konva
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HTML5 2d canvas library for interactive graphics, design editors, whiteboards, and diagrams.
2,963 lines • 102 kB
JavaScript
import { HitCanvas, SceneCanvas } from "./Canvas.js";
import { isCSSFiltersSupported } from "./Context.js";
import { DD } from "./DragAndDrop.js";
import * as PointerEvents from "./PointerEvents.js";
import { Factory } from "./Factory.js";
import { Konva } from "./Global.js";
import { Transform, Util } from "./Util.js";
import { getBooleanValidator, getNumberValidator, getStringValidator, } from "./Validators.js";
// CSS filter parser for fallback to function filters.
function parseCSSFilters(cssFilter) {
const steps = [];
const filterRegex = /(\w+)\(([^)]*)\)/g;
let match;
while ((match = filterRegex.exec(cssFilter)) !== null) {
const [, name, argument] = match;
if (![
'blur',
'brightness',
'contrast',
'grayscale',
'sepia',
'invert',
].includes(name)) {
Util.warn(`CSS filter "${name}" is not supported in fallback mode. Consider using function filters for better compatibility.`);
continue;
}
const value = argument.trim() === ''
? name === 'blur'
? 0
: 1
: parseFloat(argument) / (argument.includes('%') ? 100 : 1);
steps.push({ name, value });
}
return function (imageData, pixelRatio = 1) {
var _a;
for (const { name, value } of steps) {
if (['grayscale', 'sepia', 'invert'].includes(name)) {
const amount = Math.min(1, Math.max(0, value));
const data = imageData.data;
for (let i = 0; i < data.length; i += 4) {
const r = data[i], g = data[i + 1], b = data[i + 2];
let red, green, blue;
if (name === 'grayscale') {
red = green = blue = 0.2126 * r + 0.7152 * g + 0.0722 * b;
}
else if (name === 'sepia') {
red = 0.393 * r + 0.769 * g + 0.189 * b;
green = 0.349 * r + 0.686 * g + 0.168 * b;
blue = 0.272 * r + 0.534 * g + 0.131 * b;
}
else {
red = 255 - r;
green = 255 - g;
blue = 255 - b;
}
// CSS interpolates the color matrix before clamping the result.
data[i] = r + (red - r) * amount;
data[i + 1] = g + (green - g) * amount;
data[i + 2] = b + (blue - b) * amount;
}
continue;
}
const filter = (_a = Konva.Filters) === null || _a === void 0 ? void 0 : _a[Util._capitalize(name)];
if (!filter)
continue;
// Supply filter parameters without setters or changes to the node.
const context = Object.create(this);
context.attrs = { ...this.attrs };
if (name === 'blur')
context.attrs.blurRadius = value * 0.5;
if (name === 'brightness')
context.attrs.brightness = value;
if (name === 'contrast')
context.attrs.contrast = 100 * (Math.sqrt(value) - 1);
filter.call(context, imageData, pixelRatio);
}
};
}
// CONSTANTS
const ABSOLUTE_OPACITY = 'absoluteOpacity', ABSOLUTE_TRANSFORM = 'absoluteTransform', CHANGE = 'Change', CHILDREN = 'children', KONVA = 'konva', LISTENING = 'listening', MOUSEENTER = 'mouseenter', MOUSELEAVE = 'mouseleave', POINTERENTER = 'pointerenter', POINTERLEAVE = 'pointerleave', TOUCHENTER = 'touchenter', TOUCHLEAVE = 'touchleave', NON_BUBBLING_EVENTS = [
MOUSEENTER,
MOUSELEAVE,
POINTERENTER,
POINTERLEAVE,
TOUCHENTER,
TOUCHLEAVE,
], SET = 'set', SHAPE = 'Shape', SPACE = ' ', STAGE = 'stage', TRANSFORM = 'transform', UPPER_STAGE = 'Stage', VISIBLE = 'visible', TRANSFORM_CHANGE_STR = [
'xChange.konva',
'yChange.konva',
'scaleXChange.konva',
'scaleYChange.konva',
'skewXChange.konva',
'skewYChange.konva',
'rotationChange.konva',
'offsetXChange.konva',
'offsetYChange.konva',
'transformsEnabledChange.konva',
].join(SPACE);
let idCounter = 1;
// "perfect drawing" buffer for cache() and toCanvas(): it mirrors the target
// canvas and is drawn back at (x, y) in the target's coordinate space.
// It starts empty and Shape.drawScene sizes it on first use, so nodes
// without buffered shapes never allocate it.
function createBufferCanvas(target, x, y) {
const bufferCanvas = new SceneCanvas({
width: 0,
height: 0,
pixelRatio: target.pixelRatio,
});
bufferCanvas.x = x;
bufferCanvas.y = y;
return bufferCanvas;
}
/**
* Node constructor. Nodes are entities that can be transformed, layered,
* and have bound events. The stage, layers, groups, and shapes all extend Node.
* @constructor
* @memberof Konva
* @param {Object} config
* @@nodeParams
*/
export class Node {
constructor(config) {
this._id = idCounter++;
this.eventListeners = {};
this.attrs = {};
this.index = 0;
this.parent = null;
// derived values (transforms, visibility, opacity...), see _getCache()
this._cache = {};
// canvases of cache(), see _getCanvasCache()
this._canvasCache = null;
this._batchingTransformChange = false;
this._needClearTransformCache = false;
this._filterUpToDate = false;
this._isUnderCache = false;
this._dragEventId = null;
this._shouldFireChangeEvents = false;
// on initial set attrs wi don't need to fire change events
// because nobody is listening to them yet
this.setAttrs(config);
this._shouldFireChangeEvents = true;
// all change event listeners are attached to the prototype
}
hasChildren() {
return false;
}
_clearCache(attr) {
// if we want to clear transform cache
// we don't really need to remove it from the cache
// but instead mark as "dirty"
// so we don't need to create a new instance next time
if ((attr === TRANSFORM || attr === ABSOLUTE_TRANSFORM) &&
this._cache[attr]) {
this._cache[attr].dirty = true;
}
else if (attr) {
this._cache[attr] = undefined;
}
else {
this._cache = {};
// clearCache() also reaches descendants whose ancestor transform changes
// were suppressed while cached. Invalidate their saved Transformer bounds.
if (this._attrsVersion !== undefined)
this._attrsVersion++;
}
}
// drop the cached canvases and give their memory back
_releaseCanvasCache() {
const cache = this._canvasCache;
if (cache) {
Util.releaseCanvas(cache.scene._canvas, cache.filter._canvas, ...(cache.hit ? [cache.hit._canvas] : []));
this._canvasCache = null;
}
}
_getCache(attr, privateGetter) {
let cache = this._cache[attr];
// for transform the cache can be NOT empty
// but we still need to recalculate it if it is dirty
const isTransform = attr === TRANSFORM || attr === ABSOLUTE_TRANSFORM;
const invalid = cache === undefined || (isTransform && cache.dirty === true);
// if not cached, we need to set it using the private getter method.
if (invalid) {
cache = privateGetter.call(this);
this._cache[attr] = cache;
}
return cache;
}
_getCanvasCache() {
return this._canvasCache;
}
/*
* when the logic for a cached result depends on ancestor propagation, use this
* method to clear self and children cache
*/
_clearSelfAndDescendantCache(attr) {
this._clearCache(attr);
// trigger clear cache, so transformer can use it
if (attr === undefined || attr === ABSOLUTE_TRANSFORM) {
this.fire('absoluteTransformChange');
}
}
static _runAfterAbsTransformCascade(cb) {
if (Node._absTransformCascadeDepth > 0) {
Node._pendingAfterCascade.push(cb);
}
else {
cb();
}
}
/**
* clear cached canvas
* @method
* @name Konva.Node#clearCache
* @returns {Konva.Node}
* @example
* node.clearCache();
*/
clearCache() {
this._releaseCanvasCache();
this._clearSelfAndDescendantCache();
this._requestDraw();
return this;
}
/**
* cache node to improve drawing performance, apply filters, or create more accurate
* hit regions. For all basic shapes size of cache canvas will be automatically detected.
* If you need to cache your custom `Konva.Shape` instance you have to pass shape's bounding box
* properties. Look at [https://konvajs.org/docs/performance/Shape_Caching.html](https://konvajs.org/docs/performance/Shape_Caching.html) for more information.
* @method
* @name Konva.Node#cache
* @param {Object} [config]
* @param {Number} [config.x]
* @param {Number} [config.y]
* @param {Number} [config.width]
* @param {Number} [config.height]
* @param {Number} [config.offset] increase canvas size by `offset` pixel in all directions.
* @param {Boolean} [config.drawBorder] when set to true, a red border will be drawn around the cached
* region for debugging purposes
* @param {Number} [config.pixelRatio] pixel ratio of the cache canvas, the canvas pixels per CSS pixel of the node. Default is `Konva.pixelRatio`, the device pixel ratio. A higher value keeps the cache sharp when the node is scaled up.
* @param {Boolean} [config.imageSmoothingEnabled] control imageSmoothingEnabled property of created canvas for cache
* @param {Number} [config.hitCanvasPixelRatio] change quality (or pixel ratio) of cached hit canvas.
* @returns {Konva.Node}
* @example
* // cache a shape with the x,y position of the bounding box at the center and
* // the width and height of the bounding box equal to the width and height of
* // the shape obtained from shape.width() and shape.height()
* image.cache();
*
* // cache a node and define the bounding box position and size
* node.cache({
* x: -30,
* y: -30,
* width: 100,
* height: 200
* });
*
* // cache a node and draw a red border around the bounding box
* // for debugging purposes
* node.cache({
* x: -30,
* y: -30,
* width: 100,
* height: 200,
* offset : 10,
* drawBorder: true
* });
*/
cache(config) {
const conf = config || {};
let rect = {};
// don't call getClientRect if we have all attributes
// it means call it only if have one undefined
if (conf.x === undefined ||
conf.y === undefined ||
conf.width === undefined ||
conf.height === undefined) {
const wasUnderCache = this._isUnderCache;
this._isUnderCache = true;
rect = this.getClientRect({
skipTransform: true,
relativeTo: this.getParent() || undefined,
});
this._isUnderCache = wasUnderCache;
}
let x = conf.x === undefined ? Math.floor(rect.x) : conf.x, y = conf.y === undefined ? Math.floor(rect.y) : conf.y,
// round the far edge, not the size, so the last row and column fit in
width = Math.ceil(conf.width || rect.x + rect.width - x), height = Math.ceil(conf.height || rect.y + rect.height - y), pixelRatio = conf.pixelRatio, offset = conf.offset || 0, drawBorder = conf.drawBorder || false, hitCanvasPixelRatio = conf.hitCanvasPixelRatio || 1;
if (width <= 0 || height <= 0 || !isFinite(x + y + width + height)) {
Util.error(`Can not cache the node. Its size is 0 or its bounds are not finite numbers (${x}, ${y}, ${width}x${height}). Caching is skipped.`);
return this;
}
width += offset * 2;
height += offset * 2;
x -= offset;
y -= offset;
const cachedSceneCanvas = new SceneCanvas({
pixelRatio: pixelRatio,
width: width,
height: height,
}), cachedFilterCanvas = new SceneCanvas({
pixelRatio: pixelRatio,
width: 0,
height: 0,
willReadFrequently: true,
}), sceneContext = cachedSceneCanvas.getContext();
const bufferCanvas = createBufferCanvas(cachedSceneCanvas, x, y);
cachedSceneCanvas.isCache = true;
this._releaseCanvasCache();
this._filterUpToDate = false;
if (conf.imageSmoothingEnabled === false) {
cachedSceneCanvas.getContext()._context.imageSmoothingEnabled = false;
cachedFilterCanvas.getContext()._context.imageSmoothingEnabled = false;
}
sceneContext.save();
sceneContext.translate(-x, -y);
// extra flag to skip on getAbsolute opacity calc
this._isUnderCache = true;
this._clearSelfAndDescendantCache(ABSOLUTE_OPACITY);
try {
this.drawScene(cachedSceneCanvas, this, bufferCanvas);
}
catch (e) {
Util.releaseCanvas(cachedSceneCanvas._canvas);
throw e;
}
finally {
this._isUnderCache = false;
// descendants cached their opacity relative to this node while drawing
this._clearSelfAndDescendantCache(ABSOLUTE_OPACITY);
sceneContext.restore();
// the buffer is only needed while drawing
Util.releaseCanvas(bufferCanvas._canvas);
}
// this will draw a red border around the cached box for
// debugging purposes
if (drawBorder) {
sceneContext.save();
sceneContext.beginPath();
sceneContext.rect(0, 0, width, height);
sceneContext.closePath();
sceneContext.setAttr('strokeStyle', 'red');
sceneContext.setAttr('lineWidth', 5);
sceneContext.stroke();
sceneContext.restore();
}
this._canvasCache = {
scene: cachedSceneCanvas,
filter: cachedFilterCanvas,
// the hit canvas is built on demand (see _getCachedHitCanvas)
hit: null,
hitConfig: {
pixelRatio: hitCanvasPixelRatio,
width: width,
height: height,
},
x: x,
y: y,
};
// Entering cache space changes non-scaling stroke bounds for descendants.
this._clearSelfAndDescendantCache();
this._requestDraw();
return this;
}
// build the hit canvas of a cached node lazily - only when the hit graph
// is actually needed, so a non-listening node never allocates it
// https://github.com/konvajs/konva/issues/2009
_getCachedHitCanvas(top) {
// top === this means the node is drawing into its own cache right now:
// the build below re-enters drawHit for this very node, and consulting
// the not-yet-stored canvas again would recurse forever
if (top === this) {
return null;
}
const cache = this._getCanvasCache();
if (!cache) {
return null;
}
if (cache.hit) {
return cache.hit;
}
const hitCanvas = new HitCanvas(cache.hitConfig);
hitCanvas.isCache = true;
const hitContext = hitCanvas.getContext();
hitContext.save();
hitContext.translate(-cache.x, -cache.y);
this.drawHit(hitCanvas, this);
hitContext.restore();
cache.hit = hitCanvas;
return hitCanvas;
}
/**
* determine if node is currently cached
* @method
* @name Konva.Node#isCached
* @returns {Boolean}
*/
isCached() {
return !!this._canvasCache;
}
/**
* Return client rectangle {x, y, width, height} of node. This rectangle also include all styling (strokes, shadows, etc).
* The purpose of the method is similar to getBoundingClientRect API of the DOM.
* Non-scaling stroke padding is converted from its drawing canvas to the requested coordinates.
* Cached strokes use the cache's coordinates; their pixels scale with the cached bitmap.
* @method
* @name Konva.Node#getClientRect
* @param {Object} config
* @param {Boolean} [config.skipTransform] should we apply transform to node for calculating rect?
* @param {Boolean} [config.skipShadow] should we apply shadow to the node for calculating bound box?
* @param {Boolean} [config.skipStroke] should we apply stroke to the node for calculating bound box?
* @param {Object} [config.relativeTo] calculate client rect relative to one of the parents
* @returns {Object} rect with {x, y, width, height} properties
* @example
* var rect = new Konva.Rect({
* width : 100,
* height : 100,
* x : 50,
* y : 50,
* strokeWidth : 4,
* stroke : 'black',
* offsetX : 50,
* scaleY : 2
* });
*
* // get client rect without think off transformations (position, rotation, scale, offset, etc)
* rect.getClientRect({ skipTransform: true});
* // returns {
* // x : -2, // two pixels for stroke / 2
* // y : -2,
* // width : 104, // increased by 4 for stroke
* // height : 104
* //}
*
* // get client rect with transformation applied
* rect.getClientRect();
* // returns Object {x: -2, y: 46, width: 104, height: 208}
*/
getClientRect(config) {
// abstract method
// redefine in Container and Shape
throw new Error('abstract "getClientRect" method call');
}
_transformedRect(rect, top) {
const points = [
{ x: rect.x, y: rect.y },
{ x: rect.x + rect.width, y: rect.y },
{ x: rect.x + rect.width, y: rect.y + rect.height },
{ x: rect.x, y: rect.y + rect.height },
];
let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;
const trans = this.getAbsoluteTransform(top);
points.forEach(function (point) {
const transformed = trans.point(point);
minX = Math.min(minX, transformed.x);
minY = Math.min(minY, transformed.y);
maxX = Math.max(maxX, transformed.x);
maxY = Math.max(maxY, transformed.y);
});
return {
x: minX,
y: minY,
width: maxX - minX,
height: maxY - minY,
};
}
_drawCachedSceneCanvas(context) {
context.save();
context._applyOpacity(this);
context._applyGlobalCompositeOperation(this);
const canvasCache = this._getCanvasCache();
context.translate(canvasCache.x, canvasCache.y);
const cacheCanvas = this._getCachedSceneCanvas();
const ratio = cacheCanvas.pixelRatio;
context.drawImage(cacheCanvas._canvas, 0, 0, cacheCanvas.width / ratio, cacheCanvas.height / ratio);
context.restore();
}
_drawCachedHitCanvas(context, hitCanvas) {
const canvasCache = this._getCanvasCache();
context.save();
context.translate(canvasCache.x, canvasCache.y);
context.drawImage(hitCanvas._canvas, 0, 0, hitCanvas.width / hitCanvas.pixelRatio, hitCanvas.height / hitCanvas.pixelRatio);
context.restore();
}
_getCachedSceneCanvas() {
let filters = this.filters(), cachedCanvas = this._getCanvasCache(), sceneCanvas = cachedCanvas.scene, filterCanvas = cachedCanvas.filter, filterContext = filterCanvas.getContext(), len, imageData, n, filter;
if (!filters || filters.length === 0) {
return sceneCanvas;
}
if (this._filterUpToDate) {
return filterCanvas;
}
let useNativeOnly = true;
for (let i = 0; i < filters.length; i++) {
if (typeof filters[i] !== 'string' || !isCSSFiltersSupported()) {
useNativeOnly = false;
break;
}
}
const ratio = sceneCanvas.pixelRatio;
filterCanvas.setSizeIfChanged(sceneCanvas._logicalWidth, sceneCanvas._logicalHeight);
if (useNativeOnly) {
// Canvas filters use backing-pixel coordinates, independent of the CTM.
// Scale length tokens, leaving colors, percentages and URL references alone.
const finalFilter = filters
.join(' ')
.replace(/url\((?:[^()"']|"[^"]*"|'[^']*')*\)|"[^"]*"|'[^']*'|([-+]?(?:\d*\.)?\d+(?:e[-+]?\d+)?)(px|em|rem|ex|ch|cap|ic|lh|rlh|vw|vh|vmin|vmax|cm|mm|q|in|pt|pc)\b/gi, (token, value, unit) => value === undefined ? token : `${Number(value) * ratio}${unit}`);
filterContext.clear();
filterContext.save();
filterContext.setAttr('filter', finalFilter);
filterContext.drawImage(sceneCanvas._canvas, 0, 0, sceneCanvas.getWidth() / ratio, sceneCanvas.getHeight() / ratio);
filterContext.restore();
this._filterUpToDate = true;
return filterCanvas;
}
try {
len = filters.length;
filterContext.clear();
// copy cached canvas onto filter context
filterContext.drawImage(sceneCanvas._canvas, 0, 0, sceneCanvas.getWidth() / ratio, sceneCanvas.getHeight() / ratio);
imageData = filterContext.getImageData(0, 0, filterCanvas.getWidth(), filterCanvas.getHeight());
// apply filters to filter context
for (n = 0; n < len; n++) {
filter = filters[n];
if (typeof filter === 'string') {
filter = parseCSSFilters(filter);
}
filter.call(this, imageData, ratio);
}
filterContext.putImageData(imageData, 0, 0);
}
catch (e) {
Util.error('Unable to apply filter. ' +
e.message +
' This post my help you https://konvajs.org/docs/posts/Tainted_Canvas.html.');
}
this._filterUpToDate = true;
return filterCanvas;
}
/**
* bind events to the node. KonvaJS supports mouseover, mousemove,
* mouseout, mouseenter, mouseleave, mousedown, mouseup, wheel, contextmenu, click, dblclick, touchstart, touchmove,
* touchend, tap, dbltap, dragstart, dragmove, dragend and destroy events.
* Pass in a string of events delimited by a space to bind multiple events at once
* such as 'mousedown mouseup mousemove'. Include a namespace to bind an
* event by name such as 'click.foobar'.
* @method
* @name Konva.Node#on
* @param {String} evtStr e.g. 'click', 'mousedown touchstart', 'mousedown.foo touchstart.foo'
* @param {Function} handler The handler function. The first argument of that function is event object. Event object has `target` as main target of the event, `currentTarget` as current node listener and `evt` as native browser event.
* @returns {Konva.Node}
* @example
* // add click listener
* node.on('click', function() {
* console.log('you clicked me!');
* });
*
* // get the target node
* node.on('click', function(evt) {
* console.log(evt.target);
* });
*
* // stop event propagation
* node.on('click', function(evt) {
* evt.cancelBubble = true;
* });
*
* // bind multiple listeners
* node.on('click touchstart', function() {
* console.log('you clicked/touched me!');
* });
*
* // namespace listener
* node.on('click.foo', function() {
* console.log('you clicked/touched me!');
* });
*
* // get the event type
* node.on('click tap', function(evt) {
* var eventType = evt.type;
* });
*
* // get native event object
* node.on('click tap', function(evt) {
* var nativeEvent = evt.evt;
* });
*
* // for change events, get the old and new val
* node.on('xChange', function(evt) {
* var oldVal = evt.oldVal;
* var newVal = evt.newVal;
* });
*
* // get event targets
* // with event delegations
* layer.on('click', 'Group', function(evt) {
* var shape = evt.target;
* var group = evt.currentTarget;
* });
*/
on(...args) {
this._prepareListeners();
const evtStr = args[0];
const selectorOrHandler = args[1];
const handler = args[2];
if (args.length === 3) {
return this._delegate.apply(this, args);
}
const events = evtStr.split(SPACE);
/*
* loop through types and attach event listeners to
* each one. eg. 'click mouseover.namespace mouseout'
* will create three event bindings
*/
for (let n = 0; n < events.length; n++) {
const event = events[n];
const parts = event.split('.');
const baseEvent = parts[0];
const name = parts[1] || '';
// create events array if it doesn't exist
if (!this.eventListeners[baseEvent]) {
this.eventListeners[baseEvent] = [];
}
this.eventListeners[baseEvent].push({ name, handler: selectorOrHandler });
}
return this;
}
/**
* remove event bindings from the node. Pass in a string of
* event types delimmited by a space to remove multiple event
* bindings at once such as 'mousedown mouseup mousemove'.
* include a namespace to remove an event binding by name
* such as 'click.foobar'. If you only give a name like '.foobar',
* all events in that namespace will be removed.
* @method
* @name Konva.Node#off
* @param {String} evtStr e.g. 'click', 'mousedown touchstart', '.foobar'
* @returns {Konva.Node}
* @example
* // remove listener
* node.off('click');
*
* // remove multiple listeners
* node.off('click touchstart');
*
* // remove listener by name
* node.off('click.foo');
*/
// listeners added to a prototype go into its own map, not the parent's,
// and the lists flattened from the prototype chain so far are stale
_prepareListeners() {
if (this === this.constructor.prototype) {
if (!this.hasOwnProperty('eventListeners')) {
this.eventListeners = {};
}
Node.protoListenerMap = new WeakMap();
}
}
off(evtStr, callback) {
this._prepareListeners();
let events = (evtStr || '').split(SPACE), len = events.length, n, t, event, parts, baseEvent, name;
if (!evtStr) {
// remove all events
for (t in this.eventListeners) {
this._off(t);
}
}
for (n = 0; n < len; n++) {
event = events[n];
parts = event.split('.');
baseEvent = parts[0];
name = parts[1];
if (baseEvent) {
if (this.eventListeners[baseEvent]) {
this._off(baseEvent, name, callback);
}
}
else {
for (t in this.eventListeners) {
this._off(t, name, callback);
}
}
}
return this;
}
// some event aliases for third party integration like HammerJS
dispatchEvent(evt) {
const e = {
target: this,
type: evt.type,
evt: evt,
};
this.fire(evt.type, e);
return this;
}
addEventListener(type, handler) {
// we have to pass native event to handler
this.on(type, function (evt) {
handler.call(this, evt.evt);
});
return this;
}
removeEventListener(type) {
this.off(type);
return this;
}
// like node.on
_delegate(event, selector, handler) {
const stopNode = this;
this.on(event, function (evt) {
const targets = evt.target.findAncestors(selector, true, stopNode);
for (let i = 0; i < targets.length; i++) {
evt = Util.cloneObject(evt);
evt.currentTarget = targets[i];
handler.call(targets[i], evt);
}
});
return this;
}
/**
* remove a node from parent, but don't destroy. You can reuse the node later.
* @method
* @name Konva.Node#remove
* @returns {Konva.Node}
* @example
* node.remove();
*/
remove() {
if (this.isDragging()) {
this.stopDrag();
}
// we can have drag element but that is not dragged yet
// so just clear it
DD._dragElements.delete(this._id);
// also remove any dragging descendants, otherwise they'll
// have a broken parent chain and crash on getStage()
DD._dragElements.forEach((elem, key) => {
if (this.isAncestorOf(elem.node)) {
DD._dragElements.delete(key);
}
});
this._remove();
return this;
}
_clearCaches() {
this._clearSelfAndDescendantCache(ABSOLUTE_TRANSFORM);
this._clearSelfAndDescendantCache(ABSOLUTE_OPACITY);
this._clearSelfAndDescendantCache(STAGE);
this._clearSelfAndDescendantCache(VISIBLE);
this._clearSelfAndDescendantCache(LISTENING);
}
_remove() {
const parent = this.getParent();
if (parent && parent.children) {
parent.children.splice(this.index, 1);
parent._setChildrenIndices();
this.parent = null;
}
// every cached attr that is calculated via node tree
// traversal must be cleared when removing a node
this._clearCaches();
}
/**
* remove and destroy a node. Kill it and delete forever! You should not reuse node after destroy().
* If the node is a container (Group, Stage or Layer) it will destroy all children too.
* The node fires a `destroy` event first, so anything holding a reference to it can let go.
* When an ancestor is being destroyed the node is already detached from its parent at that point.
* @method
* @name Konva.Node#destroy
* @example
* node.on('destroy', () => console.log('gone'));
* node.destroy();
*/
destroy() {
this._fire('destroy', { target: this });
PointerEvents.releaseCapturesOf(this);
this.remove();
this.clearCache();
return this;
}
/**
* get attr
* @method
* @name Konva.Node#getAttr
* @param {String} attr
* @returns {Integer|String|Object|Array}
* @example
* var x = node.getAttr('x');
*/
getAttr(attr) {
const method = 'get' + Util._capitalize(attr);
if (Util._isFunction(this[method])) {
return this[method]();
}
// otherwise get directly
return this.attrs[attr];
}
/**
* get ancestors
* @method
* @name Konva.Node#getAncestors
* @returns {Array}
* @example
* shape.getAncestors().forEach(function(node) {
* console.log(node.id());
* })
*/
getAncestors() {
let parent = this.getParent(), ancestors = [];
while (parent) {
ancestors.push(parent);
parent = parent.getParent();
}
return ancestors;
}
/**
* get attrs object literal
* @method
* @name Konva.Node#getAttrs
* @returns {Object}
*/
getAttrs() {
return this.attrs || {};
}
/**
* set multiple attrs at once using an object literal
* @method
* @name Konva.Node#setAttrs
* @param {Object} config object containing key value pairs
* @returns {Konva.Node}
* @example
* node.setAttrs({
* x: 5,
* fill: 'red'
* });
*/
setAttrs(config) {
this._batchTransformChanges(() => {
let key, method;
if (!config) {
return this;
}
for (key in config) {
if (key === CHILDREN) {
continue;
}
method = SET + Util._capitalize(key);
// use setter if available
if (Util._isFunction(this[method])) {
this[method](config[key]);
}
else {
// otherwise set directly
this._setAttr(key, config[key]);
}
}
});
return this;
}
/**
* determine if node is listening for events by taking into account ancestors.
*
* Parent | Self | isListening
* listening | listening |
* ----------+-----------+------------
* T | T | T
* T | F | F
* F | T | F
* F | F | F
*
* @method
* @name Konva.Node#isListening
* @returns {Boolean}
*/
isListening() {
return this._getCache(LISTENING, this._isListening);
}
_isListening(relativeTo) {
const listening = this.listening();
if (!listening) {
return false;
}
const parent = this.getParent();
if (parent && parent !== relativeTo && this !== relativeTo) {
return parent._isListening(relativeTo);
}
else {
return true;
}
}
/**
* determine if node is visible by taking into account ancestors.
*
* Parent | Self | isVisible
* visible | visible |
* ----------+-----------+------------
* T | T | T
* T | F | F
* F | T | F
* F | F | F
* @method
* @name Konva.Node#isVisible
* @returns {Boolean}
*/
isVisible() {
return this._getCache(VISIBLE, this._isVisible);
}
_isVisible(relativeTo) {
const visible = this.visible();
if (!visible) {
return false;
}
const parent = this.getParent();
if (parent && parent !== relativeTo && this !== relativeTo) {
return parent._isVisible(relativeTo);
}
else {
return true;
}
}
shouldDrawHit(top) {
if (top) {
return this._isVisible(top) && this._isListening(top);
}
return this.isListening() && this.isVisible();
}
/**
* show node. set visible = true
* @method
* @name Konva.Node#show
* @returns {Konva.Node}
*/
show() {
this.visible(true);
return this;
}
/**
* hide node. Hidden nodes are no longer detectable
* @method
* @name Konva.Node#hide
* @returns {Konva.Node}
*/
hide() {
this.visible(false);
return this;
}
getZIndex() {
return this.index || 0;
}
/**
* get absolute z-index which takes into account sibling
* and ancestor indices
* @method
* @name Konva.Node#getAbsoluteZIndex
* @returns {Integer}
*/
getAbsoluteZIndex() {
let depth = this.getDepth(), that = this, index = 0, nodes, len, n, child;
function addChildren(children) {
nodes = [];
len = children.length;
for (n = 0; n < len; n++) {
child = children[n];
index++;
if (child.nodeType !== SHAPE) {
nodes = nodes.concat(child.children);
}
if (child._id === that._id) {
n = len;
}
}
if (nodes.length > 0 && nodes[0].getDepth() <= depth) {
addChildren(nodes);
}
}
const stage = this.getStage();
if (that.nodeType !== UPPER_STAGE && stage) {
addChildren(stage.children);
}
return index;
}
/**
* get node depth in node tree. Returns an integer.
* e.g. Stage depth will always be 0. Layers will always be 1. Groups and Shapes will always
* be >= 2
* @method
* @name Konva.Node#getDepth
* @returns {Integer}
* @example
* var depth = shape.getDepth(); // 2 for a shape right inside of a layer
*/
getDepth() {
let depth = 0, parent = this.parent;
while (parent) {
depth++;
parent = parent.parent;
}
return depth;
}
// sometimes we do several attributes changes
// like node.position(pos)
// for performance reasons, lets batch transform reset
// so it work faster
_batchTransformChanges(func) {
if (this._batchingTransformChange) {
func();
return;
}
this._batchingTransformChange = true;
try {
func();
}
finally {
this._batchingTransformChange = false;
if (this._needClearTransformCache) {
this._needClearTransformCache = false;
this._clearCache(TRANSFORM);
this._clearSelfAndDescendantCache(ABSOLUTE_TRANSFORM);
}
}
}
setPosition(pos) {
this._batchTransformChanges(() => {
this.x(pos.x);
this.y(pos.y);
});
return this;
}
getPosition() {
return {
x: this.x(),
y: this.y(),
};
}
/**
* get position of first pointer (like mouse or first touch) relative to local coordinates of current node
* @method
* @name Konva.Node#getRelativePointerPosition
* @returns {Konva.Node}
* @example
*
* // let's think we have a rectangle at position x = 10, y = 10
* // now we clicked at x = 15, y = 15 of the stage
* // if you want to know position of the click, related to the rectangle you can use
* rect.getRelativePointerPosition();
*/
getRelativePointerPosition() {
const stage = this.getStage();
if (!stage) {
return null;
}
// get pointer (say mouse or touch) position
const pos = stage.getPointerPosition();
if (!pos) {
return null;
}
const transform = this.getAbsoluteTransform().copy();
// to detect relative position we need to invert transform
transform.invert();
// now we can find relative point
return transform.point(pos);
}
/**
* get absolute position of a node. That function can be used to calculate absolute position, but relative to any ancestor
* @method
* @name Konva.Node#getAbsolutePosition
* @param {Object} [top] optional ancestor node
* @returns {Konva.Node}
* @example
*
* // returns absolute position relative to top-left corner of canvas
* node.getAbsolutePosition();
*
* // calculate absolute position of node, inside stage
* // so stage transforms are ignored
* node.getAbsolutePosition(stage)
*/
getAbsolutePosition(top) {
const absoluteMatrix = this.getAbsoluteTransform(top).getMatrix(), absoluteTransform = new Transform(), offset = this.offset();
// clone the matrix array
absoluteTransform.m = absoluteMatrix.slice();
absoluteTransform.translate(offset.x, offset.y);
return absoluteTransform.getTranslation();
}
setAbsolutePosition(pos) {
const { x, y, ...origTrans } = this._clearTransform();
// don't clear translation
this.attrs.x = x;
this.attrs.y = y;
// important, use non cached value
this._clearCache(TRANSFORM);
const it = this._getAbsoluteTransform().copy();
const invertible = it.isInvertible();
it.invert();
it.translate(pos.x, pos.y);
const { x: dx, y: dy } = it.getTranslation();
this._setTransform(origTrans);
if (invertible) {
this.setPosition({ x: this.attrs.x + dx, y: this.attrs.y + dy });
}
else {
Util.warn('Cannot set the absolute position: the absolute transform is not invertible (an ancestor has a zero scale).');
}
this._clearCache(TRANSFORM);
this._clearSelfAndDescendantCache(ABSOLUTE_TRANSFORM);
return this;
}
_setTransform(trans) {
let key;
for (key in trans) {
this.attrs[key] = trans[key];
}
}
_clearTransform() {
const trans = {
x: this.x(),
y: this.y(),
rotation: this.rotation(),
scaleX: this.scaleX(),
scaleY: this.scaleY(),
offsetX: this.offsetX(),
offsetY: this.offsetY(),
skewX: this.skewX(),
skewY: this.skewY(),
};
this.attrs.x = 0;
this.attrs.y = 0;
this.attrs.rotation = 0;
this.attrs.scaleX = 1;
this.attrs.scaleY = 1;
this.attrs.offsetX = 0;
this.attrs.offsetY = 0;
this.attrs.skewX = 0;
this.attrs.skewY = 0;
// return original transform
return trans;
}
/**
* move node by an amount relative to its current position
* @method
* @name Konva.Node#move
* @param {Object} change
* @param {Number} change.x
* @param {Number} change.y
* @returns {Konva.Node}
* @example
* // move node in x direction by 1px and y direction by 2px
* node.move({
* x: 1,
* y: 2
* });
*/
move(change) {
let changeX = change.x, changeY = change.y, x = this.x(), y = this.y();
if (changeX !== undefined) {
x += changeX;
}
if (changeY !== undefined) {
y += changeY;
}
this.setPosition({ x: x, y: y });
return this;
}
/**
* rotate node by an amount in degrees relative to its current rotation
* @method
* @name Konva.Node#rotate
* @param {Number} theta
* @returns {Konva.Node}
*/
rotate(theta) {
this.rotation(this.rotation() + theta);
return this;
}
/**
* move node to the top of its siblings
* @method
* @name Konva.Node#moveToTop
* @returns {Boolean}
*/
moveToTop() {
if (!this.parent) {
Util.warn('Node has no parent. moveToTop function is ignored.');
return false;
}
const index = this.index, len = this.parent.children.length;
if (index < len - 1) {
this.parent.children.splice(index, 1);
this.parent.children.push(this);
this.parent._setChildrenIndices();
return true;
}
return false;
}
/**
* move node up
* @method
* @name Konva.Node#moveUp
* @returns {Boolean} flag is moved or not
*/
moveUp() {
if (!this.parent) {
Util.warn('Node has no parent. moveUp function is ignored.');
return false;
}
const index = this.index, len = this.parent.children.length;
if (index < len - 1) {
this.parent.children.splice(index, 1);
this.parent.children.splice(index + 1, 0, this);
this.parent._setChildrenIndices();
return true;
}
return false;
}
/**
* move node down
* @method
* @name Konva.Node#moveDown
* @returns {Boolean}
*/
moveDown() {
if (!this.parent) {
Util.warn('Node has no parent. moveDown function is ignored.');
return false;
}
const index = this.index;
if (index > 0) {
this.parent.children.splice(index, 1);
this.parent.children.splice(index - 1, 0, this);
this.parent._setChildrenIndices();
return true;
}
return false;
}
/**
* move node to the bottom of its siblings
* @method
* @name Konva.Node#moveToBottom
* @returns {Boolean}
*/
moveToBottom() {
if (!this.parent) {
Util.warn('Node has no parent. moveToBottom function is ignored.');
return false;
}
const index = this.index;
if (index > 0) {
this.parent.children.splice(index, 1);
this.parent.children.unshift(this);
this.parent._setChildrenIndices();
return true;
}
return false;
}
setZIndex(zIndex) {
if (!this.parent) {
Util.warn('Node has no parent. zIndex parameter is ignored.');
return this;
}
if (zIndex < 0 || zIndex >= this.parent.children.length) {
Util.warn('Unexpected value ' +
zIndex +
' for zIndex property. zIndex is just index of a node in children of its parent. Expected value is from 0 to ' +
(this.parent.children.length - 1) +
'.');
}
const index = this.index;
this.parent.children.splice(index, 1);
this.parent.children.splice(zIndex, 0, this);
this.parent._setChildrenIndices();
return this;
}
/**
* get absolute opacity
* @method
* @name Konva.Node#getAbsoluteOpacity
* @returns {Number}
*/
getAbsoluteOpacity() {
return this._getCache(ABSOLUTE_OPACITY, this._getAbsoluteOpacity);
}
_getAbsoluteOpacity() {
let absOpacity = this.opacity();
const parent = this.getParent();
if (parent && !parent._isUnderCache) {
absOpacity *= parent.getAbsoluteOpacity();
}
return absOpacity;
}
/**
* move node to another container
* @method
* @name Konva.Node#moveTo
* @param {Container} newContainer
* @returns {Konva.Node}
* @example
* // move node from current layer into layer2
* node.moveTo(layer2);
*/
moveTo(newContainer) {
// do nothing if new container is already parent
if (this.getParent() !== newContainer) {
this._remove();
newContainer.add(this);
}
return this;
}
/**
* convert Node into an object for serialization. Returns an object.
* @method
* @name Konva.Node#toObject
* @returns {Object}
*/
toObject() {
var _a;
const attrs = this.getAttrs();
let key, val, nonPlainObject;
const obj = {
attrs: {},
className: this.getClassName(),
};
for (key in attrs) {
val = attrs[key];
// if value is object and object is not plain
// like class instance, we should skip it and to not include
nonPlainObject =
Util.isObject(val) && !Util._isPlainObject(val) && !Util._isArray(val);
if (nonPlainObject) {
continue;
}
// only the getters generated by Factory carry a default, so an explicit
// value equal to a computed one (Text width, dragDistance) is kept
// Shared filter parameters can distinguish an explicit value from unset.
if (((_a = this['get' + Util._capitalize(key)]) === null || _a === void 0 ? void 0 : _a._def) !== val ||
key === 'brightness' ||
key === 'threshold') {
obj.attrs[key] =
key === 'filters' && Util._isArray(val)
? val.filter((filter) => typeof filter === 'string')
: Util.isObject(val)
? Util._prepareToStringify(val)
: val;
}
}
return obj;
}
/**
* convert Node into a JSON string. Returns a JSON string.
* @method
* @name Konva.Node#toJSON
* @returns {String}
*/
toJSON() {
return JSON.stringify(this.toObject());
}
/**
* get parent container
* @method
* @name Konva.Node#getParent
* @returns {Konva.Node}
*/
getParent() {
return this.parent;
}
/**
* get all ancestors (parent then parent of the parent, etc) of the node
* @method
* @name Konva.Node#findAncestors
* @param {String} selector selector for search
* @param {Boolean} [includeSelf] show we think that node is ancestro itself?
* @param {Konva.Node} [stopNode] optional node where we need to stop searching (one of ancestors)
* @returns {Array} [ancestors]
* @example
* // get one of the parent group
* var parentGroups = node.findAncestors('Group');
*/
findAncestors(selector, includeSelf, stopNode) {
const res = [];
if (includeSelf && this._isMatch(selector)) {
res.push(this);
}
let ancestor = this.parent;
while (ancestor) {
if (ancestor === stopNode) {
return res;
}
if (ancestor._isMatch(selector)) {
res.push(ancestor);
}
ancestor = ancestor.parent;
}
return res;
}
isAncestorOf(node) {
return false;
}
/**
* get ancestor (parent or parent of the parent, etc) of the node that match passed selector
* @method
* @name Konva.Node#findAncestor
* @param {String} selector selector for search
* @param {Boolean} [includeSelf] show we think that node is ancestro itself?
* @param {Konva.Node} [stopNode] optional node where we need to stop searching (one of ancestors)
* @returns {Konva.Node} ancestor
* @example
* // get one of the parent group
* var group = node.findAncestors('.mygroup');
*/
findAncestor(selector, includeSelf, stopNode) {
return this.findAncestors(selector, includeSelf, stopNode)[0];
}
// is current node match passed selector?
_isMatch(selector) {
if (!selector) {
return false;
}
if (typeof selector === 'function') {
return selector(this);
}
let selectorArr = selector.replace(/ /g, '').split(','), len = selectorArr.length, n, sel;
for (n = 0; n < len; n++) {
sel = selectorArr[n];
if (!Util.isValidSelector(sel)) {
Util.warn('Selector "' +
sel +
'" is invalid. Allowed selectors examples are "#foo", ".bar" or "Group".');
Util.warn('If you have a custom shape with such className, please change it to start with upper letter like "Triangle".');
Util.warn('Konva is awesome, right?');
}
// id selector
if (sel.charAt(0) === '#') {
if (this.id() === sel.slice(1)) {
return true;
}
}
else if (sel.charAt(0) === '.') {
// name selector
if (this.hasName(sel.slice(1))) {
return true;
}
}
else if (this.className === sel || this.nodeType === sel) {
return true;
}
}
return false;
}
/**
* get layer ancestor
* @method
* @name Konva.Node#getLayer
* @returns {Konva.Layer}
*/
getLayer() {
const parent = this.getParent();
return parent ? parent.getLayer() : null;
}
/**
* get stage ancestor
* @method
* @name Konva.Node#getStage
* @returns {Konva.Stage}
*/
getStage() {
return this._getCache(STAGE, this._getStage);
}
_getStage() {
const parent = this.getParent();
if (parent) {
return parent.getStage();
}
else {
return null;
}
}
/**
* fire event
* @method
* @name Konva.Node#fire
* @param {String} eventType event type. can be a regular event, like click, mouseover, or mouseout, or it can be a custom event, like myCustomEvent
* @param {Event} [evt] event object
* @param {Boolean} [bubble] setting the value to false, or leaving it undefined, will result in the event
* not bubbling. Setting the value to true will result in the event bubbling.
* @returns {Konva.Node}
* @example
* // manually fire click event
* node.fire('click');
*
* // fire custom event
* node.fire('foo');
*
* // fire custom event with custom event object
* node.fire('foo', {
* bar: 10
* });
*
* // fire click event that bubbles
* node.fire('click', null, true);
*/
fire(eventType, evt, bubble) {
evt = evt || {};
evt.target = evt.target || this;
// bubble
if (bubble) {
this._fireAndBubble(eventType, evt);
}
else {
// no bubble
this._fire(eventType, evt);
}
return this;
}
/**
* get absolute transform of the node which takes into
* account its ancestor transforms
* @method
* @name Konva.Node#getAbsoluteTransform
* @returns {Konva.Transform}
*/
getAbsoluteTransform(top) {
// relative to an ancestor, or under a cached one, the result can't come
// from the cache: a cached container keeps the transform caches of its
// descendants while it moves (see Container._clearSelfAndDescendantCache)
if (top || this._hasCachedAncestor()) {
return this._getAbsoluteTransform(top);
}
return this._getCache(ABSOLUTE_TRANSFORM, this._getCachedAbsoluteTransform);
}
_hasCachedAncestor() {
let parent = this.parent;
while (parent) {
if (parent.isCached()) {
return true;
}
parent = parent.parent;
}
return false;
}
// relative to `top`: the transforms of `top` and of its ancestors are
// left out. Goes through the parent, so an ancestor that redefines its
// absolute transform (Konva.Transformer) is honoured
_getAbsoluteTransform(top) {
const at = new Transform();
if (this === top) {
return at;
}
if (this.parent && this.parent !== top) {
this.parent.getAbsoluteTransform(top).copyInto(at);
}
return this._multiplyOwnTransform(at);
}
// the cached transform of the parent, then the own one
_getCachedAbsoluteTransform() {
const at = this._cache[ABSOLUTE_TRANSFORM] || new Transform();
if (this.parent) {
this.parent.getAbsoluteTransform().copyInto(at);
}
else {
at.reset();
}
this._multiplyOwnTransform(at);
at.dirty = false;
return at;
}
_multiplyOwnTransform(at) {
const transformsEnabled = this.transformsEnabled();
if (transformsEnabled === 'all') {
at.multiply(this.getTransform());
}
else if (transformsEnabled === 'position') {
// use "attrs" directly, because it is a bit faster
const x = this.attrs.x || 0;
const y = this.attrs.y || 0;
const offsetX = this.attrs.offsetX || 0;
const offsetY = this.attrs.offsetY || 0;
at.translate(x - offsetX, y - offsetY);
}
return at;
}
/**
* get absolute scale of the node which takes into
* account its ancestor scales
* @method
* @name Konva.Node#getAbsoluteScale
* @returns {Object}
* @example
* // get absolute scale x
* var scaleX = node.getAbsoluteScale().x;
*/
getAbsoluteScale(top) {
// do not cache this calculations,
// because it use cache transform
// this is special logic for caching with some shapes with shadow
let parent = this;
while (parent) {
if (parent._isUnderCache) {
top = parent;
}
parent = parent.getParent();
}
const transform = this.getAbsoluteTransform(top);
const attrs = transform.decompose();
return {
x: attrs.scaleX,
y: attrs.scaleY,
};
}
/**
* get absolute rotation of the node which takes into
* account its ancestor rotations
* @method
* @name Konva.Node#getAbsoluteRotation
* @returns {Number}
* @example
* // get absolute rotation
* var rotation = node.getAbsoluteRotation();
*/
getAbsoluteRotation() {
return this.getAbsoluteTransform().decompose().rotation;
}
/**
* get transform of the node
* @method
* @name Konva.Node#getTransform
* @returns {Konva.Transform}
*/
getTransform() {
return this._getCache(TRANSFORM, this._getTransform);
}
_getTransform() {
var _a, _b;
const m = this._cache[TRANSFORM] || new Transform();
m.reset();
// I was trying to use attributes directly here
// but it doesn't work for Transformer well
// because it overwrite x,y getters
const x = this.x(), y = this.y(), rotation = Konva.getAngle(this.rotation()), scaleX = (_a = this.attrs.scaleX) !== null && _a !== void 0 ? _a : 1, scaleY = (_b = this.attrs.scaleY) !== null && _b !== void 0 ? _b : 1, skewX = this.attrs.skewX || 0, skewY = this.attrs.skewY || 0, offsetX = this.attrs.offsetX || 0, offsetY = this.attrs.offsetY || 0;
if (x !== 0 || y !== 0) {
m.translate(x, y);
}
if (rotation !== 0) {
m.rotate(rotation);
}
if (skewX !== 0 || skewY !== 0) {
m.skew(skewX, skewY);
}
if (scaleX !== 1 || scaleY !== 1) {
m.scale(scaleX, scaleY);
}
if (offsetX !== 0 || offsetY !== 0) {
m.translate(-1 * offsetX, -1 * offsetY);
}
m.dirty = false;
return m;
}
/**
* clone node. Returns a new Node instance with identical attributes. You can also override
* the node properties with an object literal, enabling you to use an existing node as a template
* for another node
* @method
* @name Konva.Node#clone
* @param {Object} obj override attrs
* @returns {Konva.Node}
* @example
* // simple clone
* var clone = node.clone();
*
* // clone a node and override the x position
* var clone = rect.clone({
* x: 5
* });
*/
clone(obj) {
// instantiate new node
let attrs = Util.cloneObject(this.attrs), key, allListeners, len, n, listener;
// apply attr overrides
for (key in obj) {
attrs[key] = obj[key];
}
const node = new this.constructor(attrs);
// copy over listeners
for (key in this.eventListeners) {
allListeners = this.eventListeners[key];
len = allListeners.length;
for (n = 0; n < len; n++) {
listener = allListeners[n];
/*
* don't include konva namespaced listeners because
* these are generated by the constructors
*/
if (listener.name.indexOf(KONVA) < 0) {
// if listeners array doesn't exist, then create it
if (!node.eventListeners[key]) {
node.eventListeners[key] = [];
}
node.eventListeners[key].push(listener);
}
}
}
return node;
}
_toKonvaCanvas(config) {
config = config || {};
// the client rect is only needed for the parts of the box not configured
const needsBox = config.x === undefined ||
config.y === undefined ||
!config.width ||
!config.height;
const box = needsBox
? this.getClientRect()
: { x: 0, y: 0, width: 0, height: 0 };
if (!isFinite(box.x + box.y + box.width + box.height)) {
Util.error(`Cannot find the bounds of the node to export, its client rect is ${box.x}, ${box.y}, ${box.width}x${box.height}. Check its position, size and points.`);
}
const stage = this.getStage(), x = config.x !== undefined ? config.x : Math.floor(box.x), y = config.y !== undefined ? config.y : Math.floor(box.y), pixelRatio = config.pixelRatio || 1, canvas = new SceneCanvas({
width: config.width ||
Math.max(0, Math.ceil(box.x + box.width - x)) ||
(stage ? stage.width() : 0),
height: config.height ||
Math.max(0, Math.ceil(box.y + box.height - y)) ||
(stage ? stage.height() : 0),
pixelRatio: pixelRatio,
}), context = canvas.getContext();
const bufferCanvas = createBufferCanvas(canvas, x, y);
if (config.imageSmoothingEnabled === false) {
context._context.imageSmoothingEnabled = false;
}
context.save();
if (x || y) {
context.translate(-1 * x, -1 * y);
}
this.drawScene(canvas, undefined, bufferCanvas);
context.restore();
// the buffer is only needed while drawing
Util.releaseCanvas(bufferCanvas._canvas);
return canvas;
}
/**
* converts node into an canvas element.
* @method
* @name Konva.Node#toCanvas
* @param {Object} config
* @param {Function} config.callback function executed when the composite has completed
* @param {Number} [config.x] x position of canvas section
* @param {Number} [config.y] y position of canvas section
* @param {Number} [config.width] width of canvas section
* @param {Number} [config.height] height of canvas section
* @param {Number} [config.pixelRatio] pixelRatio of output canvas. Default is 1.
* Higher pixel ratios increase export resolution. Cached nodes keep their cache resolution.
* Rebuild caches at the export pixel ratio to preserve detail.
* The pixel ratio multiplies the dimensions of the exported image.
* If you export to 500x500 size with pixelRatio = 2, then produced image will have size 1000x1000.
* @param {Boolean} [config.imageSmoothingEnabled] set this to false if you want to disable imageSmoothing
* @example
* var canvas = node.toCanvas();
*/
toCanvas(config) {
return this._toKonvaCanvas(config)._canvas;
}
/**
* Creates a composite data URL (base64 string). If MIME type is not
* specified, then "image/png" will result. For "image/jpeg", specify a quality
* level as quality (range 0.0 - 1.0)
* @method
* @name Konva.Node#toDataURL
* @param {Object} config
* @param {String} [config.mimeType] can be "image/png" or "image/jpeg".
* "image/png" is the default
* @param {Number} [config.x] x position of canvas section
* @param {Number} [config.y] y position of canvas section
* @param {Number} [config.width] width of canvas section
* @param {Number} [config.height] height of canvas section
* @param {Number} [config.quality] jpeg quality. If using an "image/jpeg" mimeType,
* you can specify the quality from 0 to 1, where 0 is very poor quality and 1
* is very high quality
* @param {Number} [config.pixelRatio] pixelRatio of output image url. Default is 1.
* Higher pixel ratios increase export resolution. Cached nodes keep their cache resolution.
* Rebuild caches at the export pixel ratio to preserve detail.
* The pixel ratio multiplies the dimensions of the exported image.
* If you export to 500x500 size with pixelRatio = 2, then produced image will have size 1000x1000.
* @param {Boolean} [config.imageSmoothingEnabled] set this to false if you want to disable imageSmoothing
* @returns {String}
*/
toDataURL(config) {
var _a;
config = config || {};
const mimeType = config.mimeType || null, quality = (_a = config.quality) !== null && _a !== void 0 ? _a : null;
const url = this._toKonvaCanvas(config).toDataURL(mimeType, quality);
if (config.callback) {
config.callback(url);
}
return url;
}
/**
* converts node into an image. Since the toImage
* method is asynchronous, the resulting image can only be retrieved from the config callback
* or the returned Promise. toImage is most commonly used
* to cache complex drawings as an image so that they don't have to constantly be redrawn
* @method
* @name Konva.Node#toImage
* @param {Object} config
* @param {Function} [config.callback] function executed when the composite has completed
* @param {String} [config.mimeType] can be "image/png" or "image/jpeg".
* "image/png" is the default
* @param {Number} [config.x] x position of canvas section
* @param {Number} [config.y] y position of canvas section
* @param {Number} [config.width] width of canvas section
* @param {Number} [config.height] height of canvas section
* @param {Number} [config.quality] jpeg quality. If using an "image/jpeg" mimeType,
* you can specify the quality from 0 to 1, where 0 is very poor quality and 1
* is very high quality
* @param {Number} [config.pixelRatio] pixelRatio of output image. Default is 1.
* Higher pixel ratios increase export resolution. Cached nodes keep their cache resolution.
* Rebuild caches at the export pixel ratio to preserve detail.
* The pixel ratio multiplies the dimensions of the exported image.
* If you export to 500x500 size with pixelRatio = 2, then produced image will have size 1000x1000.
* @param {Boolean} [config.imageSmoothingEnabled] set this to false if you want to disable imageSmoothing
* @return {Promise<Image>}
* @example
* var image = node.toImage({
* callback(img) {
* // do stuff with img
* }
* });
*/
toImage(config) {
return new Promise((resolve, reject) => {
try {
const { callback, ...rest } = config || {};
Util._urlToImage(this.toDataURL(rest), function (img) {
resolve(img);
callback === null || callback === void 0 ? void 0 : callback(img);
}, reject);
}
catch (err) {
reject(err);
}
});
}
/**
* Converts node into a blob. Since the toBlob method is asynchronous,
* the resulting blob can only be retrieved from the config callback
* or the returned Promise.
* @method
* @name Konva.Node#toBlob
* @param {Object} config
* @param {Function} [config.callback] function executed when the composite has completed
* @param {Number} [config.x] x position of canvas section
* @param {Number} [config.y] y position of canvas section
* @param {Number} [config.width] width of canvas section
* @param {Number} [config.height] height of canvas section
* @param {Number} [config.pixelRatio] pixelRatio of output canvas. Default is 1.
* Higher pixel ratios increase export resolution. Cached nodes keep their cache resolution.
* Rebuild caches at the export pixel ratio to preserve detail.
* The pixel ratio multiplies the dimensions of the exported image.
* If you export to 500x500 size with pixelRatio = 2, then produced image will have size 1000x1000.
* @param {Boolean} [config.imageSmoothingEnabled] set this to false if you want to disable imageSmoothing
* @example
* var blob = await node.toBlob({});
* @returns {Promise<Blob>} rejects if the canvas can not be encoded
*/
toBlob(config) {
return new Promise((resolve, reject) => {
try {
this.toCanvas(config).toBlob((blob) => {
var _a;
// the canvas reports a failed encode by passing null
if (!blob) {
reject(new Error('Konva: toBlob() failed, the canvas was not encoded'));
return;
}
resolve(blob);
(_a = config === null || config === void 0 ? void 0 : config.callback) === null || _a === void 0 ? void 0 : _a.call(config, blob);
}, config === null || config === void 0 ? void 0 : config.mimeType, config === null || config === void 0 ? void 0 : config.quality);
}
catch (err) {
reject(err);
}
});
}
setSize(size) {
this.width(size.width);
this.height(size.height);
return this;
}
getSize() {
return {
width: this.width(),
height: this.height(),
};
}
/**
* get class name, which may return Stage, Layer, Group, or shape class names like Rect, Circle, Text, etc.
* @method
* @name Konva.Node#getClassName
* @returns {String}
*/
getClassName() {
return this.className || this.nodeType;
}
/**
* get the node type, which may return Stage, Layer, Group, or Shape
* @method
* @name Konva.Node#getType
* @returns {String}
*/
getType() {
return this.nodeType;
}
getDragDistance() {
// compare with undefined because we need to track 0 value
if (this.attrs.dragDistance !== undefined) {
return this.attrs.dragDistance;
}
else if (this.parent) {
return this.parent.getDragDistance();
}
else {
return Konva.dragDistance;
}
}
_off(type, name, callback) {
let evtListeners = this.eventListeners[type], i, evtName, handler;
for (i = 0; i < evtListeners.length; i++) {
evtName = evtListeners[i].name;
handler = evtListeners[i].handler;
// the following two conditions must be true in order to remove a handler:
// 1) the current event name cannot be konva unless the event name is konva
// this enables developers to force remove a konva specific listener for whatever reason
// 2) an event name is not specified, or if one is specified, it matches the current event name
if ((evtName !== 'konva' || name === 'konva') &&
(!name || evtName === name) &&
(!callback || callback === handler)) {
evtListeners.splice(i, 1);
if (evtListeners.length === 0) {
delete this.eventListeners[type];
break;
}
i--;
}
}
}
_fireChangeEvent(attr, oldVal, newVal) {
this._fire(attr + CHANGE, {
oldVal: oldVal,
newVal: newVal,
});
}
/**
* add name to node
* @method
* @name Konva.Node#addName
* @param {String} name
* @returns {Konva.Node}
* @example
* node.name('red');
* node.addName('selected');
* node.name(); // return 'red selected'
*/
addName(name) {
if (!this.hasName(name)) {
const oldName = this.name();
const newName = oldName ? oldName + ' ' + name : name;
this.name(newName);
}
return this;
}
/**
* check is node has name
* @method
* @name Konva.Node#hasName
* @param {String} name
* @returns {Boolean}
* @example
* node.name('red');
* node.hasName('red'); // return true
* node.hasName('selected'); // return false
* node.hasName(''); // return false
*/
hasName(name) {
if (!name) {
return false;
}
const fullName = this.name();
if (!fullName) {
return false;
}
// if name is '' the "names" will be [''], so I added extra check above
const names = (fullName || '').split(/\s/g);
return names.indexOf(name) !== -1;
}
/**
* remove name from node
* @method
* @name Konva.Node#removeName
* @param {String} name
* @returns {Konva.Node}
* @example
* node.name('red selected');
* node.removeName('selected');
* node.hasName('selected'); // return false
* node.name(); // return 'red'
*/
removeName(name) {
const names = (this.name() || '').split(/\s/g);
const index = names.indexOf(name);
if (index !== -1) {
names.splice(index, 1);
this.name(names.join(' '));
}
return this;
}
/**
* set attr
* @method
* @name Konva.Node#setAttr
* @param {String} attr
* @param {*} val
* @returns {Konva.Node}
* @example
* node.setAttr('x', 5);
*/
setAttr(attr, val) {
const func = this[SET + Util._capitalize(attr)];
if (Util._isFunction(func)) {
func.call(this, val);
}
else {
// otherwise set directly
this._setAttr(attr, val);
}
return this;
}
_requestDraw() {
if (Konva.autoDrawEnabled) {
const drawNode = this.getLayer() || this.getStage();
drawNode === null || drawNode === void 0 ? void 0 : drawNode.batchDraw();
}
}
_setAttr(key, val) {
const oldVal = this.attrs[key];
if (oldVal === val && !Util.isObject(val)) {
return;
}
if (val === undefined || val === null) {
delete this.attrs[key];
}
else {
this.attrs[key] = val;
}
if (this._attrsVersion !== undefined)
this._attrsVersion++;
if (this._shouldFireChangeEvents) {
this._fireChangeEvent(key, oldVal, val);
}
this._requestDraw();
}
_fireAndBubble(eventType, evt, compareShape) {
if (evt && this.nodeType === SHAPE) {
evt.target = this;
}
const nonBubbling = NON_BUBBLING_EVENTS.indexOf(eventType) !== -1;
const shouldStop = nonBubbling &&
((compareShape &&
(this === compareShape ||
(this.isAncestorOf && this.isAncestorOf(compareShape)))) ||
(this.nodeType === 'Stage' && !compareShape));
if (!shouldStop) {
this._fire(eventType, evt);
// simulate event bubbling
const stopBubble = nonBubbling &&
compareShape &&
compareShape.isAncestorOf &&
compareShape.isAncestorOf(this) &&
!compareShape.isAncestorOf(this.parent);
if (((evt && !evt.cancelBubble) || !evt) &&
this.parent &&
this.parent.isListening() &&
!stopBubble) {
if (compareShape && compareShape.parent) {
this._fireAndBubble.call(this.parent, eventType, evt, compareShape);
}
else {
this._fireAndBubble.call(this.parent, eventType, evt);
}
}
}
}
_getProtoListeners(eventType) {
var _a, _b;
const proto = Object.getPrototypeOf(this);
let allListeners = Node.protoListenerMap.get(proto);
if (!allListeners) {
allListeners = {};
Node.protoListenerMap.set(proto, allListeners);
}
let events = allListeners[eventType];
if (events === undefined) {
//recalculate cache
events = [];
// Dedupe across the prototype chain: subclasses without their own
// `eventListeners` inherit the parent's, so a single handler would
// otherwise be pushed once per chain level (Stage→Container→Node = 3x).
const seen = new Set();
let obj = Object.getPrototypeOf(this);
while (obj) {
const hierarchyEvents = (_b = (_a = obj.eventListeners) === null || _a === void 0 ? void 0 : _a[eventType]) !== null && _b !== void 0 ? _b : [];
for (let i = 0; i < hierarchyEvents.length; i++) {
const entry = hierarchyEvents[i];
if (!seen.has(entry)) {
seen.add(entry);
events.push(entry);
}
}
obj = Object.getPrototypeOf(obj);
}
// update cache
allListeners[eventType] = events;
}
return events;
}
_fire(eventType, evt) {
evt = evt || {};
evt.currentTarget = this;
evt.type = eventType;
const topListeners = this._getProtoListeners(eventType);
if (topListeners) {
// The list is rebuilt when a prototype gains a listener, so no
// defensive .slice() needed (hot path: every *Change).
for (let i = 0; i < topListeners.length; i++) {
topListeners[i].handler.call(this, evt);
}
}
// snapshot prevents skipping listeners when a handler mutates the array
// (e.g. off + on for the same event), but we also need to fire listeners
// added during dispatch (e.g. draggable(true) inside mousedown)
const selfListeners = this.eventListeners[eventType];
if (selfListeners) {
const list = selfListeners.slice();
const origLen = list.length;
for (let i = 0; i < list.length; i++) {
list[i].handler.call(this, evt);
}
// fire any listeners appended during dispatch
const liveListeners = this.eventListeners[eventType];
if (liveListeners) {
for (let i = origLen; i < liveListeners.length; i++) {
liveListeners[i].handler.call(this, evt);
}
}
}
}
/**
* draw both scene and hit graphs. If the node being drawn is the stage, all of the layers will be cleared and redrawn
* @method
* @name Konva.Node#draw
* @returns {Konva.Node}
*/
draw() {
this.drawScene();
this.drawHit();
return this;
}
// drag & drop
_createDragElement(evt) {
var _a;
const pointerId = evt ? evt.pointerId : undefined;
const stage = this.getStage();
const ap = this.getAbsolutePosition();
if (!stage) {
return;
}
const pos = stage._getPointerById(pointerId) ||
stage._changedPointerPositions[0] ||
ap;
const type = ((_a = evt === null || evt === void 0 ? void 0 : evt.evt) === null || _a === void 0 ? void 0 : _a.type)
? Util._getEventType(evt.evt.type)
: stage._pointerEventType;
// drags follow mouse and touch window events only, so a drag started from
// a pointer event stays unbound until such an event attaches its pointer
const bound = type !== 'pointer';
DD._dragElements.set(this._id, {
node: this,
startPointerPos: pos,
offset: {
x: pos.x - ap.x,
y: pos.y - ap.y,
},
dragStatus: 'ready',
pointerId: bound
? (pointerId !== null && pointerId !== void 0 ? pointerId : ('id' in pos ? pos.id : undefined))
: undefined,
pointerEventType: bound ? type : undefined,
startEvent: evt,
});
}
/**
* initiate drag and drop.
* @method
* @name Konva.Node#startDrag
*/
startDrag(evt, bubbleEvent = true) {
var _a;
if (!DD._dragElements.has(this._id)) {
this._createDragElement(evt);
}
const elem = DD._dragElements.get(this._id);
// a node outside of a stage has no pointer to follow
if (!elem) {
return;
}
elem.dragStatus = 'dragging';
(_a = this.getStage()) === null || _a === void 0 ? void 0 : _a._cancelClick(elem.pointerId, elem.pointerEventType);
this.fire('dragstart', {
type: 'dragstart',
target: this,
// Use the stored start event if available (from mousedown/touchstart),
// otherwise fall back to the provided event (when startDrag is called programmatically)
evt: (elem.startEvent && elem.startEvent.evt) || (evt && evt.evt),
}, bubbleEvent);
}
_setDragPosition(evt, elem) {
const pos = this.getStage()._getPointerById(elem.pointerId);
if (!pos) {
return;
}
let newNodePos = {
x: pos.x - elem.offset.x,
y: pos.y - elem.offset.y,
};
const dbf = this.dragBoundFunc();
if (dbf !== undefined) {
const bounded = dbf.call(this, newNodePos, evt);
if (!bounded) {
Util.warn('dragBoundFunc did not return any value. That is unexpected behavior. You must return new absolute position from dragBoundFunc.');
}
else if (!Util._isNumber(bounded.x) || !Util._isNumber(bounded.y)) {
Util.warn(`dragBoundFunc returned a position with a non-finite x or y (${bounded.x}, ${bounded.y}). The node was not moved.`);
return;
}
else {
newNodePos = bounded;
}
}
const lastPos = elem.lastPos;
if (!lastPos || lastPos.x !== newNodePos.x || lastPos.y !== newNodePos.y) {
this.setAbsolutePosition(newNodePos);
this._requestDraw();
}
elem.lastPos = newNodePos;
}
/**
* stop drag and drop
* @method
* @name Konva.Node#stopDrag
*/
stopDrag(evt) {
const elem = DD._dragElements.get(this._id);
if (!elem) {
return;
}
elem.dragStatus = 'stopped';
DD._endDragBefore(evt, undefined, elem);
DD._endDragAfter(evt, elem);
}
setDraggable(draggable) {
this._setAttr('draggable', draggable);
this._dragChange();
}
/**
* determine if node is currently in drag and drop mode
* @method
* @name Konva.Node#isDragging
*/
isDragging() {
const elem = DD._dragElements.get(this._id);
return elem ? elem.dragStatus === 'dragging' : false;
}
_listenDrag() {
this._dragCleanup();
this.on('mousedown.konva touchstart.konva', function (evt) {
const shouldCheckButton = evt.evt['button'] !== undefined;
const canDrag = !shouldCheckButton || Konva.dragButtons.indexOf(evt.evt['button']) >= 0;
if (!canDrag) {
return;
}
if (DD._dragElements.has(this._id)) {
return;
}
let hasDraggingChild = false;
DD._dragElements.forEach((elem) => {
if (this.isAncestorOf(elem.node)) {
hasDraggingChild = true;
}
});
// nested drag can be started
// in that case we don't need to start new drag
if (!hasDraggingChild) {
this._createDragElement(evt);
}
});
}
_dragChange() {
if (this.attrs.draggable) {
this._listenDrag();
}
else {
// remove event listeners
this._dragCleanup();
/*
* force drag and drop to end
* if this node is currently in
* drag and drop mode
*/
const stage = this.getStage();
if (!stage) {
return;
}
const dragElement = DD._dragElements.get(this._id);
const isDragging = dragElement && dragElement.dragStatus === 'dragging';
const isReady = dragElement && dragElement.dragStatus === 'ready';
if (isDragging) {
this.stopDrag();
}
else if (isReady) {
DD._dragElements.delete(this._id);
}
}
}
_dragCleanup() {
this.off('mousedown.konva');
this.off('touchstart.konva');
}
/**
* determine if node (at least partially) is currently in user-visible area
* @method
* @param {(Number | Object)} margin optional margin in pixels
* @param {Number} margin.x
* @param {Number} margin.y
* @returns {Boolean}
* @name Konva.Node#isClientRectOnScreen
* @example
* // get index
* // default calculations
* var isOnScreen = node.isClientRectOnScreen()
* // increase object size (or screen size) for cases when objects close to the screen still need to be marked as "visible"
* var isOnScreen = node.isClientRectOnScreen({ x: stage.width(), y: stage.height() })
*/
isClientRectOnScreen(margin = { x: 0, y: 0 }) {
const stage = this.getStage();
if (!stage) {
return false;
}
const screenRect = {
x: -margin.x,
y: -margin.y,
width: stage.width() + 2 * margin.x,
height: stage.height() + 2 * margin.y,
};
return Util.haveIntersection(screenRect, this.getClientRect());
}
/**
* create node with JSON string or an Object. Deserialization restores attributes only,
* not functions, images or event handlers (that would make the serialized object huge):
* `sceneFunc`/`hitFunc` of custom shapes, images and `fillPatternImage`, `clipFunc`,
* `dragBoundFunc`, filter functions, the `nodes`, `boundBoxFunc` and `anchorStyleFunc`
* of a Transformer, typed arrays and the `cache()` state. If your app uses them (it probably
* does), select the nodes after loading the stage and set these properties again with
* `on()`, `sceneFunc()`, `image()` and so on
* @method
* @memberof Konva.Node
* @param {String|Object} data string or object
* @param {Element} [container] optional container dom element used only if you're
* creating a stage node
*/
static create(data, container) {
if (Util._isString(data)) {
data = JSON.parse(data);
}
return this._createNode(data, container);
}
static _createNode(obj, container) {
let className = Node.prototype.getClassName.call(obj), children = obj.children, no, len, n;
// if container was passed in, add it to attrs
if (container) {
obj.attrs.container = container;
}
if (!Konva[className]) {
const fallback = children ? 'Group' : 'Shape';
Util.warn('Can not find a node with class name "' +
className +
`". Fallback to "${fallback}".`);
className = fallback;
}
const Class = Konva[className];
no = new Class(obj.attrs);
if (children) {
len = children.length;
for (n = 0; n < len; n++) {
no.add(Node._createNode(children[n]));
}
}
return no;
}
}
// Perf: lets a listener inside an absoluteTransform cascade (e.g. Konva
// .Transformer reacting to a stage drag fan-out across N attached nodes)
// defer work until the cascade ends — collapses O(N) listener-driven calls
// into one. Counter is mutated by Container's _clearSelfAndDescendantCache.
Node._absTransformCascadeDepth = 0;
Node._pendingAfterCascade = [];
// keyed by prototype: subclasses that share a nodeType (every shape class)
// have their own listeners
Node.protoListenerMap = new WeakMap();
Node.prototype.nodeType = 'Node';
Node.prototype._attrsAffectingSize = [];
// attache events listeners once into prototype
// that way we don't spend too much time on making an new instance
Node.prototype.on(TRANSFORM_CHANGE_STR, function () {
if (this._batchingTransformChange) {
this._needClearTransformCache = true;
return;
}
this._clearCache(TRANSFORM);
this._clearSelfAndDescendantCache(ABSOLUTE_TRANSFORM);
});
Node.prototype.on('visibleChange.konva', function () {
this._clearSelfAndDescendantCache(VISIBLE);
});
Node.prototype.on('listeningChange.konva', function () {
this._clearSelfAndDescendantCache(LISTENING);
for (let parent = this.getParent(); parent; parent = parent.getParent()) {
const cache = parent._getCanvasCache();
if (cache === null || cache === void 0 ? void 0 : cache.hit) {
Util.releaseCanvas(cache.hit._canvas);
cache.hit = null;
}
}
});
Node.prototype.on('opacityChange.konva', function () {
this._clearSelfAndDescendantCache(ABSOLUTE_OPACITY);
});
const addGetterSetter = Factory.addGetterSetter;
/**
* get/set zIndex relative to the node's siblings who share the same parent.
* Please remember that zIndex is not absolute (like in CSS). It is relative to parent element only.
* @name Konva.Node#zIndex
* @method
* @param {Number} index
* @returns {Number}
* @example
* // get index
* var index = node.zIndex();
*
* // set index
* node.zIndex(2);
*/
addGetterSetter(Node, 'zIndex');
/**
* get/set node absolute position
* @name Konva.Node#absolutePosition
* @method
* @param {Object} pos
* @param {Number} pos.x
* @param {Number} pos.y
* @returns {Object}
* @example
* // get position
* var position = node.absolutePosition();
*
* // set position
* node.absolutePosition({
* x: 5,
* y: 10
* });
*/
addGetterSetter(Node, 'absolutePosition');
addGetterSetter(Node, 'position');
/**
* get/set node position relative to parent
* @name Konva.Node#position
* @method
* @param {Object} pos
* @param {Number} pos.x
* @param {Number} pos.y
* @returns {Object}
* @example
* // get position
* var position = node.position();
*
* // set position
* node.position({
* x: 5,
* y: 10
* });
*/
addGetterSetter(Node, 'x', 0, getNumberValidator());
/**
* get/set x position
* @name Konva.Node#x
* @method
* @param {Number} x
* @returns {Object}
* @example
* // get x
* var x = node.x();
*
* // set x
* node.x(5);
*/
addGetterSetter(Node, 'y', 0, getNumberValidator());
/**
* get/set y position
* @name Konva.Node#y
* @method
* @param {Number} y
* @returns {Integer}
* @example
* // get y
* var y = node.y();
*
* // set y
* node.y(5);
*/
addGetterSetter(Node, 'globalCompositeOperation', 'source-over', getStringValidator());
/**
* get/set globalCompositeOperation of a node. globalCompositeOperation DOESN'T affect hit graph of nodes. So they are still trigger to events as they have default "source-over" globalCompositeOperation.
* @name Konva.Node#globalCompositeOperation
* @method
* @param {String} type
* @returns {String}
* @example
* // get globalCompositeOperation
* var globalCompositeOperation = shape.globalCompositeOperation();
*
* // set globalCompositeOperation
* shape.globalCompositeOperation('source-in');
*/
addGetterSetter(Node, 'opacity', 1, getNumberValidator());
/**
* get/set opacity. Opacity values range from 0 to 1.
* A node with an opacity of 0 is fully transparent, and a node
* with an opacity of 1 is fully opaque
* @name Konva.Node#opacity
* @method
* @param {Object} opacity
* @returns {Number}
* @example
* // get opacity
* var opacity = node.opacity();
*
* // set opacity
* node.opacity(0.5);
*/
addGetterSetter(Node, 'name', '', getStringValidator());
/**
* get/set name.
* @name Konva.Node#name
* @method
* @param {String} name
* @returns {String}
* @example
* // get name
* var name = node.name();
*
* // set name
* node.name('foo');
*
* // also node may have multiple names (as css classes)
* node.name('foo bar');
*/
addGetterSetter(Node, 'id', '', getStringValidator());
/**
* get/set id. Id is global for whole page.
* @name Konva.Node#id
* @method
* @param {String} id
* @returns {String}
* @example
* // get id
* var name = node.id();
*
* // set id
* node.id('foo');
*/
addGetterSetter(Node, 'rotation', 0, getNumberValidator());
/**
* get/set rotation in degrees
* @name Konva.Node#rotation
* @method
* @param {Number} rotation
* @returns {Number}
* @example
* // get rotation in degrees
* var rotation = node.rotation();
*
* // set rotation in degrees
* node.rotation(45);
*/
Factory.addComponentsGetterSetter(Node, 'scale', ['x', 'y']);
/**
* get/set scale
* @name Konva.Node#scale
* @param {Object} scale
* @param {Number} scale.x
* @param {Number} scale.y
* @method
* @returns {Object}
* @example
* // get scale
* var scale = node.scale();
*
* // set scale
* shape.scale({
* x: 2,
* y: 3
* });
*/
addGetterSetter(Node, 'scaleX', 1, getNumberValidator());
/**
* get/set scale x
* @name Konva.Node#scaleX
* @param {Number} x
* @method
* @returns {Number}
* @example
* // get scale x
* var scaleX = node.scaleX();
*
* // set scale x
* node.scaleX(2);
*/
addGetterSetter(Node, 'scaleY', 1, getNumberValidator());
/**
* get/set scale y
* @name Konva.Node#scaleY
* @param {Number} y
* @method
* @returns {Number}
* @example
* // get scale y
* var scaleY = node.scaleY();
*
* // set scale y
* node.scaleY(2);
*/
Factory.addComponentsGetterSetter(Node, 'skew', ['x', 'y']);
/**
* get/set skew
* @name Konva.Node#skew
* @param {Object} skew
* @param {Number} skew.x
* @param {Number} skew.y
* @method
* @returns {Object}
* @example
* // get skew
* var skew = node.skew();
*
* // set skew
* node.skew({
* x: 20,
* y: 10
* });
*/
addGetterSetter(Node, 'skewX', 0, getNumberValidator());
/**
* get/set skew x
* @name Konva.Node#skewX
* @param {Number} x
* @method
* @returns {Number}
* @example
* // get skew x
* var skewX = node.skewX();
*
* // set skew x
* node.skewX(3);
*/
addGetterSetter(Node, 'skewY', 0, getNumberValidator());
/**
* get/set skew y
* @name Konva.Node#skewY
* @param {Number} y
* @method
* @returns {Number}
* @example
* // get skew y
* var skewY = node.skewY();
*
* // set skew y
* node.skewY(3);
*/
Factory.addComponentsGetterSetter(Node, 'offset', ['x', 'y']);
/**
* get/set offset. Offsets the default position and rotation point
* @method
* @param {Object} offset
* @param {Number} offset.x
* @param {Number} offset.y
* @returns {Object}
* @example
* // get offset
* var offset = node.offset();
*
* // set offset
* node.offset({
* x: 20,
* y: 10
* });
*/
addGetterSetter(Node, 'offsetX', 0, getNumberValidator());
/**
* get/set offset x
* @name Konva.Node#offsetX
* @method
* @param {Number} x
* @returns {Number}
* @example
* // get offset x
* var offsetX = node.offsetX();
*
* // set offset x
* node.offsetX(3);
*/
addGetterSetter(Node, 'offsetY', 0, getNumberValidator());
/**
* get/set offset y
* @name Konva.Node#offsetY
* @method
* @param {Number} y
* @returns {Number}
* @example
* // get offset y
* var offsetY = node.offsetY();
*
* // set offset y
* node.offsetY(3);
*/
addGetterSetter(Node, 'dragDistance', undefined, getNumberValidator());
/**
* get/set drag distance. A drag starts once the pointer moved this far from where it
* went down, on either axis. Default is `Konva.dragDistance`
* @name Konva.Node#dragDistance
* @method
* @param {Number} distance
* @returns {Number}
* @example
* // get drag distance
* var dragDistance = node.dragDistance();
*
* // set distance
* // node starts dragging only if pointer moved more then 3 pixels
* node.dragDistance(3);
* // or set globally
* Konva.dragDistance = 3;
*/
addGetterSetter(Node, 'width', 0, getNumberValidator());
/**
* get/set width
* @name Konva.Node#width
* @method
* @param {Number} width
* @returns {Number}
* @example
* // get width
* var width = node.width();
*
* // set width
* node.width(100);
*/
addGetterSetter(Node, 'height', 0, getNumberValidator());
/**
* get/set height
* @name Konva.Node#height
* @method
* @param {Number} height
* @returns {Number}
* @example
* // get height
* var height = node.height();
*
* // set height
* node.height(100);
*/
addGetterSetter(Node, 'listening', true, getBooleanValidator());
/**
* get/set listening attr. If you need to determine if a node is listening or not
* by taking into account its parents, use the isListening() method
* nodes with listening set to false will not be detected in hit graph
* so they will be ignored in container.getIntersection() method
* a non-listening layer (or a layer of a non-listening stage) also
* releases its hit canvas, so it uses less memory
* @name Konva.Node#listening
* @method
* @param {Boolean} listening Can be true, or false. The default is true.
* @returns {Boolean}
* @example
* // get listening attr
* var listening = node.listening();
*
* // stop listening for events, remove node and all its children from hit graph
* node.listening(false);
*
* // listen to events according to the parent
* node.listening(true);
*/
/**
* get/set preventDefault
* By default all shapes will prevent default behavior
* of a browser on a pointer move or tap.
* that will prevent native scrolling when you are trying to drag&drop a node
* but sometimes you may need to enable default actions
* in that case you can set the property to false
* @name Konva.Node#preventDefault
* @method
* @param {Boolean} preventDefault
* @returns {Boolean}
* @example
* // get preventDefault
* var shouldPrevent = shape.preventDefault();
*
* // set preventDefault
* shape.preventDefault(false);
*/
addGetterSetter(Node, 'preventDefault', true, getBooleanValidator());
addGetterSetter(Node, 'filters', undefined, function (val) {
this._filterUpToDate = false;
return val;
});
/**
* get/set filters. Supports function filters, CSS filter strings, or mixed arrays.
* CSS filters are applied using native browser performance when possible, function filters use ImageData manipulation.
* CSS filters automatically fall back to function filters in unsupported browsers.
* Blur radii, pixelation sizes and CSS lengths use node coordinates, independent of cache pixelRatio.
* Custom filters receive (imageData, pixelRatio). ImageData contains full-resolution backing pixels.
* @name Konva.Node#filters
* @method
* @param {Array} filters array of filter functions and/or CSS filter strings
* @returns {Array}
* @example
* // get filters
* var filters = node.filters();
*
* // set CSS filters only (caching required, uses native performance)
* node.cache();
* node.filters(['blur(5px)', 'brightness(1.2)', 'contrast(1.5)']);
*
* // set function filters only (caching required)
* node.cache();
* node.filters([Konva.Filters.Blur, Konva.Filters.Sepia, Konva.Filters.Invert]);
*
* // mix CSS and function filters (caching required, uses fallback strategy)
* node.cache();
* node.filters([
* 'blur(3px)', // CSS filter
* Konva.Filters.Invert, // function filter
* 'brightness(1.5)' // CSS filter
* ]);
*/
addGetterSetter(Node, 'visible', true, getBooleanValidator());
/**
* get/set visible attr. Can be true, or false. The default is true.
* If you need to determine if a node is visible or not
* by taking into account its parents, use the isVisible() method
* @name Konva.Node#visible
* @method
* @param {Boolean} visible
* @returns {Boolean}
* @example
* // get visible attr
* var visible = node.visible();
*
* // make invisible
* node.visible(false);
*
* // make visible (according to the parent)
* node.visible(true);
*
*/
addGetterSetter(Node, 'transformsEnabled', 'all', getStringValidator());
/**
* get/set transforms that are enabled. Can be "all", "none", or "position". The default
* is "all"
* @name Konva.Node#transformsEnabled
* @method
* @param {String} enabled
* @returns {String}
* @example
* // enable position transform only to improve draw performance
* node.transformsEnabled('position');
*
* // enable all transforms
* node.transformsEnabled('all');
*/
/**
* get/set node size
* @name Konva.Node#size
* @method
* @param {Object} size
* @param {Number} size.width
* @param {Number} size.height
* @returns {Object}
* @example
* // get node size
* var size = node.size();
* var width = size.width;
* var height = size.height;
*
* // set size
* node.size({
* width: 100,
* height: 200
* });
*/
addGetterSetter(Node, 'size');
/**
* get/set drag bound function. This is used to override the default
* drag and drop position. The function is called with the absolute position
* the node is about to get and the native event, and must return the
* absolute position to use
* @name Konva.Node#dragBoundFunc
* @method
* @param {Function} dragBoundFunc function(pos, evt) returning `{ x, y }`
* @returns {Function}
* @example
* // get drag bound function
* var dragBoundFunc = node.dragBoundFunc();
*
* // create vertical drag and drop
* node.dragBoundFunc(function(pos){
* // important pos - is absolute position of the node
* // you should return absolute position too
* return {
* x: this.absolutePosition().x,
* y: pos.y
* };
* });
*/
addGetterSetter(Node, 'dragBoundFunc');
/**
* get/set draggable flag
* @name Konva.Node#draggable
* @method
* @param {Boolean} draggable
* @returns {Boolean}
* @example
* // get draggable flag
* var draggable = node.draggable();
*
* // enable drag and drop
* node.draggable(true);
*
* // disable drag and drop
* node.draggable(false);
*/
addGetterSetter(Node, 'draggable', false, getBooleanValidator());
Factory.backCompat(Node, {
rotateDeg: 'rotate',
setRotationDeg: 'setRotation',
getRotationDeg: 'getRotation',
});