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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 { cache } from '../../cache'; import { config } from '../../config'; import { ALIASING_LIMIT, CENTER, iMatrix, LEFT, SCALE_X, SCALE_Y, STROKE, FILL, TOP, VERSION, } from '../../constants'; import type { ObjectEvents } from '../../EventTypeDefs'; import { Point } from '../../Point'; import { Shadow } from '../../Shadow'; import type { TDegree, TFiller, TSize, TCacheCanvasDimensions, Abortable, TOptions, ImageFormat, } from '../../typedefs'; import { classRegistry } from '../../ClassRegistry'; import { runningAnimations } from '../../util/animation/AnimationRegistry'; import { capValue } from '../../util/misc/capValue'; import { createCanvasElement, createCanvasElementFor, toDataURL, toBlob, } from '../../util/misc/dom'; import { invertTransform, qrDecompose } from '../../util/misc/matrix'; import { enlivenObjectEnlivables } from '../../util/misc/objectEnlive'; import { resetObjectTransform, saveObjectTransform, } from '../../util/misc/objectTransforms'; import { sendObjectToPlane } from '../../util/misc/planeChange'; import { pick, pickBy } from '../../util/misc/pick'; import { toFixed } from '../../util/misc/toFixed'; import type { Group } from '../Group'; import { StaticCanvas } from '../../canvas/StaticCanvas'; import { isFiller, isSerializableFiller } from '../../util/typeAssertions'; import type { FabricImage } from '../Image'; import { cacheProperties, fabricObjectDefaultValues, stateProperties, } from './defaultValues'; import type { Gradient } from '../../gradient/Gradient'; import type { Pattern } from '../../Pattern'; import type { Canvas } from '../../canvas/Canvas'; import type { SerializedObjectProps } from './types/SerializedObjectProps'; import type { ObjectProps } from './types/ObjectProps'; import { getDevicePixelRatio, getEnv } from '../../env'; import { log } from '../../util/internals/console'; import type { TColorArg } from '../../color/typedefs'; import type { TAnimation } from '../../util/animation/animate'; import { animate, animateColor } from '../../util/animation/animate'; import type { AnimationOptions, ArrayAnimationOptions, ColorAnimationOptions, ValueAnimationOptions, } from '../../util/animation/types'; import { ObjectGeometry } from './ObjectGeometry'; type TAncestor = FabricObject; type TCollection = Group; export type Ancestors = | [FabricObject | Group] | [FabricObject | Group, ...Group[]] | Group[]; export type AncestryComparison = { /** * common ancestors of `this` and`other`(may include`this` | `other`) */ common: Ancestors; /** * ancestors that are of `this` only */ fork: Ancestors; /** * ancestors that are of `other` only */ otherFork: Ancestors; }; export type TCachedFabricObject<T extends FabricObject = FabricObject> = T & Required< Pick< T, | 'zoomX' | 'zoomY' | '_cacheCanvas' | '_cacheContext' | 'cacheTranslationX' | 'cacheTranslationY' > > & { _cacheContext: CanvasRenderingContext2D; }; export type ObjectToCanvasElementOptions = { format?: ImageFormat; /** Multiplier to scale by */ multiplier?: number; /** Cropping left offset. Introduced in v1.2.14 */ left?: number; /** Cropping top offset. Introduced in v1.2.14 */ top?: number; /** Cropping width. Introduced in v1.2.14 */ width?: number; /** Cropping height. Introduced in v1.2.14 */ height?: number; /** Enable retina scaling for clone image. Introduce in 1.6.4 */ enableRetinaScaling?: boolean; /** Remove current object transform ( no scale , no angle, no flip, no skew ). Introduced in 2.3.4 */ withoutTransform?: boolean; /** Remove current object shadow. Introduced in 2.4.2 */ withoutShadow?: boolean; /** Account for canvas viewport transform */ viewportTransform?: boolean; /** Function to create the output canvas to export onto */ canvasProvider?: <T extends StaticCanvas>(el?: HTMLCanvasElement) => T; }; type toDataURLOptions = ObjectToCanvasElementOptions & { quality?: number; }; export type DrawContext = | { parentClipPaths: FabricObject[]; width: number; height: number; cacheTranslationX: number; cacheTranslationY: number; zoomX: number; zoomY: number; } | Record<string, never>; /** * 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 */ export class FabricObject< Props extends TOptions<ObjectProps> = Partial<ObjectProps>, // eslint-disable-next-line @typescript-eslint/no-unused-vars SProps extends SerializedObjectProps = SerializedObjectProps, EventSpec extends ObjectEvents = ObjectEvents, > extends ObjectGeometry<EventSpec> implements ObjectProps { declare minScaleLimit: number; declare opacity: number; declare paintFirst: 'fill' | 'stroke'; declare fill: string | TFiller | null; declare fillRule: CanvasFillRule; declare stroke: string | TFiller | null; declare strokeDashArray: number[] | null; declare strokeDashOffset: number; declare strokeLineCap: CanvasLineCap; declare strokeLineJoin: CanvasLineJoin; declare strokeMiterLimit: number; declare globalCompositeOperation: GlobalCompositeOperation; declare backgroundColor: string; declare shadow: Shadow | null; declare visible: boolean; declare includeDefaultValues: boolean; declare excludeFromExport: boolean; declare objectCaching: boolean; declare clipPath?: FabricObject; declare inverted: boolean; declare absolutePositioned: boolean; declare centeredRotation: boolean; declare centeredScaling: boolean; /** * This list of properties is used to check if the state of an object is changed. * This state change now is only used for children of groups to understand if a group * needs its cache regenerated during a .set call * @type Array */ static stateProperties: string[] = stateProperties; /** * List of properties to consider when checking if cache needs refresh * Those properties are checked by * calls to Object.set(key, value). If the key is in this list, the object is marked as dirty * and refreshed at the next render * @type Array */ static cacheProperties: string[] = cacheProperties; /** * When set to `true`, object's cache will be rerendered next render call. * since 1.7.0 * @type Boolean * @default true */ declare dirty: boolean; /** * Quick access for the _cacheCanvas rendering context * This is part of the objectCaching feature * since 1.7.0 * @type boolean * @default undefined * @private */ _cacheContext: CanvasRenderingContext2D | null = null; /** * A reference to the HTMLCanvasElement that is used to contain the cache of the object * this canvas element is resized and cleared as needed * Is marked private, you can read it, don't use it since it is handled by fabric * since 1.7.0 * @type HTMLCanvasElement * @default undefined * @private */ declare _cacheCanvas?: HTMLCanvasElement; /** * zoom level used on the cacheCanvas to draw the cache, X axe * since 1.7.0 * @type number * @default undefined * @private */ declare zoomX?: number; /** * zoom level used on the cacheCanvas to draw the cache, Y axe * since 1.7.0 * @type number * @default undefined * @private */ declare zoomY?: number; /** * zoom level used on the cacheCanvas to draw the cache, Y axe * since 1.7.0 * @type number * @default undefined * @private */ declare cacheTranslationX?: number; /** * translation of the cacheCanvas away from the center, for subpixel accuracy and crispness * since 1.7.0 * @type number * @default undefined * @private */ declare cacheTranslationY?: number; /** * A reference to the parent of the object, usually a Group * @type number * @default undefined * @private */ declare group?: Group; /** * Indicate if the object is sitting on a cache dedicated to it * or is part of a larger cache for many object ( a group for example) * @type number * @default undefined * @private */ declare ownCaching?: boolean; /** * Private. indicates if the object inside a group is on a transformed context or not * or is part of a larger cache for many object ( a group for example) * @type boolean * @default undefined * @private */ declare _transformDone?: boolean; static ownDefaults = fabricObjectDefaultValues; static getDefaults(): Record<string, any> { 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. */ static type = 'FabricObject'; /** * 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 as typeof FabricObject).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?: Props) { super(); 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: TSize & { zoomX: number; zoomY: number; capped: boolean } & any, ) { 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(): TCacheCanvasDimensions { 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 */ protected setOptions(options: Record<string, any> = {}) { this._setOptions(options); } /** * Transforms context when rendering an object * @param {CanvasRenderingContext2D} ctx Context */ transform(ctx: CanvasRenderingContext2D) { const needFullTransform = (this.group && !this.group._transformDone) || (this.group && this.canvas && ctx === (this.canvas as 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: number): number { 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: string, value: any) { 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 as keyof this] !== value; this[key as keyof this] = value; // invalidate caches if ( isChanged && (this.constructor as typeof FabricObject).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 as typeof FabricObject).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: CanvasRenderingContext2D) { // 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 as TCachedFabricObject).renderCache(); (this as TCachedFabricObject).drawCacheOnCanvas(ctx); } else { this._removeCacheCanvas(); this.drawObject(ctx, false, {}); this.dirty = false; } ctx.restore(); } drawSelectionBackground(_ctx: CanvasRenderingContext2D) { /* no op */ } renderCache(this: TCachedFabricObject, options?: any) { 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: CanvasRenderingContext2D, clipPath: FabricObject, canvasWithClipPath: HTMLCanvasElement, ) { 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: CanvasRenderingContext2D, forClipping: boolean | undefined, context: DrawContext, ) { 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; } private createClipPathLayer( this: TCachedFabricObject, clipPath: FabricObject, context: DrawContext, ) { const canvas = createCanvasElementFor(context as TSize); 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: CanvasRenderingContext2D, clipPath: FabricObject | undefined, context: DrawContext, ) { if (!clipPath) { return; } // needed to setup _transformDone // TODO find a better solution? clipPath._transformDone = true; const canvas = (this as TCachedFabricObject).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(this: TCachedFabricObject, ctx: CanvasRenderingContext2D) { 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(skipCanvas = 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: CanvasRenderingContext2D) { 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: CanvasRenderingContext2D) { if (this.group && !this.group._transformDone) { ctx.globalAlpha = this.getObjectOpacity(); } else { ctx.globalAlpha *= this.opacity; } } _setStrokeStyles( ctx: CanvasRenderingContext2D, decl: Pick< this, | 'stroke' | 'strokeWidth' | 'strokeLineCap' | 'strokeDashOffset' | 'strokeLineJoin' | 'strokeMiterLimit' >, ) { 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 as Gradient<'linear'>).gradientUnits === 'percentage' || (stroke as Gradient<'linear'>).gradientTransform || (stroke as Pattern).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 as string; } } } _setFillStyles(ctx: CanvasRenderingContext2D, { fill }: Pick<this, 'fill'>) { if (fill) { if (isFiller(fill)) { ctx.fillStyle = fill.toLive(ctx)!; this._applyPatternGradientTransform(ctx, fill); } else { ctx.fillStyle = fill; } } } _setClippingProperties(ctx: CanvasRenderingContext2D) { 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: CanvasRenderingContext2D, dashArray?: number[] | null) { if (!dashArray || dashArray.length === 0) { return; } ctx.setLineDash(dashArray); } /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _setShadow(ctx: CanvasRenderingContext2D) { if (!this.shadow) { return; } const shadow = this.shadow, canvas = this.canvas, retinaScaling = this.getCanvasRetinaScaling(), [sx, , , sy] = 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: CanvasRenderingContext2D) { 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: CanvasRenderingContext2D, filler: TFiller, ) { if (!isFiller(filler)) { return { offsetX: 0, offsetY: 0 }; } const t = (filler as Gradient<'linear'>).gradientTransform || (filler as Pattern).patternTransform; const offsetX = -this.width / 2 + filler.offsetX || 0, offsetY = -this.height / 2 + filler.offsetY || 0; if ((filler as Gradient<'linear'>).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: CanvasRenderingContext2D) { 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: CanvasRenderingContext2D) { // placeholder to be overridden } /** * @private * @param {CanvasRenderingContext2D} ctx Context to render on */ _renderFill(ctx: CanvasRenderingContext2D) { 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: CanvasRenderingContext2D) { 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: CanvasRenderingContext2D, filler: TFiller, ) { 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(pCanvas, 'no-repeat') ?? ''; } /** * 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?: string[]): Promise<this> { const objectForm = this.toObject(propertiesToInclude); return (this.constructor as typeof FabricObject).fromObject( objectForm, ) as unknown as Promise<this>; } /** * 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: ObjectToCanvasElementOptions): FabricImage { const canvasEl = this.toCanvasElement(options); // TODO: how to import Image w/o an import cycle? const ImageClass = classRegistry.getClass<typeof FabricImage>('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(options: ObjectToCanvasElementOptions = {}) { const origParams = saveObjectTransform(this), originalGroup = this.group, originalShadow = this.shadow, abs = Math.abs, retinaScaling = options.enableRetinaScaling ? getDevicePixelRatio() : 1, multiplier = (options.multiplier || 1) * retinaScaling, canvasProvider: (el: HTMLCanvasElement) => StaticCanvas = options.canvasProvider || ((el: HTMLCanvasElement) => 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(options: toDataURLOptions = {}) { return toDataURL( this.toCanvasElement(options), options.format || 'png', options.quality || 1, ); } toBlob(options: toDataURLOptions = {}) { 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(...types: string[]) { return ( types.includes((this.constructor as typeof FabricObject).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: TDegree) { 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: CanvasRenderingContext2D) { 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[] */ static colorProperties: string[] = [FILL, STROKE, 'backgroundColor']; /** * 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<T extends number | number[] | TColorArg>( animatable: Record<string, T>, options?: Partial<AnimationOptions<T>>, ): Record<string, TAnimation<T>> { return Object.entries(animatable).reduce( (acc, [key, endValue]) => { acc[key] = this._animate(key, endValue, options); return acc; }, {} as Record<string, TAnimation<T>>, ); } /** * @private * @param {String} key Property to animate * @param {String} to Value to animate to * @param {Object} [options] Options object */ _animate<T extends number | number[] | TColorArg>( key: string, endValue: T, options: Partial<AnimationOptions<T>> = {}, ): TAnimation<T> { const path = key.split('.'); const propIsColor = ( this.constructor as typeof FabricObject ).colorProperties.includes(path[path.length - 1]); const { abort, startValue, onChange, onComplete } = options; const animationOptions = { ...options, target: this, // path.reduce... is the current value in case start value isn't provided startValue: startValue ?? path.reduce((deep: any, key) => deep[key], this), endValue, abort: abort?.bind(this), onChange: ( value: number | number[] | string, valueProgress: number, durationProgress: number, ) => { path.reduce((deep: Record<string, any>, 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: number | number[] | string, valueProgress: number, durationProgress: number, ) => { this.setCoords(); onComplete &&