konva
Version:
HTML5 2d canvas library for interactive graphics, design editors, whiteboards, and diagrams.
143 lines (142 loc) • 4.79 kB
TypeScript
export declare const glob: any;
export declare const Konva: {
_global: any;
version: string;
isBrowser: boolean;
isUnminified: boolean;
dblClickWindow: number;
getAngle(angle: number): number;
enableTrace: boolean;
pointerEventsEnabled: boolean;
/**
* Should Konva automatically update canvas on any changes. Default is true.
* @property autoDrawEnabled
* @default true
* @name autoDrawEnabled
* @memberof Konva
* @example
* Konva.autoDrawEnabled = true;
*/
autoDrawEnabled: boolean;
/**
* Should we enable hit detection while dragging? For performance reasons, by default it is false.
* But on some rare cases you want to see hit graph and check intersections. Just set it to true.
* @property hitOnDragEnabled
* @default false
* @name hitOnDragEnabled
* @memberof Konva
* @example
* Konva.hitOnDragEnabled = true;
*/
hitOnDragEnabled: boolean;
/**
* Should we capture touch events and bind them to the touchstart target? That is how it works on DOM elements.
* The case: we touchstart on div1, then touchmove out of that element into another element div2.
* DOM will continue trigger touchmove events on div1 (not div2). Because events are "captured" into initial target.
* By default Konva do not do that and will trigger touchmove on another element, while pointer is moving.
* @property capturePointerEventsEnabled
* @default false
* @name capturePointerEventsEnabled
* @memberof Konva
* @example
* Konva.capturePointerEventsEnabled = true;
*/
capturePointerEventsEnabled: boolean;
_renderBackend: string;
/**
* Use legacy text rendering. with "middle" baseline by default.
* @property legacyTextRendering
* @default false
* @name legacyTextRendering
* @memberof Konva
* @example
* Konva.legacyTextRendering = true;
*/
legacyTextRendering: boolean;
/**
* Global pixel ratio configuration. KonvaJS automatically detect pixel ratio of current device.
* But you may override such property, if you want to use your value. Set this value before any components initializations.
* @property pixelRatio
* @default window.devicePixelRatio || 1
* @name pixelRatio
* @memberof Konva
* @example
* // before any Konva code:
* Konva.pixelRatio = 1;
*/
pixelRatio: number;
/**
* Drag distance property. If you start to drag a node you may want to wait until pointer is moved to some distance from start point
* on either axis, only then start dragging. Default is 3px.
* @property dragDistance
* @default 3
* @memberof Konva
* @example
* Konva.dragDistance = 10;
*/
dragDistance: number;
/**
* Use degree values for angle properties. You may set this property to false if you want to use radian values.
* @property angleDeg
* @default true
* @memberof Konva
* @example
* node.rotation(45); // 45 degrees
* Konva.angleDeg = false;
* node.rotation(Math.PI / 2); // PI/2 radian
*/
angleDeg: boolean;
/**
* Show warnings about wrong API usage (`Konva.Util.warn`). Errors are always printed
* @property showWarnings
* @default true
* @memberof Konva
* @example
* Konva.showWarnings = false;
*/
showWarnings: boolean;
/**
* Configure what mouse buttons can be used for drag and drop.
* Default value is [0, 1] - left and middle mouse buttons.
* @property dragButtons
* @default [0, 1]
* @memberof Konva
* @example
* // enable left and right mouse buttons
* Konva.dragButtons = [0, 2];
*/
dragButtons: number[];
/**
* returns whether or not drag and drop is currently active
* @method
* @memberof Konva
*/
isDragging(): boolean;
/**
* returns whether or not a Transformer is currently transforming a node
* @method
* @memberof Konva
*/
isTransforming(): boolean;
/**
* returns whether or not a drag and drop operation is ready, but may
* not necessarily have started
* @method
* @memberof Konva
*/
isDragReady(): boolean;
/**
* Should Konva release canvas elements on destroy. Default is true.
* Useful to avoid memory leak issues in Safari on macOS/iOS.
* @property releaseCanvasOnDestroy
* @default true
* @name releaseCanvasOnDestroy
* @memberof Konva
* @example
* Konva.releaseCanvasOnDestroy = true;
*/
releaseCanvasOnDestroy: boolean;
document: any;
_injectGlobal(Konva: any): void;
};
export declare const _registerNode: (NodeClass: any) => void;