param {CanvasRenderingContext2D} ctx Context */ transform(ctx) { const needFullTransform = this.group && !this.group._transformDone || this.group && this.canvas && ctx === this.canvas.contextTop; const m = this.calcTransformMatrix(!needFullTransform); ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]); } /** * Return the object scale factor counting also the group scaling * @return {Point} */ getObjectScaling() { // if the object is a top level one, on the canvas, we go for simple aritmetic // otherwise the complex method with angles will return approximations and decimals // and will likely kill the cache when not needed // https://github.com/fabricjs/fabric.js/issues/7157 if (!this.group) { return new Point(Math.abs(this.scaleX), Math.abs(this.scaleY)); } // if we are inside a group total zoom calculation is complex, we defer to generic matrices const options = qrDecompose(this.calcTransformMatrix()); return new Point(Math.abs(options.scaleX), Math.abs(options.scaleY)); } /** * Return the object scale factor counting also the group scaling, zoom and retina * @return {Object} object with scaleX and scaleY properties */ getTotalObjectScaling() { const scale = this.getObjectScaling(); if (this.canvas) { const zoom = this.canvas.getZoom(); const retina = this.getCanvasRetinaScaling(); return scale.scalarMultiply(zoom * retina); } return scale; } /** * Return the object opacity counting also the group property * @return {Number} */ getObjectOpacity() { let opacity = this.opacity; if (this.group) { opacity *= this.group.getObjectOpacity(); } return opacity; } /** * Makes sure the scale is valid and modifies it if necessary * @todo: this is a control action issue, not a geometry one * @private * @param {Number} value, unconstrained * @return {Number} constrained value; */ _constrainScale(value) { if (Math.abs(value) < this.minScaleLimit) { if (value < 0) { return -this.minScaleLimit; } else { return this.minScaleLimit; } } else if (value === 0) { return 0.0001; } return value; } /** * Handles setting values on the instance and handling internal side effects * @protected * @param {String} key * @param {*} value */ _set(key, value) { if (key === SCALE_X || key === SCALE_Y) { value = this._constrainScale(value); } if (key === SCALE_X && value < 0) { this.flipX = !this.flipX; value *= -1; } else if (key === 'scaleY' && value < 0) { this.flipY = !this.flipY; value *= -1; // i don't like this automatic initialization here } else if (key === 'shadow' && value && !(value instanceof Shadow)) { value = new Shadow(value); } const isChanged = this[key] !== value; this[key] = value; // invalidate caches if (isChanged && this.constructor.cacheProperties.includes(key)) { this.dirty = true; } // a dirty child makes the parent dirty. // but a non dirty child does not make the parent not dirty. // the parent could be dirty for some other reason. this.parent && (this.dirty || isChanged && this.constructor.stateProperties.includes(key)) && this.parent._set('dirty', true); return this; } /* * @private * return if the object would be visible in rendering * @memberOf FabricObject.prototype * @return {Boolean} */ isNotVisible() { return this.opacity === 0 || !this.width && !this.height && this.strokeWidth === 0 || !this.visible; } /** * Renders an object on a specified context * @param {CanvasRenderingContext2D} ctx Context to render on */ render(ctx) { // do not render if width/height are zeros or object is not visible if (this.isNotVisible()) { return; } if (this.canvas && this.canvas.skipOffscreen && !this.group && !this.isOnScreen()) { return; } ctx.save(); this._setupCompositeOperation(ctx); this.drawSelectionBackground(ctx); this.transform(ctx); this._setOpacity(ctx); this._setShadow(ctx); if (this.shouldCache()) { this.renderCache(); this.drawCacheOnCanvas(ctx); } else { this._removeCacheCanvas(); this.drawObject(ctx, false, {}); this.dirty = false; } ctx.restore(); } drawSelectionBackground(_ctx) { /* no op */ } renderCache(options) { options = options || {}; if (!this._cacheCanvas || !this._cacheContext) { this._createCacheCanvas(); } if (this.isCacheDirty() && this._cacheContext) { const { zoomX, zoomY, cacheTranslationX, cacheTranslationY } = this; const { width, height } = this._cacheCanvas; this.drawObject(this._cacheContext, options.forClipping, { zoomX, zoomY, cacheTranslationX, cacheTranslationY, width, height, parentClipPaths: [] }); this.dirty = false; } } /** * Remove cacheCanvas and its dimensions from the objects */ _removeCacheCanvas() { this._cacheCanvas = undefined; this._cacheContext = null; } /** * return true if the object will draw a stroke * Does not consider text styles. This is just a shortcut used at rendering time * We want it to be an approximation and be fast. * wrote to avoid extra caching, it has to return true when stroke happens, * can guess when it will not happen at 100% chance, does not matter if it misses * some use case where the stroke is invisible. * @since 3.0.0 * @returns Boolean */ hasStroke() { return this.stroke && this.stroke !== 'transparent' && this.strokeWidth !== 0; } /** * return true if the object will draw a fill * Does not consider text styles. This is just a shortcut used at rendering time * We want it to be an approximation and be fast. * wrote to avoid extra caching, it has to return true when fill happens, * can guess when it will not happen at 100% chance, does not matter if it misses * some use case where the fill is invisible. * @since 3.0.0 * @returns Boolean */ hasFill() { return this.fill && this.fill !== 'transparent'; } /** * When returns `true`, force the object to have its own cache, even if it is inside a group * it may be needed when your object behave in a particular way on the cache and always needs * its own isolated canvas to render correctly. * Created to be overridden * since 1.7.12 * @returns Boolean */ needsItsOwnCache() { // TODO re-evaluate this shadow condition if (this.paintFirst === STROKE && this.hasFill() && this.hasStroke() && !!this.shadow) { return true; } if (this.clipPath) { return true; } return false; } /** * Decide if the object should cache or not. Create its own cache level * objectCaching is a global flag, wins over everything * needsItsOwnCache should be used when the object drawing method requires * a cache step. * Generally you do not cache objects in groups because the group outside is cached. * Read as: cache if is needed, or if the feature is enabled but we are not already caching. * @return {Boolean} */ shouldCache() { this.ownCaching = this.objectCaching && (!this.parent || !this.parent.isOnACache()) || this.needsItsOwnCache(); return this.ownCaching; } /** * Check if this object will cast a shadow with an offset. * used by Group.shouldCache to know if child has a shadow recursively * @return {Boolean} * @deprecated */ willDrawShadow() { return !!this.shadow && (this.shadow.offsetX !== 0 || this.shadow.offsetY !== 0); } /** * Execute the drawing operation for an object clipPath * @param {CanvasRenderingContext2D} ctx Context to render on * @param {FabricObject} clipPath */ drawClipPathOnCache(ctx, clipPath, canvasWithClipPath) { ctx.save(); // DEBUG: uncomment this line, comment the following // ctx.globalAlpha = 0.4 if (clipPath.inverted) { ctx.globalCompositeOperation = 'destination-out'; } else { ctx.globalCompositeOperation = 'destination-in'; } ctx.setTransform(1, 0, 0, 1, 0, 0); ctx.drawImage(canvasWithClipPath, 0, 0); ctx.restore(); } /** * Execute the drawing operation for an object on a specified context * @param {CanvasRenderingContext2D} ctx Context to render on * @param {boolean} forClipping apply clipping styles * @param {DrawContext} context additional context for rendering */ drawObject(ctx, forClipping, context) { const originalFill = this.fill, originalStroke = this.stroke; if (forClipping) { this.fill = 'black'; this.stroke = ''; this._setClippingProperties(ctx); } else { this._renderBackground(ctx); } this._render(ctx); this._drawClipPath(ctx, this.clipPath, context); this.fill = originalFill; this.stroke = originalStroke; } createClipPathLayer(clipPath, context) { const canvas = createCanvasElementFor(context); const ctx = canvas.getContext('2d'); ctx.translate(context.cacheTranslationX, context.cacheTranslationY); ctx.scale(context.zoomX, context.zoomY); clipPath._cacheCanvas = canvas; context.parentClipPaths.forEach(prevClipPath => { prevClipPath.transform(ctx); }); context.parentClipPaths.push(clipPath); if (clipPath.absolutePositioned) { const m = invertTransform(this.calcTransformMatrix()); ctx.transform(m[0], m[1], m[2], m[3], m[4], m[5]); } clipPath.transform(ctx); clipPath.drawObject(ctx, true, context); return canvas; } /** * Prepare clipPath state and cache and draw it on instance's cache * @param {CanvasRenderingContext2D} ctx * @param {FabricObject} clipPath */ _drawClipPath(ctx, clipPath, context) { if (!clipPath) { return; } // needed to setup _transformDone // TODO find a better solution? clipPath._transformDone = true; const canvas = this.createClipPathLayer(clipPath, context); this.drawClipPathOnCache(ctx, clipPath, canvas); } /** * Paint the cached copy of the object on the target context. * @param {CanvasRenderingContext2D} ctx Context to render on */ drawCacheOnCanvas(ctx) { ctx.scale(1 / this.zoomX, 1 / this.zoomY); ctx.drawImage(this._cacheCanvas, -this.cacheTranslationX, -this.cacheTranslationY); } /** * Check if cache is dirty and if is dirty clear the context. * This check has a big side effect, it changes the underlying cache canvas if necessary. * Do not call this method on your own to check if the cache is dirty, because if it is, * it is also going to wipe the cache. This is badly designed and needs to be fixed. * @param {Boolean} skipCanvas skip canvas checks because this object is painted * on parent canvas. */ isCacheDirty() { let skipCanvas = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false; if (this.isNotVisible()) { return false; } const canvas = this._cacheCanvas; const ctx = this._cacheContext; if (canvas && ctx && !skipCanvas && this._updateCacheCanvas()) { // in this case the context is already cleared. return true; } else { if (this.dirty || this.clipPath && this.clipPath.absolutePositioned) { if (canvas && ctx && !skipCanvas) { ctx.save(); ctx.setTransform(1, 0, 0, 1, 0, 0); ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.restore(); } return true; } } return false; } /** * Draws a background for the object big as its untransformed dimensions * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _renderBackground(ctx) { if (!this.backgroundColor) { return; } const dim = this._getNonTransformedDimensions(); ctx.fillStyle = this.backgroundColor; ctx.fillRect(-dim.x / 2, -dim.y / 2, dim.x, dim.y); // if there is background color no other shadows // should be casted this._removeShadow(ctx); } /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _setOpacity(ctx) { if (this.group && !this.group._transformDone) { ctx.globalAlpha = this.getObjectOpacity(); } else { ctx.globalAlpha *= this.opacity; } } _setStrokeStyles(ctx, decl) { const stroke = decl.stroke; if (stroke) { ctx.lineWidth = decl.strokeWidth; ctx.lineCap = decl.strokeLineCap; ctx.lineDashOffset = decl.strokeDashOffset; ctx.lineJoin = decl.strokeLineJoin; ctx.miterLimit = decl.strokeMiterLimit; if (isFiller(stroke)) { if (stroke.gradientUnits === 'percentage' || stroke.gradientTransform || stroke.patternTransform) { // need to transform gradient in a pattern. // this is a slow process. If you are hitting this codepath, and the object // is not using caching, you should consider switching it on. // we need a canvas as big as the current object caching canvas. this._applyPatternForTransformedGradient(ctx, stroke); } else { // is a simple gradient or pattern ctx.strokeStyle = stroke.toLive(ctx); this._applyPatternGradientTransform(ctx, stroke); } } else { // is a color ctx.strokeStyle = decl.stroke; } } } _setFillStyles(ctx, _ref) { let { fill } = _ref; if (fill) { if (isFiller(fill)) { ctx.fillStyle = fill.toLive(ctx); this._applyPatternGradientTransform(ctx, fill); } else { ctx.fillStyle = fill; } } } _setClippingProperties(ctx) { ctx.globalAlpha = 1; ctx.strokeStyle = 'transparent'; ctx.fillStyle = '#000000'; } /** * @private * Sets line dash * @param {CanvasRenderingContext2D} ctx Context to set the dash line on * @param {Array} dashArray array representing dashes */ _setLineDash(ctx, dashArray) { if (!dashArray || dashArray.length === 0) { return; } ctx.setLineDash(dashArray); } /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _setShadow(ctx) { if (!this.shadow) { return; } const shadow = this.shadow, canvas = this.canvas, retinaScaling = this.getCanvasRetinaScaling(), [sx,,, sy] = (canvas === null || canvas === void 0 ? void 0 : canvas.viewportTransform) || iMatrix, multX = sx * retinaScaling, multY = sy * retinaScaling, scaling = shadow.nonScaling ? new Point(1, 1) : this.getObjectScaling(); ctx.shadowColor = shadow.color; ctx.shadowBlur = shadow.blur * config.browserShadowBlurConstant * (multX + multY) * (scaling.x + scaling.y) / 4; ctx.shadowOffsetX = shadow.offsetX * multX * scaling.x; ctx.shadowOffsetY = shadow.offsetY * multY * scaling.y; } /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _removeShadow(ctx) { if (!this.shadow) { return; } ctx.shadowColor = ''; ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0; } /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on * @param {TFiller} filler {@link Pattern} or {@link Gradient} */ _applyPatternGradientTransform(ctx, filler) { if (!isFiller(filler)) { return { offsetX: 0, offsetY: 0 }; } const t = filler.gradientTransform || filler.patternTransform; const offsetX = -this.width / 2 + filler.offsetX || 0, offsetY = -this.height / 2 + filler.offsetY || 0; if (filler.gradientUnits === 'percentage') { ctx.transform(this.width, 0, 0, this.height, offsetX, offsetY); } else { ctx.transform(1, 0, 0, 1, offsetX, offsetY); } if (t) { ctx.transform(t[0], t[1], t[2], t[3], t[4], t[5]); } return { offsetX: offsetX, offsetY: offsetY }; } /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _renderPaintInOrder(ctx) { if (this.paintFirst === STROKE) { this._renderStroke(ctx); this._renderFill(ctx); } else { this._renderFill(ctx); this._renderStroke(ctx); } } /** * @private * function that actually render something on the context. * empty here to allow Obects to work on tests to benchmark fabric functionalites * not related to rendering * @param {CanvasRenderingContext2D} _ctx Context to render on */ _render(_ctx) { // placeholder to be overridden } /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _renderFill(ctx) { if (!this.fill) { return; } ctx.save(); this._setFillStyles(ctx, this); if (this.fillRule === 'evenodd') { ctx.fill('evenodd'); } else { ctx.fill(); } ctx.restore(); } /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _renderStroke(ctx) { if (!this.stroke || this.strokeWidth === 0) { return; } if (this.shadow && !this.shadow.affectStroke) { this._removeShadow(ctx); } ctx.save(); if (this.strokeUniform) { const scaling = this.getObjectScaling(); ctx.scale(1 / scaling.x, 1 / scaling.y); } this._setLineDash(ctx, this.strokeDashArray); this._setStrokeStyles(ctx, this); ctx.stroke(); ctx.restore(); } /** * This function try to patch the missing gradientTransform on canvas gradients. * transforming a context to transform the gradient, is going to transform the stroke too. * we want to transform the gradient but not the stroke operation, so we create * a transformed gradient on a pattern and then we use the pattern instead of the gradient. * this method has drawbacks: is slow, is in low resolution, needs a patch for when the size * is limited. * @private * @param {CanvasRenderingContext2D} ctx Context to render on * @param {Gradient} filler */ _applyPatternForTransformedGradient(ctx, filler) { var _pCtx$createPattern; const dims = this._limitCacheSize(this._getCacheCanvasDimensions()), retinaScaling = this.getCanvasRetinaScaling(), width = dims.x / this.scaleX / retinaScaling, height = dims.y / this.scaleY / retinaScaling, pCanvas = createCanvasElementFor({ // in case width and height are less than 1px, we have to round up. // since the pattern is no-repeat, this is fine width: Math.ceil(width), height: Math.ceil(height) }); const pCtx = pCanvas.getContext('2d'); if (!pCtx) { return; } pCtx.beginPath(); pCtx.moveTo(0, 0); pCtx.lineTo(width, 0); pCtx.lineTo(width, height); pCtx.lineTo(0, height); pCtx.closePath(); pCtx.translate(width / 2, height / 2); pCtx.scale(dims.zoomX / this.scaleX / retinaScaling, dims.zoomY / this.scaleY / retinaScaling); this._applyPatternGradientTransform(pCtx, filler); pCtx.fillStyle = filler.toLive(ctx); pCtx.fill(); ctx.translate(-this.width / 2 - this.strokeWidth / 2, -this.height / 2 - this.strokeWidth / 2); ctx.scale(retinaScaling * this.scaleX / dims.zoomX, retinaScaling * this.scaleY / dims.zoomY); ctx.strokeStyle = (_pCtx$createPattern = pCtx.createPattern(pCanvas, 'no-repeat')) !== null && _pCtx$createPattern !== void 0 ? _pCtx$createPattern : ''; } /** * This function is an helper for svg import. it returns the center of the object in the svg * untransformed coordinates * @private * @return {Point} center point from element coordinates */ _findCenterFromElement() { return new Point(this.left + this.width / 2, this.top + this.height / 2); } /** * Clones an instance. * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output * @returns {Promise<FabricObject>} */ clone(propertiesToInclude) { const objectForm = this.toObject(propertiesToInclude); return this.constructor.fromObject(objectForm); } /** * Creates an instance of Image out of an object * makes use of toCanvasElement. * Once this method was based on toDataUrl and loadImage, so it also had a quality * and format option. toCanvasElement is faster and produce no loss of quality. * If you need to get a real Jpeg or Png from an object, using toDataURL is the right way to do it. * toCanvasElement and then toBlob from the obtained canvas is also a good option. * @todo fix the export type, it could not be Image but the type that getClass return for 'image'. * @param {ObjectToCanvasElementOptions} [options] for clone as image, passed to toDataURL * @param {Number} [options.multiplier=1] Multiplier to scale by * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14 * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14 * @param {Number} [options.width] Cropping width. Introduced in v1.2.14 * @param {Number} [options.height] Cropping height. Introduced in v1.2.14 * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4 * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4 * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2 * @return {FabricImage} Object cloned as image. */ cloneAsImage(options) { const canvasEl = this.toCanvasElement(options); // TODO: how to import Image w/o an import cycle? const ImageClass = classRegistry.getClass('image'); return new ImageClass(canvasEl); } /** * Converts an object into a HTMLCanvas element * @param {ObjectToCanvasElementOptions} options Options object * @param {Number} [options.multiplier=1] Multiplier to scale by * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14 * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14 * @param {Number} [options.width] Cropping width. Introduced in v1.2.14 * @param {Number} [options.height] Cropping height. Introduced in v1.2.14 * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4 * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4 * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2 * @param {Boolean} [options.viewportTransform] Account for canvas viewport transform * @param {(el?: HTMLCanvasElement) => StaticCanvas} [options.canvasProvider] Create the output canvas * @return {HTMLCanvasElement} Returns DOM element <canvas> with the FabricObject */ toCanvasElement() { let options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; const origParams = saveObjectTransform(this), originalGroup = this.group, originalShadow = this.shadow, abs = Math.abs, retinaScaling = options.enableRetinaScaling ? getDevicePixelRatio() : 1, multiplier = (options.multiplier || 1) * retinaScaling, canvasProvider = options.canvasProvider || (el => new StaticCanvas(el, { enableRetinaScaling: false, renderOnAddRemove: false, skipOffscreen: false })); delete this.group; if (options.withoutTransform) { resetObjectTransform(this); } if (options.withoutShadow) { this.shadow = null; } if (options.viewportTransform) { sendObjectToPlane(this, this.getViewportTransform()); } this.setCoords(); const el = createCanvasElement(), boundingRect = this.getBoundingRect(), shadow = this.shadow, shadowOffset = new Point(); if (shadow) { const shadowBlur = shadow.blur; const scaling = shadow.nonScaling ? new Point(1, 1) : this.getObjectScaling(); // consider non scaling shadow. shadowOffset.x = 2 * Math.round(abs(shadow.offsetX) + shadowBlur) * abs(scaling.x); shadowOffset.y = 2 * Math.round(abs(shadow.offsetY) + shadowBlur) * abs(scaling.y); } const width = boundingRect.width + shadowOffset.x, height = boundingRect.height + shadowOffset.y; // if the current width/height is not an integer // we need to make it so. el.width = Math.ceil(width); el.height = Math.ceil(height); const canvas = canvasProvider(el); if (options.format === 'jpeg') { canvas.backgroundColor = '#fff'; } this.setPositionByOrigin(new Point(canvas.width / 2, canvas.height / 2), CENTER, CENTER); const originalCanvas = this.canvas; // static canvas and canvas have both an array of InteractiveObjects // @ts-expect-error this needs to be fixed somehow, or ignored globally canvas._objects = [this]; this.set('canvas', canvas); this.setCoords(); const canvasEl = canvas.toCanvasElement(multiplier || 1, options); this.set('canvas', originalCanvas); this.shadow = originalShadow; if (originalGroup) { this.group = originalGroup; } this.set(origParams); this.setCoords(); // canvas.dispose will call image.dispose that will nullify the elements // since this canvas is a simple element for the process, we remove references // to objects in this way in order to avoid object trashing. canvas._objects = []; // since render has settled it is safe to destroy canvas canvas.destroy(); return canvasEl; } /** * Converts an object into a data-url-like string * @param {Object} options Options object * @param {String} [options.format=png] The format of the output image. Either "jpeg" or "png" * @param {Number} [options.quality=1] Quality level (0..1). Only used for jpeg. * @param {Number} [options.multiplier=1] Multiplier to scale by * @param {Number} [options.left] Cropping left offset. Introduced in v1.2.14 * @param {Number} [options.top] Cropping top offset. Introduced in v1.2.14 * @param {Number} [options.width] Cropping width. Introduced in v1.2.14 * @param {Number} [options.height] Cropping height. Introduced in v1.2.14 * @param {Boolean} [options.enableRetinaScaling] Enable retina scaling for clone image. Introduce in 1.6.4 * @param {Boolean} [options.withoutTransform] Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4 * @param {Boolean} [options.withoutShadow] Remove current object shadow. Introduced in 2.4.2 * @return {String} Returns a data: URL containing a representation of the object in the format specified by options.format */ toDataURL() { let options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; return toDataURL(this.toCanvasElement(options), options.format || 'png', options.quality || 1); } toBlob() { let options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; return toBlob(this.toCanvasElement(options), options.format || 'png', options.quality || 1); } /** * Returns true if any of the specified types is identical to the type of an instance * @param {String} type Type to check against * @return {Boolean} */ isType() { for (var _len = arguments.length, types = new Array(_len), _key = 0; _key < _len; _key++) { types[_key] = arguments[_key]; } return types.includes(this.constructor.type) || types.includes(this.type); } /** * Returns complexity of an instance * @return {Number} complexity of this instance (is 1 unless subclassed) */ complexity() { return 1; } /** * Returns a JSON representation of an instance * @return {Object} JSON */ toJSON() { // delegate, not alias return this.toObject(); } /** * Sets "angle" of an instance with centered rotation * @param {TDegree} angle Angle value (in degrees) */ rotate(angle) { const { centeredRotation, originX, originY } = this; if (centeredRotation) { const { x, y } = this.getRelativeCenterPoint(); this.originX = CENTER; this.originY = CENTER; this.left = x; this.top = y; } this.set('angle', angle); if (centeredRotation) { const { x, y } = this.translateToOriginPoint(this.getRelativeCenterPoint(), originX, originY); this.left = x; this.top = y; this.originX = originX; this.originY = originY; } } /** * This callback function is called by the parent group of an object every * time a non-delegated property changes on the group. It is passed the key * and value as parameters. Not adding in this function's signature to avoid * Travis build error about unused variables. */ setOnGroup() { // implemented by sub-classes, as needed. } /** * Sets canvas globalCompositeOperation for specific object * custom composition operation for the particular object can be specified using globalCompositeOperation property * @param {CanvasRenderingContext2D} ctx Rendering canvas context */ _setupCompositeOperation(ctx) { if (this.globalCompositeOperation) { ctx.globalCompositeOperation = this.globalCompositeOperation; } } /** * cancel instance's running animations * override if necessary to dispose artifacts such as `clipPath` */ dispose() { runningAnimations.cancelByTarget(this); this.off(); this._set('canvas', undefined); // clear caches this._cacheCanvas && getEnv().dispose(this._cacheCanvas); this._cacheCanvas = undefined; this._cacheContext = null; } // #region Animation methods /** * List of properties to consider for animating colors. * @type String[] */ /** * Animates object's properties * @param {Record<string, number | number[] | TColorArg>} animatable map of keys and end values * @param {Partial<AnimationOptions<T>>} options * @tutorial {@link http://fabricjs.com/fabric-intro-part-2#animation} * @return {Record<string, TAnimation<T>>} map of animation contexts * * As object — multiple properties * * object.animate({ left: ..., top: ... }); * object.animate({ left: ..., top: ... }, { duration: ... }); */ animate(animatable, options) { return Object.entries(animatable).reduce((acc, _ref2) => { let [key, endValue] = _ref2; acc[key] = this._animate(key, endValue, options); return acc; }, {}); } /** * @private * @param {String} key Property to animate * @param {String} to Value to animate to * @param {Object} [options] Options object */ _animate(key, endValue) { let options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {}; const path = key.split('.'); const propIsColor = this.constructor.colorProperties.includes(path[path.length - 1]); const { abort, startValue, onChange, onComplete } = options; const animationOptions = _objectSpread2(_objectSpread2({}, options), {}, { target: this, // path.reduce... is the current value in case start value isn't provided startValue: startValue !== null && startValue !== void 0 ? startValue : path.reduce((deep, key) => deep[key], this), endValue, abort: abort === null || abort === void 0 ? void 0 : abort.bind(this), onChange: (value, valueProgress, durationProgress) => { path.reduce((deep, key, index) => { if (index === path.length - 1) { deep[key] = value; } return deep[key]; }, this); onChange && // @ts-expect-error generic callback arg0 is wrong onChange(value, valueProgress, durationProgress); }, onComplete: (value, valueProgress, durationProgress) => { this.setCoords(); onComplete && // @ts-expect-error generic callback arg0 is wrong onComplete(value, valueProgress, durationProgress); } }); return propIsColor ? animateColor(animationOptions) : animate(animationOptions); } // #region Object stacking methods /** * A reference to the parent of the object * Used to keep the original parent ref when the object has been added to an ActiveSelection, hence loosing the `group` ref */ /** * Checks if object is descendant of target * Should be used instead of {@link Group.contains} or {@link StaticCanvas.contains} for performance reasons * @param {TAncestor} target * @returns {boolean} */ isDescendantOf(target) { const { parent, group } = this; return parent === target || group === target || // walk up !!parent && parent.isDescendantOf(target) || !!group && group !== parent && group.isDescendantOf(target); } /** * @returns {Ancestors} ancestors (excluding `ActiveSelection`) from bottom to top */ getAncestors() { const ancestors = []; // eslint-disable-next-line @typescript-eslint/no-this-alias let parent = this; do { parent = parent.parent; parent && ancestors.push(parent); } while (parent); return ancestors; } /** * Compare ancestors * * @param {StackedObject} other * @returns {AncestryComparison} an object that represent the ancestry situation. */ findCommonAncestors(other) { if (this === other) { return { fork: [], otherFork: [], common: [this, ...this.getAncestors()] }; } const ancestors = this.getAncestors(); const otherAncestors = other.getAncestors(); // if `this` has no ancestors and `this` is top ancestor of `other` we must handle the following case if (ancestors.length === 0 && otherAncestors.length > 0 && this === otherAncestors[otherAncestors.length - 1]) { return { fork: [], otherFork: [other, ...otherAncestors.slice(0, otherAncestors.length - 1)], common: [this] }; } // compare ancestors for (let i = 0, ancestor; i < ancestors.length; i++) { ancestor = ancestors[i]; if (ancestor === other) { return { fork: [this, ...ancestors.slice(0, i)], otherFork: [], common: ancestors.slice(i) }; } for (let j = 0; j < otherAncestors.length; j++) { if (this === otherAncestors[j]) { return { fork: [], otherFork: [other, ...otherAncestors.slice(0, j)], common: [this, ...ancestors] }; } if (ancestor === otherAncestors[j]) { return { fork: [this, ...ancestors.slice(0, i)], otherFork: [other, ...otherAncestors.slice(0, j)], common: ancestors.slice(i) }; } } } // nothing shared return { fork: [this, ...ancestors], otherFork: [other, ...otherAncestors], common: [] }; } /** * * @param {StackedObject} other * @returns {boolean} */ hasCommonAncestors(other) { const commonAncestors = this.findCommonAncestors(other); return commonAncestors && !!commonAncestors.common.length; } /** * * @param {FabricObject} other object to compare against * @returns {boolean | undefined} if objects do not share a common ancestor or they are strictly equal it is impossible to determine which is in front of the other; in such cases the function returns `undefined` */ isInFrontOf(other) { if (this === other) { return undefined; } const ancestorData = this.findCommonAncestors(other); if (ancestorData.fork.includes(other)) { return true; } if (ancestorData.otherFork.includes(this)) { return false; } // if there isn't a common ancestor, we take the canvas. // if there is no canvas, there is nothing to compare const firstCommonAncestor = ancestorData.common[0] || this.canvas; if (!firstCommonAncestor) { return undefined; } const headOfFork = ancestorData.fork.pop(), headOfOtherFork = ancestorData.otherFork.pop(), thisIndex = firstCommonAncestor._objects.indexOf(headOfFork), otherIndex = firstCommonAncestor._objects.indexOf(headOfOtherFork); return thisIndex > -1 && thisIndex > otherIndex; } // #region Serialization /** * Define a list of custom properties that will be serialized when * instance.toObject() gets called */ /** * Returns an object representation of an instance * @param {string[]} [propertiesToInclude] Any properties that you might want to additionally include in the output * @return {Object} Object representation of an instance */ toObject() { let propertiesToInclude = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : []; const propertiesToSerialize = propertiesToInclude.concat(FabricObject.customProperties, this.constructor.customProperties || []); let clipPathData; const NUM_FRACTION_DIGITS = config.NUM_FRACTION_DIGITS; const { clipPath, fill, stroke, shadow, strokeDashArray, left, top, originX, originY, width, height, strokeWidth, strokeLineCap, strokeDashOffset, strokeLineJoin, strokeUniform, strokeMiterLimit, scaleX, scaleY, angle, flipX, flipY, opacity, visible, backgroundColor, fillRule, paintFirst, globalCompositeOperation, skewX, skewY } = this; if (clipPath && !clipPath.excludeFromExport) { clipPathData = clipPath.toObject(propertiesToSerialize.concat('inverted', 'absolutePositioned')); } const toFixedBound = val => toFixed(val, NUM_FRACTION_DIGITS); const object = _objectSpread2(_objectSpread2({}, pick(this, propertiesToSerialize)), {}, { type: this.constructor.type, version: VERSION, originX, originY, left: toFixedBound(left), top: toFixedBound(top), width: toFixedBound(width), height: toFixedBound(height), fill: isSerializableFiller(fill) ? fill.toObject() : fill, stroke: isSerializableFiller(stroke) ? stroke.toObject() : stroke, strokeWidth: toFixedBound(strokeWidth), strokeDashArray: strokeDashArray ? strokeDashArray.concat() : strokeDashArray, strokeLineCap, strokeDashOffset, strokeLineJoin, strokeUniform, strokeMiterLimit: toFixedBound(strokeMiterLimit), scaleX: toFixedBound(scaleX), scaleY: toFixedBound(scaleY), angle: toFixedBound(angle), flipX, flipY, opacity: toFixedBound(opacity), shadow: shadow ? shadow.toObject() : shadow, visible, backgroundColor, fillRule, paintFirst, globalCompositeOperation, skewX: toFixedBound(skewX), skewY: toFixedBound(skewY) }, clipPathData ? { clipPath: clipPathData } : null); return !this.includeDefaultValues ? this._removeDefaultValues(object) : object; } /** * Returns (dataless) object representation of an instance * @param {Array} [propertiesToInclude] Any properties that you might want to additionally include in the output * @return {Object} Object representation of an instance */ toDatalessObject(propertiesToInclude) { // will be overwritten by subclasses return this.toObject(propertiesToInclude); } /** * @private * @param {Object} object */ _removeDefaultValues(object) { // getDefaults() ( get from static ownDefaults ) should win over prototype since anyway they get assigned to instance // ownDefault vs prototype is swappable only if you change all the fabric objects consistently. const defaults = this.constructor.getDefaults(); const hasStaticDefaultValues = Object.keys(defaults).length > 0; const baseValues = hasStaticDefaultValues ? defaults : Object.getPrototypeOf(this); return pickBy(object, (value, key) => { if (key === LEFT || key === TOP || key === 'type') { return true; } const baseValue = baseValues[key]; return value !== baseValue && // basically a check for [] === [] !(Array.isArray(value) && Array.isArray(baseValue) && value.length === 0 && baseValue.length === 0); }); } /** * Returns a string representation of an instance * @retu