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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.

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{"version":3,"file":"Control.min.mjs","names":[],"sources":["../../../src/controls/Control.ts"],"sourcesContent":["/* eslint-disable @typescript-eslint/no-unused-vars */\nimport type {\n ControlActionHandler,\n TPointerEvent,\n TransformActionHandler,\n} from '../EventTypeDefs';\nimport { Intersection } from '../Intersection';\nimport { Point } from '../Point';\nimport { FILL, SCALE, STROKE } from '../constants';\nimport type {\n InteractiveFabricObject,\n TOCoord,\n} from '../shapes/Object/InteractiveObject';\nimport type {\n TCornerPoint,\n TDegree,\n TMat2D,\n TOriginX,\n TOriginY,\n} from '../typedefs';\nimport {\n createRotateMatrix,\n createScaleMatrix,\n createTranslateMatrix,\n multiplyTransformMatrixArray,\n} from '../util/misc/matrix';\nimport { degreesToRadians } from '../util/misc/radiansDegreesConversion';\nimport type { ControlRenderingStyleOverride } from './controlRendering';\nimport { renderCircleControl, renderSquareControl } from './controlRendering';\n\nexport class Control {\n /**\n * keep track of control visibility.\n * mainly for backward compatibility.\n * if you do not want to see a control, you can remove it\n * from the control set.\n * @type {Boolean}\n * @default true\n */\n visible = true;\n\n /**\n * Name of the action that the control will likely execute.\n * This is optional. FabricJS uses to identify what the user is doing for some\n * extra optimizations. If you are writing a custom control and you want to know\n * somewhere else in the code what is going on, you can use this string here.\n * you can also provide a custom getActionName if your control run multiple actions\n * depending on some external state.\n * default to scale since is the most common, used on 4 corners by default\n * @type {String}\n * @default 'scale'\n */\n actionName = SCALE;\n\n /**\n * Drawing angle of the control.\n * NOT used for now, but name marked as needed for internal logic\n * example: to reuse the same drawing function for different rotated controls\n * @type {Number}\n * @default 0\n */\n angle = 0;\n\n /**\n * Relative position of the control. X\n * 0,0 is the center of the Object, while -0.5 (left) or 0.5 (right) are the extremities\n * of the bounding box.\n * @type {Number}\n * @default 0\n */\n x = 0;\n\n /**\n * Relative position of the control. Y\n * 0,0 is the center of the Object, while -0.5 (top) or 0.5 (bottom) are the extremities\n * of the bounding box.\n * @type {Number}\n * @default 0\n */\n y = 0;\n\n /**\n * Horizontal offset of the control from the defined position. In pixels\n * Positive offset moves the control to the right, negative to the left.\n * It used when you want to have position of control that does not scale with\n * the bounding box. Example: rotation control is placed at x:0, y: 0.5 on\n * the boundind box, with an offset of 30 pixels vertically. Those 30 pixels will\n * stay 30 pixels no matter how the object is big. Another example is having 2\n * controls in the corner, that stay in the same position when the object scale.\n * of the bounding box.\n * @type {Number}\n * @default 0\n */\n offsetX = 0;\n\n /**\n * Vertical offset of the control from the defined position. In pixels\n * Positive offset moves the control to the bottom, negative to the top.\n * @type {Number}\n * @default 0\n */\n offsetY = 0;\n\n /**\n * Sets the length of the control. If null, defaults to object's cornerSize.\n * Expects both sizeX and sizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n sizeX = 0;\n\n /**\n * Sets the height of the control. If null, defaults to object's cornerSize.\n * Expects both sizeX and sizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n sizeY = 0;\n\n /**\n * Sets the length of the touch area of the control. If null, defaults to object's touchCornerSize.\n * Expects both touchSizeX and touchSizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n touchSizeX = 0;\n\n /**\n * Sets the height of the touch area of the control. If null, defaults to object's touchCornerSize.\n * Expects both touchSizeX and touchSizeY to be set when set.\n * @type {?Number}\n * @default null\n */\n touchSizeY = 0;\n\n /**\n * Css cursor style to display when the control is hovered.\n * if the method `cursorStyleHandler` is provided, this property is ignored.\n * @type {String}\n * @default 'crosshair'\n */\n cursorStyle = 'crosshair';\n\n /**\n * If controls has an offsetY or offsetX, draw a line that connects\n * the control to the bounding box\n * @type {Boolean}\n * @default false\n */\n withConnection = false;\n\n declare transformAnchorPoint?: {\n x: TOriginX;\n y: TOriginY;\n };\n\n constructor(options?: Partial<Control>) {\n Object.assign(this, options);\n }\n\n getTransformAnchorPoint(): {\n x: TOriginX;\n y: TOriginY;\n } {\n return (\n // return the control transformAnchorPoint\n this.transformAnchorPoint ??\n // otherwise will return the opposite origin of where the control is located.\n new Point(-this.x + 0.5, -this.y + 0.5)\n );\n }\n\n /**\n * The control actionHandler, provide one to handle action ( control being moved )\n * @param {Event} eventData the native mouse event\n * @param {Transform} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */\n declare actionHandler: TransformActionHandler;\n\n /**\n * The control handler for mouse down, provide one to handle mouse down on control\n * @param {Event} eventData the native mouse event\n * @param {Transform} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */\n declare mouseDownHandler?: ControlActionHandler;\n\n /**\n * The control mouseUpHandler, provide one to handle an effect on mouse up.\n * @param {Event} eventData the native mouse event\n * @param {Transform} transformData properties of the current transform\n * @param {Number} x x position of the cursor\n * @param {Number} y y position of the cursor\n * @return {Boolean} true if the action/event modified the object\n */\n declare mouseUpHandler?: ControlActionHandler;\n\n shouldActivate(\n controlKey: string,\n fabricObject: InteractiveFabricObject,\n pointer: Point,\n { tl, tr, br, bl }: TCornerPoint,\n ) {\n // TODO: locking logic can be handled here instead of in the control handler logic\n return (\n fabricObject.canvas?.getActiveObject() === fabricObject &&\n fabricObject.isControlVisible(controlKey) &&\n Intersection.isPointInPolygon(pointer, [tl, tr, br, bl])\n );\n }\n\n /**\n * Returns control actionHandler\n * @param {Event} eventData the native mouse event\n * @param {FabricObject} fabricObject on which the control is displayed\n * @param {Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getActionHandler(\n eventData: TPointerEvent,\n fabricObject: InteractiveFabricObject,\n control: Control,\n ): TransformActionHandler | undefined {\n return this.actionHandler;\n }\n\n /**\n * Returns control mouseDown handler\n * @param {Event} eventData the native mouse event\n * @param {FabricObject} fabricObject on which the control is displayed\n * @param {Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getMouseDownHandler(\n eventData: TPointerEvent,\n fabricObject: InteractiveFabricObject,\n control: Control,\n ): ControlActionHandler | undefined {\n return this.mouseDownHandler;\n }\n\n /**\n * Returns control mouseUp handler.\n * During actions the fabricObject or the control can be of different obj\n * @param {Event} eventData the native mouse event\n * @param {FabricObject} fabricObject on which the control is displayed\n * @param {Control} control control for which the action handler is being asked\n * @return {Function} the action handler\n */\n getMouseUpHandler(\n eventData: TPointerEvent,\n fabricObject: InteractiveFabricObject,\n control: Control,\n ): ControlActionHandler | undefined {\n return this.mouseUpHandler;\n }\n\n /**\n * Returns control cursorStyle for css using cursorStyle. If you need a more elaborate\n * function you can pass one in the constructor\n * the cursorStyle property\n * @param {Event} eventData the native mouse event\n * @param {Control} control the current control ( likely this)\n * @param {FabricObject} object on which the control is displayed\n * @return {String}\n */\n cursorStyleHandler(\n eventData: TPointerEvent,\n control: Control,\n fabricObject: InteractiveFabricObject,\n coord: TOCoord,\n ) {\n return control.cursorStyle;\n }\n\n /**\n * Returns the action name. The basic implementation just return the actionName property.\n * @param {Event} eventData the native mouse event\n * @param {Control} control the current control ( likely this)\n * @param {FabricObject} object on which the control is displayed\n * @return {String}\n */\n getActionName(\n eventData: TPointerEvent,\n control: Control,\n fabricObject: InteractiveFabricObject,\n ) {\n return control.actionName;\n }\n\n /**\n * Returns controls visibility\n * @param {FabricObject} object on which the control is displayed\n * @param {String} controlKey key where the control is memorized on the\n * @return {Boolean}\n */\n getVisibility(fabricObject: InteractiveFabricObject, controlKey: string) {\n return fabricObject._controlsVisibility?.[controlKey] ?? this.visible;\n }\n\n /**\n * Sets controls visibility\n * @param {Boolean} visibility for the object\n * @return {Void}\n */\n setVisibility(\n visibility: boolean,\n name?: string,\n fabricObject?: InteractiveFabricObject,\n ) {\n this.visible = visibility;\n }\n\n positionHandler(\n dim: Point,\n finalMatrix: TMat2D,\n fabricObject: InteractiveFabricObject,\n currentControl: Control,\n ) {\n return new Point(\n this.x * dim.x + this.offsetX,\n this.y * dim.y + this.offsetY,\n ).transform(finalMatrix);\n }\n\n /**\n * Returns the coords for this control based on object values.\n * @param {Number} objectAngle angle from the fabric object holding the control\n * @param {Number} objectCornerSize cornerSize from the fabric object holding the control (or touchCornerSize if\n * isTouch is true)\n * @param {Number} centerX x coordinate where the control center should be\n * @param {Number} centerY y coordinate where the control center should be\n * @param {boolean} isTouch true if touch corner, false if normal corner\n */\n calcCornerCoords(\n angle: TDegree,\n objectCornerSize: number,\n centerX: number,\n centerY: number,\n isTouch: boolean,\n fabricObject: InteractiveFabricObject,\n ) {\n const t = multiplyTransformMatrixArray([\n createTranslateMatrix(centerX, centerY),\n createRotateMatrix({ angle }),\n createScaleMatrix(\n (isTouch ? this.touchSizeX : this.sizeX) || objectCornerSize,\n (isTouch ? this.touchSizeY : this.sizeY) || objectCornerSize,\n ),\n ]);\n return {\n tl: new Point(-0.5, -0.5).transform(t),\n tr: new Point(0.5, -0.5).transform(t),\n br: new Point(0.5, 0.5).transform(t),\n bl: new Point(-0.5, 0.5).transform(t),\n };\n }\n\n /**\n * This is an helper method to prepare the canvas to render a control\n * It detectes common control properties and sets the correct fill and\n * stroke styles on the context. It does not execute translations or\n * rotations since different controls need differnt combination of these.\n */\n commonRenderProps(\n ctx: CanvasRenderingContext2D,\n left: number,\n top: number,\n fabricObject: InteractiveFabricObject,\n styleOverride: ControlRenderingStyleOverride = {},\n ): {\n stroke: boolean;\n xSize: number;\n ySize: number;\n transparentCorners: boolean;\n opName: 'stroke' | 'fill';\n } {\n const { cornerSize, cornerColor, transparentCorners, cornerStrokeColor } =\n styleOverride,\n sizeFromProps = cornerSize || fabricObject.cornerSize,\n xSize = this.sizeX || sizeFromProps,\n ySize = this.sizeY || sizeFromProps,\n transparent =\n typeof transparentCorners !== 'undefined'\n ? transparentCorners\n : fabricObject.transparentCorners,\n opName = transparent ? STROKE : FILL,\n strokeColor = cornerStrokeColor || fabricObject.cornerStrokeColor,\n stroke = !transparent && !!strokeColor;\n ctx.fillStyle = cornerColor || fabricObject.cornerColor || '';\n ctx.strokeStyle = strokeColor || '';\n ctx.translate(left, top);\n // angle is relative to canvas plane\n ctx.rotate(degreesToRadians(fabricObject.getTotalAngle()));\n return {\n stroke,\n xSize,\n ySize,\n transparentCorners: transparent,\n opName,\n };\n }\n\n /**\n * Render function for the control.\n * When this function runs the context is unscaled. unrotate. Just retina scaled.\n * all the functions will have to translate to the point left,top before starting Drawing\n * if they want to draw a control where the position is detected.\n * left and top are the result of the positionHandler function\n * @param {RenderingContext2D} ctx the context where the control will be drawn\n * @param {Number} left position of the canvas where we are about to render the control.\n * @param {Number} top position of the canvas where we are about to render the control.\n * @param {Object} styleOverride\n * @param {FabricObject} fabricObject the object where the control is about to be rendered\n */\n render(\n ctx: CanvasRenderingContext2D,\n left: number,\n top: number,\n styleOverride: ControlRenderingStyleOverride | undefined,\n fabricObject: InteractiveFabricObject,\n ) {\n styleOverride = styleOverride || {};\n switch (styleOverride.cornerStyle || fabricObject.cornerStyle) {\n case 'circle':\n renderCircleControl.call(\n this,\n ctx,\n left,\n top,\n styleOverride,\n fabricObject,\n );\n break;\n default:\n renderSquareControl.call(\n this,\n ctx,\n left,\n top,\n styleOverride,\n fabricObject,\n );\n }\n }\n}\n"],"mappings":"ilBA8BA,IAAa,EAAb,KAAA,CA8HE,YAAY,EAAA,CAAA,EAAA,KArHZ,UAAA,CAAU,EAAA,CAAA,EAAA,KAaV,aAAa,EAAA,CAAA,EAAA,KASb,QAAQ,EAAA,CAAA,EAAA,KASR,IAAI,EAAA,CAAA,EAAA,KASJ,IAAI,EAAA,CAAA,EAAA,KAcJ,UAAU,EAAA,CAAA,EAAA,KAQV,UAAU,EAAA,CAAA,EAAA,KAQV,QAAQ,EAAA,CAAA,EAAA,KAQR,QAAQ,EAAA,CAAA,EAAA,KAQR,aAAa,EAAA,CAAA,EAAA,KAQb,aAAa,EAAA,CAAA,EAAA,KAQb,cAAc,YAAA,CAAA,EAAA,KAQd,iBAAA,CAAiB,EAAA,CAQf,OAAO,OAAO,KAAM,EAAA,CAGtB,yBAAA,CAAA,IAAA,EAIE,OAAA,EAEE,KAAK,uBAAA,KAEL,IAAI,EAAgB,GAAT,KAAK,EAAmB,GAAT,KAAK,EAAA,CAF1B,EAoCT,eACE,EACA,EACA,EAAA,CACA,GAAE,EAAA,GAAI,EAAA,GAAI,EAAA,GAAI,GAAA,CAAA,IAAA,EAGd,QAAA,EACE,EAAa,SAAA,KAAA,IAAA,GAAA,EAAQ,iBAAA,IAAsB,GAC3C,EAAa,iBAAiB,EAAA,EAC9B,EAAa,iBAAiB,EAAS,CAAC,EAAI,EAAI,EAAI,EAAA,CAAA,CAWxD,iBACE,EACA,EACA,EAAA,CAEA,OAAO,KAAK,cAUd,oBACE,EACA,EACA,EAAA,CAEA,OAAO,KAAK,iBAWd,kBACE,EACA,EACA,EAAA,CAEA,OAAO,KAAK,eAYd,mBACE,EACA,EACA,EACA,EAAA,CAEA,OAAO,EAAQ,YAUjB,cACE,EACA,EACA,EAAA,CAEA,OAAO,EAAQ,WASjB,cAAc,EAAuC,EAAA,CAAA,IAAA,EAAA,EACnD,OAAA,GAAA,EAAO,EAAa,sBAAA,KAAA,IAAA,GAAA,EAAsB,KAAA,KAAe,KAAK,QAApB,EAQ5C,cACE,EACA,EACA,EAAA,CAEA,KAAK,QAAU,EAGjB,gBACE,EACA,EACA,EACA,EAAA,CAEA,OAAO,IAAI,EACT,KAAK,EAAI,EAAI,EAAI,KAAK,QACtB,KAAK,EAAI,EAAI,EAAI,KAAK,QAAA,CACtB,UAAU,EAAA,CAYd,iBACE,EACA,EACA,EACA,EACA,EACA,EAAA,CAEA,IAAM,EAAI,EAA6B,CACrC,EAAsB,EAAS,EAAA,CAC/B,EAAmB,CAAE,MAAA,EAAA,CAAA,CACrB,GACG,EAAU,KAAK,WAAa,KAAK,QAAU,GAC3C,EAAU,KAAK,WAAa,KAAK,QAAU,EAAA,CAAA,CAAA,CAGhD,MAAO,CACL,GAAI,IAAI,EAAA,IAAM,IAAM,CAAM,UAAU,EAAA,CACpC,GAAI,IAAI,EAAM,GAAA,IAAK,CAAM,UAAU,EAAA,CACnC,GAAI,IAAI,EAAM,GAAK,GAAA,CAAK,UAAU,EAAA,CAClC,GAAI,IAAI,EAAA,IAAY,GAAA,CAAK,UAAU,EAAA,CAAA,CAUvC,kBACE,EACA,EACA,EACA,EACA,EAA+C,EAAA,CAAA,CAQ/C,GAAA,CAAM,WAAE,EAAA,YAAY,EAAA,mBAAa,EAAA,kBAAoB,GACjD,EACF,EAAgB,GAAc,EAAa,WAC3C,EAAQ,KAAK,OAAS,EACtB,EAAQ,KAAK,OAAS,EACtB,EACS,IADT,IACgC,GAE1B,EAAa,mBADb,EAEN,EAAS,EAAc,EAAS,EAChC,EAAc,GAAqB,EAAa,kBAChD,EAAA,CAAU,GAAA,CAAA,CAAiB,EAM7B,MALA,GAAI,UAAY,GAAe,EAAa,aAAe,GAC3D,EAAI,YAAc,GAAe,GACjC,EAAI,UAAU,EAAM,EAAA,CAEpB,EAAI,OAAO,EAAiB,EAAa,eAAA,CAAA,CAAA,CAClC,CACL,OAAA,EACA,MAAA,EACA,MAAA,EACA,mBAAoB,EACpB,OAAA,EAAA,CAgBJ,OACE,EACA,EACA,EACA,EACA,EAAA,GAEA,EAAgB,GAAiB,EAAA,EACX,aAAe,EAAa,eAC3C,SACH,EAAoB,KAClB,KACA,EACA,EACA,EACA,EACA,EAAA,CAIF,EAAoB,KAClB,KACA,EACA,EACA,EACA,EACA,EAAA,GAAA,OAAA,KAAA"}