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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 type { TransformActionHandler } from '../EventTypeDefs';
import { RESIZING } from '../constants';
import { resolveOrigin } from '../util/misc/resolveOrigin';
import { getLocalPoint, isTransformCentered } from './util';
import { wrapWithFireEvent } from './wrapWithFireEvent';
import { wrapWithFixedAnchor } from './wrapWithFixedAnchor';
export const changeObjectDimensionGen =
(
dimension: 'width' | 'height',
origin: 'originX' | 'originY',
xorY: 'x' | 'y',
scale: 'scaleX' | 'scaleY',
): TransformActionHandler =>
(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
*/
export const changeObjectWidth: TransformActionHandler =
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
*/
export const changeObjectHeight: TransformActionHandler =
changeObjectDimensionGen('height', 'originY', 'y', 'scaleY');
/**
* Control handler for changing width
*/
export const changeWidth = wrapWithFireEvent(
RESIZING,
wrapWithFixedAnchor(changeObjectWidth),
);
/**
* Control handler for changing height
*/
export const changeHeight = wrapWithFireEvent(
RESIZING,
wrapWithFixedAnchor(changeObjectHeight),
);