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canvas.class.ts
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canvas.class.ts
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import { getEnv } from '../env';
import { dragHandler } from '../controls/drag';
import { getActionFromCorner } from '../controls/util';
import { Point } from '../point.class';
import { FabricObject } from '../shapes/Object/FabricObject';
import {
CanvasEvents,
ModifierKey,
TOptionalModifierKey,
TPointerEvent,
Transform,
} from '../EventTypeDefs';
import {
addTransformToObject,
saveObjectTransform,
} from '../util/misc/objectTransforms';
import { StaticCanvas, TCanvasSizeOptions } from './static_canvas.class';
import {
isActiveSelection,
isCollection,
isFabricObjectCached,
} from '../util/types';
import { invertTransform, transformPoint } from '../util/misc/matrix';
import { isTransparent } from '../util/misc/isTransparent';
import {
TMat2D,
TOriginX,
TOriginY,
TSize,
TToCanvasElementOptions,
} from '../typedefs';
import { degreesToRadians } from '../util/misc/radiansDegreesConversion';
import { getPointer, isTouchEvent } from '../util/dom_event';
import type { IText } from '../shapes/itext.class';
import {
cleanUpJsdomNode,
makeElementUnselectable,
wrapElement,
} from '../util/dom_misc';
import { setStyle } from '../util/dom_style';
import type { BaseBrush } from '../brushes/base_brush.class';
import { pick } from '../util/misc/pick';
import { TSVGReviver } from '../typedefs';
import { sendPointToPlane } from '../util/misc/planeChange';
type TDestroyedCanvas = Omit<
SelectableCanvas<CanvasEvents>,
| 'contextTop'
| 'contextCache'
| 'lowerCanvasEl'
| 'upperCanvasEl'
| 'cacheCanvasEl'
| 'wrapperEl'
> & {
wrapperEl?: HTMLDivElement;
cacheCanvasEl?: HTMLCanvasElement;
upperCanvasEl?: HTMLCanvasElement;
lowerCanvasEl?: HTMLCanvasElement;
contextCache?: CanvasRenderingContext2D | null;
contextTop?: CanvasRenderingContext2D | null;
};
/**
* Canvas class
* @class Canvas
* @extends StaticCanvas
* @tutorial {@link http://fabricjs.com/fabric-intro-part-1#canvas}
*
* @fires object:modified at the end of a transform
* @fires object:rotating while an object is being rotated from the control
* @fires object:scaling while an object is being scaled by controls
* @fires object:moving while an object is being dragged
* @fires object:skewing while an object is being skewed from the controls
*
* @fires before:transform before a transform is is started
* @fires before:selection:cleared
* @fires selection:cleared
* @fires selection:updated
* @fires selection:created
*
* @fires path:created after a drawing operation ends and the path is added
* @fires mouse:down
* @fires mouse:move
* @fires mouse:up
* @fires mouse:down:before on mouse down, before the inner fabric logic runs
* @fires mouse:move:before on mouse move, before the inner fabric logic runs
* @fires mouse:up:before on mouse up, before the inner fabric logic runs
* @fires mouse:over
* @fires mouse:out
* @fires mouse:dblclick whenever a native dbl click event fires on the canvas.
*
* @fires dragover
* @fires dragenter
* @fires dragleave
* @fires drag:enter object drag enter
* @fires drag:leave object drag leave
* @fires drop:before before drop event. Prepare for the drop event (same native event).
* @fires drop
* @fires drop:after after drop event. Run logic on canvas after event has been accepted/declined (same native event).
* @example
* let a: fabric.Object, b: fabric.Object;
* let flag = false;
* canvas.add(a, b);
* a.on('drop:before', opt => {
* // we want a to accept the drop even though it's below b in the stack
* flag = this.canDrop(opt.e);
* });
* b.canDrop = function(e) {
* !flag && this.draggableTextDelegate.canDrop(e);
* }
* b.on('dragover', opt => b.set('fill', opt.dropTarget === b ? 'pink' : 'black'));
* a.on('drop', opt => {
* opt.e.defaultPrevented // drop occurred
* opt.didDrop // drop occurred on canvas
* opt.target // drop target
* opt.target !== a && a.set('text', 'I lost');
* });
* canvas.on('drop:after', opt => {
* // inform user who won
* if(!opt.e.defaultPrevented) {
* // no winners
* }
* else if(!opt.didDrop) {
* // my objects didn't win, some other lucky object
* }
* else {
* // we have a winner it's opt.target!!
* }
* })
*
* @fires after:render at the end of the render process, receives the context in the callback
* @fires before:render at start the render process, receives the context in the callback
*
* @fires contextmenu:before
* @fires contextmenu
* @example
* let handler;
* targets.forEach(target => {
* target.on('contextmenu:before', opt => {
* // decide which target should handle the event before canvas hijacks it
* if (someCaseHappens && opt.targets.includes(target)) {
* handler = target;
* }
* });
* target.on('contextmenu', opt => {
* // do something fantastic
* });
* });
* canvas.on('contextmenu', opt => {
* if (!handler) {
* // no one takes responsibility, it's always left to me
* // let's show them how it's done!
* }
* });
*
*/
export class SelectableCanvas<
EventSpec extends CanvasEvents = CanvasEvents
> extends StaticCanvas<EventSpec> {
declare _objects: FabricObject[];
/**
* When true, objects can be transformed by one side (unproportionally)
* when dragged on the corners that normally would not do that.
* @type Boolean
* @default
* @since fabric 4.0 // changed name and default value
*/
declare uniformScaling: boolean;
/**
* Indicates which key switches uniform scaling.
* values: 'altKey', 'shiftKey', 'ctrlKey'.
* If `null` or 'none' or any other string that is not a modifier key
* feature is disabled.
* totally wrong named. this sounds like `uniform scaling`
* if Canvas.uniformScaling is true, pressing this will set it to false
* and viceversa.
* @since 1.6.2
* @type ModifierKey
* @default
*/
declare uniScaleKey: TOptionalModifierKey;
/**
* When true, objects use center point as the origin of scale transformation.
* <b>Backwards incompatibility note:</b> This property replaces "centerTransform" (Boolean).
* @since 1.3.4
* @type Boolean
* @default
*/
declare centeredScaling: boolean;
/**
* When true, objects use center point as the origin of rotate transformation.
* <b>Backwards incompatibility note:</b> This property replaces "centerTransform" (Boolean).
* @since 1.3.4
* @type Boolean
* @default
*/
declare centeredRotation: boolean;
/**
* Indicates which key enable centered Transform
* values: 'altKey', 'shiftKey', 'ctrlKey'.
* If `null` or 'none' or any other string that is not a modifier key
* feature is disabled feature disabled.
* @since 1.6.2
* @type ModifierKey
* @default
*/
declare centeredKey: TOptionalModifierKey;
/**
* Indicates which key enable alternate action on corner
* values: 'altKey', 'shiftKey', 'ctrlKey'.
* If `null` or 'none' or any other string that is not a modifier key
* feature is disabled feature disabled.
* @since 1.6.2
* @type ModifierKey
* @default
*/
declare altActionKey: TOptionalModifierKey;
/**
* Indicates that canvas is interactive. This property should not be changed.
* @type Boolean
* @default
*/
interactive = true;
/**
* Indicates whether group selection should be enabled
* @type Boolean
* @default
*/
declare selection: boolean;
/**
* Indicates which key or keys enable multiple click selection
* Pass value as a string or array of strings
* values: 'altKey', 'shiftKey', 'ctrlKey'.
* If `null` or empty or containing any other string that is not a modifier key
* feature is disabled.
* @since 1.6.2
* @type ModifierKey|ModifierKey[]
* @default
*/
declare selectionKey: TOptionalModifierKey | ModifierKey[];
/**
* Indicates which key enable alternative selection
* in case of target overlapping with active object
* values: 'altKey', 'shiftKey', 'ctrlKey'.
* For a series of reason that come from the general expectations on how
* things should work, this feature works only for preserveObjectStacking true.
* If `null` or 'none' or any other string that is not a modifier key
* feature is disabled.
* @since 1.6.5
* @type null|ModifierKey
* @default
*/
declare altSelectionKey: TOptionalModifierKey;
/**
* Color of selection
* @type String
* @default
*/
declare selectionColor: string;
/**
* Default dash array pattern
* If not empty the selection border is dashed
* @type Array
*/
declare selectionDashArray: number[];
/**
* Color of the border of selection (usually slightly darker than color of selection itself)
* @type String
* @default
*/
declare selectionBorderColor: string;
/**
* Width of a line used in object/group selection
* @type Number
* @default
*/
declare selectionLineWidth: number;
/**
* Select only shapes that are fully contained in the dragged selection rectangle.
* @type Boolean
* @default
*/
declare selectionFullyContained: boolean;
/**
* Default cursor value used when hovering over an object on canvas
* @type CSSStyleDeclaration['cursor']
* @default move
*/
declare hoverCursor: CSSStyleDeclaration['cursor'];
/**
* Default cursor value used when moving an object on canvas
* @type CSSStyleDeclaration['cursor']
* @default move
*/
declare moveCursor: CSSStyleDeclaration['cursor'];
/**
* Default cursor value used for the entire canvas
* @type String
* @default default
*/
declare defaultCursor: CSSStyleDeclaration['cursor'];
/**
* Cursor value used during free drawing
* @type String
* @default crosshair
*/
declare freeDrawingCursor: CSSStyleDeclaration['cursor'];
/**
* Cursor value used for disabled elements ( corners with disabled action )
* @type String
* @since 2.0.0
* @default not-allowed
*/
declare notAllowedCursor: CSSStyleDeclaration['cursor'];
/**
* Default element class that's given to wrapper (div) element of canvas
* @type String
* @default
*/
declare containerClass: string;
/**
* When true, object detection happens on per-pixel basis rather than on per-bounding-box
* @type Boolean
* @default
*/
declare perPixelTargetFind: boolean;
/**
* Number of pixels around target pixel to tolerate (consider active) during object detection
* @type Number
* @default
*/
declare targetFindTolerance: number;
/**
* When true, target detection is skipped. Target detection will return always undefined.
* click selection won't work anymore, events will fire with no targets.
* if something is selected before setting it to true, it will be deselected at the first click.
* area selection will still work. check the `selection` property too.
* if you deactivate both, you should look into staticCanvas.
* @type Boolean
* @default
*/
declare skipTargetFind: boolean;
/**
* When true, mouse events on canvas (mousedown/mousemove/mouseup) result in free drawing.
* After mousedown, mousemove creates a shape,
* and then mouseup finalizes it and adds an instance of `fabric.Path` onto canvas.
* @tutorial {@link http://fabricjs.com/fabric-intro-part-4#free_drawing}
* @type Boolean
* @default
*/
declare isDrawingMode: boolean;
/**
* Indicates whether objects should remain in current stack position when selected.
* When false objects are brought to top and rendered as part of the selection group
* @type Boolean
* @default
*/
declare preserveObjectStacking: boolean;
/**
* Indicates if the right click on canvas can output the context menu or not
* @type Boolean
* @since 1.6.5
* @default
*/
declare stopContextMenu: boolean;
/**
* Indicates if the canvas can fire right click events
* @type Boolean
* @since 1.6.5
* @default
*/
declare fireRightClick: boolean;
/**
* Indicates if the canvas can fire middle click events
* @type Boolean
* @since 1.7.8
* @default
*/
declare fireMiddleClick: boolean;
/**
* Keep track of the subTargets for Mouse Events
* @type FabricObject[]
*/
targets: FabricObject[] = [];
/**
* Keep track of the hovered target
* @type FabricObject | null
* @private
*/
declare _hoveredTarget?: FabricObject;
/**
* hold the list of nested targets hovered
* @type FabricObject[]
* @private
*/
_hoveredTargets: FabricObject[] = [];
/**
* hold the list of objects to render
* @type FabricObject[]
* @private
*/
_objectsToRender?: FabricObject[] = [];
/**
* hold a referenfce to a data structure that contains information
* on the current on going transform
* @type
* @private
*/
_currentTransform: Transform | null = null;
/**
* hold a reference to a data structure used to track the selecion
* box on canvas drag
* on the current on going transform
* @type
* @private
*/
_groupSelector: any = null;
/**
* internal flag used to understand if the context top requires a cleanup
* in case this is true, the contextTop will be cleared at the next render
* @type boolean
* @private
*/
contextTopDirty = false;
/**
* a reference to the context of an additional canvas that is used for scratch operations
* @TODOL This is created automatically when needed, while it shouldn't. is probably not even often needed
* and is a memory waste. We should either have one that gets added/deleted
* @type CanvasRenderingContext2D
* @private
*/
declare contextCache: CanvasRenderingContext2D;
/**
* During a mouse event we may need the pointer multiple times in multiple functions.
* _absolutePointer holds a reference to the pointer in fabricCanvas/design coordinates that is valid for the event
* lifespan. Every fabricJS mouse event create and delete the cache every time
* We do this because there are some HTML DOM inspection functions to get the actual pointer coordinates
* @type {Point}
*/
protected declare _absolutePointer?: Point;
/**
* During a mouse event we may need the pointer multiple times in multiple functions.
* _pointer holds a reference to the pointer in html coordinates that is valid for the event
* lifespan. Every fabricJS mouse event create and delete the cache every time
* We do this because there are some HTML DOM inspection functions to get the actual pointer coordinates
* @type {Point}
*/
protected declare _pointer?: Point;
/**
* During a mouse event we may need the target multiple times in multiple functions.
* _target holds a reference to the target that is valid for the event
* lifespan. Every fabricJS mouse event create and delete the cache every time
* @type {FabricObject}
*/
protected declare _target?: FabricObject;
declare upperCanvasEl: HTMLCanvasElement;
declare contextTop: CanvasRenderingContext2D;
declare wrapperEl: HTMLDivElement;
declare cacheCanvasEl: HTMLCanvasElement;
protected declare _isCurrentlyDrawing: boolean;
declare freeDrawingBrush?: BaseBrush;
declare _activeObject?: FabricObject;
protected initElements(el: string | HTMLCanvasElement) {
super.initElements(el);
this._applyCanvasStyle(this.lowerCanvasEl);
this._initWrapperElement();
this._createUpperCanvas();
this._createCacheCanvas();
}
protected _initRetinaScaling() {
super._initRetinaScaling();
this.__initRetinaScaling(this.upperCanvasEl, this.contextTop);
}
/**
* @private
* @param {FabricObject} obj Object that was added
*/
_onObjectAdded(obj: FabricObject) {
this._objectsToRender = undefined;
super._onObjectAdded(obj);
}
/**
* @private
* @param {FabricObject} obj Object that was removed
*/
_onObjectRemoved(obj: FabricObject) {
this._objectsToRender = undefined;
// removing active object should fire "selection:cleared" events
if (obj === this._activeObject) {
this.fire('before:selection:cleared', { deselected: [obj] });
this._discardActiveObject();
this.fire('selection:cleared', { deselected: [obj] });
obj.fire('deselected', {
target: obj,
});
}
if (obj === this._hoveredTarget) {
this._hoveredTarget = undefined;
this._hoveredTargets = [];
}
super._onObjectRemoved(obj);
}
/**
* Divides objects in two groups, one to render immediately
* and one to render as activeGroup.
* @return {Array} objects to render immediately and pushes the other in the activeGroup.
*/
_chooseObjectsToRender(): FabricObject[] {
const activeObjects = this.getActiveObjects();
let objsToRender, activeGroupObjects;
if (!this.preserveObjectStacking && activeObjects.length > 1) {
objsToRender = [];
activeGroupObjects = [];
for (let i = 0, length = this._objects.length; i < length; i++) {
const object = this._objects[i];
if (activeObjects.indexOf(object) === -1) {
objsToRender.push(object);
} else {
activeGroupObjects.push(object);
}
}
if (activeObjects.length > 1 && isCollection(this._activeObject)) {
this._activeObject._objects = activeGroupObjects;
}
objsToRender.push(...activeGroupObjects);
}
// in case a single object is selected render it's entire parent above the other objects
else if (!this.preserveObjectStacking && activeObjects.length === 1) {
const target = activeObjects[0],
ancestors = target.getAncestors(true);
const topAncestor = (
ancestors.length === 0 ? target : ancestors.pop()
) as FabricObject;
objsToRender = this._objects.slice();
const index = objsToRender.indexOf(topAncestor);
index > -1 && objsToRender.splice(objsToRender.indexOf(topAncestor), 1);
objsToRender.push(topAncestor);
} else {
objsToRender = this._objects;
}
return objsToRender;
}
/**
* Renders both the top canvas and the secondary container canvas.
*/
renderAll() {
this.cancelRequestedRender();
if (this.destroyed) {
return;
}
if (this.contextTopDirty && !this._groupSelector && !this.isDrawingMode) {
this.clearContext(this.contextTop);
this.contextTopDirty = false;
}
if (this.hasLostContext) {
this.renderTopLayer(this.contextTop);
this.hasLostContext = false;
}
!this._objectsToRender &&
(this._objectsToRender = this._chooseObjectsToRender());
this.renderCanvas(this.contextContainer, this._objectsToRender);
}
/**
* text selection is rendered by the active text instance during the rendering cycle
*/
renderTopLayer(ctx: CanvasRenderingContext2D): void {
ctx.save();
if (this.isDrawingMode && this._isCurrentlyDrawing) {
this.freeDrawingBrush && this.freeDrawingBrush._render();
this.contextTopDirty = true;
}
// we render the top context - last object
if (this.selection && this._groupSelector) {
this._drawSelection(ctx);
this.contextTopDirty = true;
}
ctx.restore();
}
/**
* Method to render only the top canvas.
* Also used to render the group selection box.
* Does not render text selection.
*/
renderTop() {
const ctx = this.contextTop;
this.clearContext(ctx);
this.renderTopLayer(ctx);
// todo: how do i know if the after:render is for the top or normal contex?
this.fire('after:render', { ctx });
}
/**
* Given a pointer on the canvas with a viewport applied,
* find out the opinter in
* @private
*/
_normalizePointer(object: FabricObject, pointer: Point): Point {
return transformPoint(
this.restorePointerVpt(pointer),
invertTransform(object.calcTransformMatrix())
);
}
/**
* Returns true if object is transparent at a certain location
* Clarification: this is `is target transparent at location X or are controls there`
* @TODO this seems dumb that we treat controls with transparency. we can find controls
* programmatically without painting them, the cache canvas optimization is always valid
* @param {FabricObject} target Object to check
* @param {Number} x Left coordinate
* @param {Number} y Top coordinate
* @return {Boolean}
*/
isTargetTransparent(target: FabricObject, x: number, y: number): boolean {
// in case the target is the activeObject, we cannot execute this optimization
// because we need to draw controls too.
if (isFabricObjectCached(target) && target !== this._activeObject) {
// optimizatio: we can reuse the cache
const normalizedPointer = this._normalizePointer(target, new Point(x, y)),
targetRelativeX = Math.max(
target.cacheTranslationX + normalizedPointer.x * target.zoomX,
0
),
targetRelativeY = Math.max(
target.cacheTranslationY + normalizedPointer.y * target.zoomY,
0
);
return isTransparent(
target._cacheContext,
Math.round(targetRelativeX),
Math.round(targetRelativeY),
this.targetFindTolerance
);
}
const ctx = this.contextCache,
originalColor = target.selectionBackgroundColor,
v = this.viewportTransform;
target.selectionBackgroundColor = '';
this.clearContext(ctx);
ctx.save();
ctx.transform(v[0], v[1], v[2], v[3], v[4], v[5]);
target.render(ctx);
ctx.restore();
target.selectionBackgroundColor = originalColor;
return isTransparent(ctx, x, y, this.targetFindTolerance);
}
/**
* takes an event and determines if selection key has been pressed
* @private
* @param {TPointerEvent} e Event object
*/
_isSelectionKeyPressed(e: TPointerEvent): boolean {
const sKey = this.selectionKey;
if (!sKey) {
return false;
}
if (Array.isArray(sKey)) {
return !!sKey.find((key) => !!key && e[key] === true);
} else {
return e[sKey];
}
}
/**
* @private
* @param {TPointerEvent} e Event object
* @param {FabricObject} target
*/
_shouldClearSelection(e: TPointerEvent, target?: FabricObject): boolean {
const activeObjects = this.getActiveObjects(),
activeObject = this._activeObject;
return !!(
!target ||
(target &&
activeObject &&
activeObjects.length > 1 &&
activeObjects.indexOf(target) === -1 &&
activeObject !== target &&
!this._isSelectionKeyPressed(e)) ||
(target && !target.evented) ||
(target && !target.selectable && activeObject && activeObject !== target)
);
}
/**
* This method will take in consideration a modifier key pressed and the control we are
* about to drag, and try to guess the anchor point ( origin ) of the transormation.
* This should be really in the realm of controls, and we should remove specific code for legacy
* embedded actions.
* @TODO this probably deserve discussion/rediscovery and change/refactor
* @private
* @deprecated
* @param {FabricObject} target
* @param {string} action
* @param {boolean} altKey
* @returns {boolean} true if the transformation should be centered
*/
private _shouldCenterTransform(
target: FabricObject,
action: string,
modifierKeyPressed: boolean
) {
if (!target) {
return;
}
let centerTransform;
if (
action === 'scale' ||
action === 'scaleX' ||
action === 'scaleY' ||
action === 'resizing'
) {
centerTransform = this.centeredScaling || target.centeredScaling;
} else if (action === 'rotate') {
centerTransform = this.centeredRotation || target.centeredRotation;
}
return centerTransform ? !modifierKeyPressed : modifierKeyPressed;
}
/**
* Given the control clicked, determine the origin of the transform.
* This is bad because controls can totally have custom names
* should disappear before release 4.0
* @private
* @deprecated
*/
_getOriginFromCorner(
target: FabricObject,
controlName: string
): { x: TOriginX; y: TOriginY } {
const origin = {
x: target.originX,
y: target.originY,
};
// is a left control ?
if (['ml', 'tl', 'bl'].includes(controlName)) {
origin.x = 'right';
// is a right control ?
} else if (['mr', 'tr', 'br'].includes(controlName)) {
origin.x = 'left';
}
// is a top control ?
if (['tl', 'mt', 'tr'].includes(controlName)) {
origin.y = 'bottom';
// is a bottom control ?
} else if (['bl', 'mb', 'br'].includes(controlName)) {
origin.y = 'top';
}
return origin;
}
/**
* @private
* @param {Event} e Event object
* @param {FaricObject} target
*/
_setupCurrentTransform(
e: TPointerEvent,
target: FabricObject,
alreadySelected: boolean
): void {
if (!target) {
return;
}
const pointer = target.group
? // transform pointer to target's containing coordinate plane
sendPointToPlane(
this.getPointer(e),
undefined,
target.group.calcTransformMatrix()
)
: this.getPointer(e);
const corner = target.__corner || '',
control = !!corner && target.controls[corner],
actionHandler =
alreadySelected && control
? control.getActionHandler(e, target, control)
: dragHandler,
action = getActionFromCorner(alreadySelected, corner, e, target),
origin = this._getOriginFromCorner(target, corner),
altKey = e[this.centeredKey as ModifierKey],
/**
* relative to target's containing coordinate plane
* both agree on every point
**/
transform: Transform = {
target: target,
action: action,
actionHandler,
actionPerformed: false,
corner,
scaleX: target.scaleX,
scaleY: target.scaleY,
skewX: target.skewX,
skewY: target.skewY,
offsetX: pointer.x - target.left,
offsetY: pointer.y - target.top,
originX: origin.x,
originY: origin.y,
ex: pointer.x,
ey: pointer.y,
lastX: pointer.x,
lastY: pointer.y,
theta: degreesToRadians(target.angle),
width: target.width,
height: target.height,
shiftKey: e.shiftKey,
altKey: altKey,
original: {
...saveObjectTransform(target),
originX: origin.x,
originY: origin.y,
},
};
if (this._shouldCenterTransform(target, action, altKey)) {
transform.originX = 'center';
transform.originY = 'center';
}
this._currentTransform = transform;
// @ts-ignore
this._beforeTransform(e);
}
/**
* Set the cursor type of the canvas element
* @param {String} value Cursor type of the canvas element.
* @see http://www.w3.org/TR/css3-ui/#cursor
*/
setCursor(value: CSSStyleDeclaration['cursor']): void {
this.upperCanvasEl.style.cursor = value;
}
/**
* @private
* @param {CanvasRenderingContext2D} ctx to draw the selection on
*/
_drawSelection(ctx: CanvasRenderingContext2D): void {
const { ex, ey, left, top } = this._groupSelector,
start = new Point(ex, ey).transform(this.viewportTransform),
extent = new Point(ex + left, ey + top).transform(this.viewportTransform),
strokeOffset = this.selectionLineWidth / 2;
let minX = Math.min(start.x, extent.x),
minY = Math.min(start.y, extent.y),
maxX = Math.max(start.x, extent.x),
maxY = Math.max(start.y, extent.y);
if (this.selectionColor) {
ctx.fillStyle = this.selectionColor;
ctx.fillRect(minX, minY, maxX - minX, maxY - minY);
}
if (!this.selectionLineWidth || !this.selectionBorderColor) {
return;
}
ctx.lineWidth = this.selectionLineWidth;
ctx.strokeStyle = this.selectionBorderColor;
minX += strokeOffset;
minY += strokeOffset;
maxX -= strokeOffset;
maxY -= strokeOffset;
// selection border
// @TODO: is _setLineDash still necessary on modern canvas?
FabricObject.prototype._setLineDash.call(
this,
ctx,
this.selectionDashArray
);
ctx.strokeRect(minX, minY, maxX - minX, maxY - minY);
}
/**
* Method that determines what object we are clicking on
* the skipGroup parameter is for internal use, is needed for shift+click action
* 11/09/2018 TODO: would be cool if findTarget could discern between being a full target
* or the outside part of the corner.
* @param {Event} e mouse event
* @param {Boolean} skipGroup when true, activeGroup is skipped and only objects are traversed through
* @return {FabricObject | null} the target found
*/
findTarget(e: TPointerEvent, skipGroup = false): FabricObject | undefined {
if (this.skipTargetFind) {
return undefined;
}
const pointer = this.getPointer(e, true),
activeObject = this._activeObject,
aObjects = this.getActiveObjects(),
isTouch = isTouchEvent(e),
shouldLookForActive =
(aObjects.length > 1 && !skipGroup) || aObjects.length === 1;
// first check current group (if one exists)
// active group does not check sub targets like normal groups.
// if active group just exits.
this.targets = [];
// if we hit the corner of an activeObject, let's return that.
if (
// ts doesn't get that if shouldLookForActive is true, activeObject exists
activeObject &&
shouldLookForActive &&
activeObject._findTargetCorner(pointer, isTouch)
) {
return activeObject;
}
if (
aObjects.length > 1 &&
isActiveSelection(activeObject) &&
!skipGroup &&
this.searchPossibleTargets([activeObject], pointer)
) {
return activeObject;
}
let activeTarget;
let activeTargetSubs: FabricObject[] = [];
if (
// ts doesn't get that if aObjects has one object, activeObject exists
activeObject &&
aObjects.length === 1 &&
activeObject === this.searchPossibleTargets([activeObject], pointer)
) {
if (!this.preserveObjectStacking) {
return activeObject;
} else {
activeTarget = activeObject;
activeTargetSubs = this.targets;
this.targets = [];
}
}
const target = this.searchPossibleTargets(this._objects, pointer);
if (
e[this.altSelectionKey as ModifierKey] &&
target &&
activeTarget &&
target !== activeTarget
) {