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
/* eslint-disable @typescript-eslint/no-unused-vars */
import type {
ControlActionHandler,
TPointerEvent,
TransformActionHandler,
} from '../EventTypeDefs';
import { Intersection } from '../Intersection';
import { Point } from '../Point';
import { SCALE } from '../constants';
import type { InteractiveFabricObject } from '../shapes/Object/InteractiveObject';
import type { TCornerPoint, TDegree, TMat2D } from '../typedefs';
import {
createRotateMatrix,
createScaleMatrix,
createTranslateMatrix,
multiplyTransformMatrixArray,
} from '../util/misc/matrix';
import type { ControlRenderingStyleOverride } from './controlRendering';
import { renderCircleControl, renderSquareControl } from './controlRendering';
export class Control {
/**
* 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
*/
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'
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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
*/
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'
*/
cursorStyle = 'crosshair';
/**
* If controls has an offsetY or offsetX, draw a line that connects
* the control to the bounding box
* @type {Boolean}
* @default false
*/
withConnection = false;
constructor(options?: Partial<Control>) {
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
*/
declare actionHandler: TransformActionHandler;
/**
* 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
*/
declare mouseDownHandler?: ControlActionHandler;
/**
* 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
*/
declare mouseUpHandler?: ControlActionHandler;
shouldActivate(
controlKey: string,
fabricObject: InteractiveFabricObject,
pointer: Point,
{ tl, tr, br, bl }: TCornerPoint,
) {
// TODO: locking logic can be handled here instead of in the control handler logic
return (
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: TPointerEvent,
fabricObject: InteractiveFabricObject,
control: Control,
): TransformActionHandler | undefined {
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: TPointerEvent,
fabricObject: InteractiveFabricObject,
control: Control,
): ControlActionHandler | undefined {
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: TPointerEvent,
fabricObject: InteractiveFabricObject,
control: Control,
): ControlActionHandler | undefined {
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: TPointerEvent,
control: Control,
fabricObject: InteractiveFabricObject,
) {
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: TPointerEvent,
control: Control,
fabricObject: InteractiveFabricObject,
) {
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: InteractiveFabricObject, controlKey: string) {
return fabricObject._controlsVisibility?.[controlKey] ?? this.visible;
}
/**
* Sets controls visibility
* @param {Boolean} visibility for the object
* @return {Void}
*/
setVisibility(
visibility: boolean,
name: string,
fabricObject: InteractiveFabricObject,
) {
this.visible = visibility;
}
positionHandler(
dim: Point,
finalMatrix: TMat2D,
fabricObject: InteractiveFabricObject,
currentControl: Control,
) {
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: TDegree,
objectCornerSize: number,
centerX: number,
centerY: number,
isTouch: boolean,
fabricObject: InteractiveFabricObject,
) {
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: CanvasRenderingContext2D,
left: number,
top: number,
styleOverride: ControlRenderingStyleOverride | undefined,
fabricObject: InteractiveFabricObject,
) {
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,
);
}
}
}