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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.
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JavaScript
import { RESIZING } from '../constants.mjs';
import { resolveOrigin } from '../util/misc/resolveOrigin.mjs';
import { getLocalPoint, isTransformCentered } from './util.mjs';
import { wrapWithFireEvent } from './wrapWithFireEvent.mjs';
import { wrapWithFixedAnchor } from './wrapWithFixedAnchor.mjs';
const changeObjectDimensionGen = (dimension, origin, xorY, scale) => (eventData, transform, x, y) => {
const localPoint = getLocalPoint(transform, transform.originX, transform.originY, x, y);
const localPointValue = localPoint[xorY];
// make sure the control changes width ONLY from it's side of target
const originValue = resolveOrigin(transform[origin]);
if (originValue === 0 || originValue > 0 && localPointValue < 0 || originValue < 0 && localPointValue > 0) {
const {
target
} = transform,
strokePadding = target.strokeWidth / (target.strokeUniform ? target[scale] : 1),
multiplier = isTransformCentered(transform) ? 2 : 1,
oldWidth = target[dimension],
newWidth = Math.abs(localPointValue * multiplier / target[scale]) - strokePadding;
target.set(dimension, Math.max(newWidth, 1));
// check against actual target width in case `newWidth` was rejected
return oldWidth !== target[dimension];
}
return false;
};
/**
* Action handler to change object's width
* Needs to be wrapped with `wrapWithFixedAnchor` to be effective
* You want to use this only if you are building a new control handler and you want
* to reuse some logic. use "changeWidth" if you are looking to just use a control for width
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @return {Boolean} true if some change happened
*/
const changeObjectWidth = changeObjectDimensionGen('width', 'originX', 'x', 'scaleX');
/**
* Action handler to change object's height
* Needs to be wrapped with `wrapWithFixedAnchor` to be effective
* You want to use this only if you are building a new control handler and you want
* to reuse some logic. use "changeHeight" if you are looking to just use a control for height
* @param {Event} eventData javascript event that is doing the transform
* @param {Object} transform javascript object containing a series of information around the current transform
* @param {number} x current mouse x position, canvas normalized
* @param {number} y current mouse y position, canvas normalized
* @return {Boolean} true if some change happened
*/
const changeObjectHeight = changeObjectDimensionGen('height', 'originY', 'y', 'scaleY');
/**
* Control handler for changing width
*/
const changeWidth = wrapWithFireEvent(RESIZING, wrapWithFixedAnchor(changeObjectWidth));
/**
* Control handler for changing height
*/
const changeHeight = wrapWithFireEvent(RESIZING, wrapWithFixedAnchor(changeObjectHeight));
export { changeHeight, changeObjectDimensionGen, changeObjectHeight, changeObjectWidth, changeWidth };
//# sourceMappingURL=changeWidth.mjs.map