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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text/typescript
import { Color } from '../color/Color';
import type { Point } from '../Point';
import type { Shadow } from '../Shadow';
import type { Canvas } from '../canvas/Canvas';
import type { TBrushEventData } from './typedefs';
/**
* @see {@link http://fabricjs.com/freedrawing|Freedrawing demo}
*/
export abstract class BaseBrush {
/**
* Color of a brush
* @type String
* @default
*/
color = 'rgb(0, 0, 0)';
/**
* Width of a brush, has to be a Number, no string literals
* @type Number
* @default
*/
width = 1;
/**
* Shadow object representing shadow of this shape.
* <b>Backwards incompatibility note:</b> This property replaces "shadowColor" (String), "shadowOffsetX" (Number),
* "shadowOffsetY" (Number) and "shadowBlur" (Number) since v1.2.12
* @type Shadow
* @default
*/
shadow: Shadow | null = null;
/**
* Line endings style of a brush (one of "butt", "round", "square")
* @type String
* @default
*/
strokeLineCap: CanvasLineCap = 'round';
/**
* Corner style of a brush (one of "bevel", "round", "miter")
* @type String
* @default
*/
strokeLineJoin: CanvasLineJoin = 'round';
/**
* Maximum miter length (used for strokeLineJoin = "miter") of a brush's
* @type Number
* @default
*/
strokeMiterLimit = 10;
/**
* Stroke Dash Array.
* @type Array
* @default
*/
strokeDashArray: number[] | null = null;
/**
* When `true`, the free drawing is limited to the whiteboard size. Default to false.
* @type Boolean
* @default false
*/
limitedToCanvasSize = false;
/**
* @todo add type
*/
declare canvas: Canvas;
constructor(canvas: Canvas) {
this.canvas = canvas;
}
abstract _render(): void;
abstract onMouseDown(pointer: Point, ev: TBrushEventData): void;
abstract onMouseMove(pointer: Point, ev: TBrushEventData): void;
/**
* @returns true if brush should continue blocking interaction
*/
abstract onMouseUp(ev: TBrushEventData): boolean | void;
/**
* Sets brush styles
* @private
* @param {CanvasRenderingContext2D} ctx
*/
_setBrushStyles(ctx: CanvasRenderingContext2D) {
ctx.strokeStyle = this.color;
ctx.lineWidth = this.width;
ctx.lineCap = this.strokeLineCap;
ctx.miterLimit = this.strokeMiterLimit;
ctx.lineJoin = this.strokeLineJoin;
ctx.setLineDash(this.strokeDashArray || []);
}
/**
* Sets the transformation on given context
* @param {CanvasRenderingContext2D} ctx context to render on
* @private
*/
protected _saveAndTransform(ctx: CanvasRenderingContext2D) {
const v = this.canvas.viewportTransform;
ctx.save();
ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
}
protected needsFullRender() {
const color = new Color(this.color);
return color.getAlpha() < 1 || !!this.shadow;
}
/**
* Sets brush shadow styles
* @private
*/
protected _setShadow() {
if (!this.shadow || !this.canvas) {
return;
}
const canvas = this.canvas,
shadow = this.shadow,
ctx = canvas.contextTop,
zoom = canvas.getZoom() * canvas.getRetinaScaling();
ctx.shadowColor = shadow.color;
ctx.shadowBlur = shadow.blur * zoom;
ctx.shadowOffsetX = shadow.offsetX * zoom;
ctx.shadowOffsetY = shadow.offsetY * zoom;
}
/**
* Removes brush shadow styles
* @private
*/
protected _resetShadow() {
const ctx = this.canvas.contextTop;
ctx.shadowColor = '';
ctx.shadowBlur = ctx.shadowOffsetX = ctx.shadowOffsetY = 0;
}
/**
* Check is pointer is outside canvas boundaries
* @param {Object} pointer
* @private
*/
protected _isOutSideCanvas(pointer: Point) {
return (
pointer.x < 0 ||
pointer.x > this.canvas.getWidth() ||
pointer.y < 0 ||
pointer.y > this.canvas.getHeight()
);
}
}