konva
Version:
HTML5 2d canvas library for interactive graphics, design editors, whiteboards, and diagrams.
190 lines (189 loc) • 6.33 kB
JavaScript
/*
* Konva JavaScript Framework v10.6.0
* http://konvajs.org/
* Licensed under the MIT
* Date: @@date
*
* Original work Copyright (C) 2011 - 2013 by Eric Rowell (KineticJS)
* Modified work Copyright (C) 2014 - present by Anton Lavrenov (Konva)
*
* @license
*/
const PI_OVER_180 = Math.PI / 180;
/**
* @namespace Konva
*/
function detectBrowser() {
return (typeof window !== 'undefined' &&
// browser case
({}.toString.call(window) === '[object Window]' ||
// electron case
{}.toString.call(window) === '[object global]'));
}
export const glob = typeof global !== 'undefined'
? global
: typeof window !== 'undefined'
? window
: typeof WorkerGlobalScope !== 'undefined'
? self
: {};
export const Konva = {
_global: glob,
version: '10.6.0',
isBrowser: detectBrowser(),
isUnminified: /param/.test(function (param) { }.toString()),
dblClickWindow: 400,
getAngle(angle) {
return Konva.angleDeg ? angle * PI_OVER_180 : angle;
},
enableTrace: false,
pointerEventsEnabled: true,
/**
* Should Konva automatically update canvas on any changes. Default is true.
* @property autoDrawEnabled
* @default true
* @name autoDrawEnabled
* @memberof Konva
* @example
* Konva.autoDrawEnabled = true;
*/
autoDrawEnabled: true,
/**
* 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: false,
/**
* 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: false,
_renderBackend: 'web', // web, node-canvas, skia-canvas
/**
* Use legacy text rendering. with "middle" baseline by default.
* @property legacyTextRendering
* @default false
* @name legacyTextRendering
* @memberof Konva
* @example
* Konva.legacyTextRendering = true;
*/
legacyTextRendering: false,
/**
* 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: (typeof window !== 'undefined' && window.devicePixelRatio) || 1,
/**
* 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: 3,
/**
* 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: true,
/**
* Show warnings about wrong API usage (`Konva.Util.warn`). Errors are always printed
* @property showWarnings
* @default true
* @memberof Konva
* @example
* Konva.showWarnings = false;
*/
showWarnings: true,
/**
* 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: [0, 1],
/**
* returns whether or not drag and drop is currently active
* @method
* @memberof Konva
*/
isDragging() {
return Konva['DD'].isDragging;
},
/**
* returns whether or not a Transformer is currently transforming a node
* @method
* @memberof Konva
*/
isTransforming() {
var _a, _b;
return (_b = (_a = Konva['Transformer']) === null || _a === void 0 ? void 0 : _a.isTransforming()) !== null && _b !== void 0 ? _b : false;
},
/**
* returns whether or not a drag and drop operation is ready, but may
* not necessarily have started
* @method
* @memberof Konva
*/
isDragReady() {
return !!Konva['DD'].node;
},
/**
* 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: true,
document: glob.document,
// insert Konva into global namespace (window)
// it is required for npm packages
_injectGlobal(Konva) {
if (typeof glob.Konva !== 'undefined') {
console.error('Several Konva instances detected. It is not recommended to use multiple Konva instances in the same environment.');
}
glob.Konva = Konva;
},
};
export const _registerNode = (NodeClass) => {
Konva[NodeClass.prototype.getClassName()] = NodeClass;
};
Konva._injectGlobal(Konva);