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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 { Point, ZERO } from '../../Point'; import type { TCornerPoint, TDegree } from '../../typedefs'; import { FabricObject } from './Object'; import { degreesToRadians } from '../../util/misc/radiansDegreesConversion'; import type { TQrDecomposeOut } from '../../util/misc/matrix'; import { calcDimensionsMatrix, createRotateMatrix, createTranslateMatrix, multiplyTransformMatrices, qrDecompose, } from '../../util/misc/matrix'; import type { Control } from '../../controls/Control'; import { sizeAfterTransform } from '../../util/misc/objectTransforms'; import type { ObjectEvents, TPointerEvent } from '../../EventTypeDefs'; import type { Canvas } from '../../canvas/Canvas'; import type { ControlRenderingStyleOverride } from '../../controls/controlRendering'; import type { FabricObjectProps } from './types/FabricObjectProps'; import type { TFabricObjectProps, SerializedObjectProps } from './types'; import { createObjectDefaultControls } from '../../controls/commonControls'; import { interactiveObjectDefaultValues } from './defaultValues'; import { SCALE } from '../../constants'; export type TOCoord = Point & { corner: TCornerPoint; touchCorner: TCornerPoint; }; export type TControlSet = Record<string, Control>; export type TBorderRenderingStyleOverride = Partial< Pick<InteractiveFabricObject, 'borderColor' | 'borderDashArray'> >; export type TStyleOverride = ControlRenderingStyleOverride & TBorderRenderingStyleOverride & Partial< Pick<InteractiveFabricObject, 'hasBorders' | 'hasControls'> & { forActiveSelection: boolean; } >; export class InteractiveFabricObject< Props extends TFabricObjectProps = Partial<FabricObjectProps>, SProps extends SerializedObjectProps = SerializedObjectProps, EventSpec extends ObjectEvents = ObjectEvents, > extends FabricObject<Props, SProps, EventSpec> implements FabricObjectProps { declare noScaleCache: boolean; declare snapAngle?: TDegree; declare snapThreshold?: TDegree; declare lockMovementX: boolean; declare lockMovementY: boolean; declare lockRotation: boolean; declare lockScalingX: boolean; declare lockScalingY: boolean; declare lockSkewingX: boolean; declare lockSkewingY: boolean; declare lockScalingFlip: boolean; declare cornerSize: number; declare touchCornerSize: number; declare transparentCorners: boolean; declare cornerColor: string; declare cornerStrokeColor: string; declare cornerStyle: 'rect' | 'circle'; declare cornerDashArray: number[] | null; declare hasControls: boolean; declare borderColor: string; declare borderDashArray: number[] | null; declare borderOpacityWhenMoving: number; declare borderScaleFactor: number; declare hasBorders: boolean; declare selectionBackgroundColor: string; declare selectable: boolean; declare evented: boolean; declare perPixelTargetFind: boolean; declare activeOn: 'down' | 'up'; declare hoverCursor: CSSStyleDeclaration['cursor'] | null; declare moveCursor: CSSStyleDeclaration['cursor'] | null; /** * 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. */ declare oCoords: Record<string, TOCoord>; /** * 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] */ declare __corner?: 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 */ declare _controlsVisibility: Record<string, boolean>; /** * holds the controls for the object. * controls are added by default_controls.js */ declare controls: TControlSet; /** * internal boolean to signal the code that the object is * part of the move action. */ declare isMoving?: boolean; /** * 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 */ declare _scaling?: boolean; declare canvas?: Canvas; static ownDefaults = interactiveObjectDefaultValues; static getDefaults(): Record<string, any> { return { ...super.getDefaults(), ...InteractiveFabricObject.ownDefaults, }; } /** * Constructor * @param {Object} [options] Options object */ constructor(options?: Props) { super(); Object.assign( this, (this.constructor as typeof InteractiveFabricObject).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(): { controls: Record<string, Control> } { 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 as unknown as this) && 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: Point, forTouch = false, ): { key: string; control: Control; coord: TOCoord } | undefined { 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(): Record<string, TOCoord> { 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: Record<string, TOCoord> = {}; 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 */ private _calcCornerCoords(control: Control, position: Point) { 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(): void { 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: ( control: Control, key: string, fabricObject: InteractiveFabricObject, ) => any, ) { 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: CanvasRenderingContext2D): void { if ( !this.selectionBackgroundColor || (this.canvas && (this.canvas._activeObject as unknown as this) !== 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: CanvasRenderingContext2D, size: Point): void { 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: CanvasRenderingContext2D, size: Point, styleOverride: TStyleOverride = {}, ): void { const options = { 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: CanvasRenderingContext2D, styleOverride: TStyleOverride = {}, ) { const { hasBorders, hasControls } = this; const styleOptions = { 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: CanvasRenderingContext2D, options: TQrDecomposeOut, styleOverride: TStyleOverride, ): void { 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: CanvasRenderingContext2D, size: Point, ): void { 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: CanvasRenderingContext2D, styleOverride: ControlRenderingStyleOverride = {}, ) { ctx.save(); const retinaScaling = this.getCanvasRetinaScaling(); const { cornerStrokeColor, cornerDashArray, cornerColor } = this; const options = { 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: string): boolean { 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: string, visible: boolean) { 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(options: Record<string, boolean> = {}) { Object.entries(options).forEach(([controlKey, visibility]) => 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?: boolean, ): CanvasRenderingContext2D | undefined { 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?: { e?: TPointerEvent; object?: InteractiveFabricObject; }): boolean { // 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?: { e?: TPointerEvent }): boolean { // 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: TPointerEvent) { return false; } /** * Override to customize Drag behavior\ * Fired once a drag session has started * @returns true to handle the drag event */ onDragStart(_e: DragEvent) { 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: DragEvent): boolean { 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: DragEvent) { // 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: DragEvent) { // for subclasses } }